My opinion on the current state of the game (Both sides)

Is just a: what do you think about all this facts, let's talk!

Every opinion is based on my games and my feelings, that's not the "truth", but I want to understand if someone think like me or not. For better understanding, I play since Buba relase, never tried to be competitive, i just tried to have fun.

Killer side

Killer side first because i play it more (since I don't enjoy solo queue as surv)

• Killer side is stressfull, a lot of games or killer playstyles are not fun to play, due to the current state of the game I feel like the only playstyle if you want to get a rankup/win is to tunnel at least the first guy to slow down the gen progress (obviously it depend on the surv party, but we all know that if it is a good one this rule is always true). This or play only high movement killer (and that's the answer to "why everybody put S rank on Nurse, Blight and Spirit"). Killer not fun to play: everyone that start to get advantage of their power after 2-3 gens done, like Shape. BTW stressfull and funny are not opposites, so we still keep the stressfull part but at least make it fun.

• Dead Hard is a free +5 sec (or more depend on situations) to the chase, I think all the perks need to be a shield to some mechanics (counter) OR a reward for doing something (like MoM idea for istance), don't saying it need to be changed a lot, but at least non a free hit miss as reward for being hit once... (No nobody uses No mither). Exemple of possible activator for the perk: being injured for 30/25/20 sec, that's fine, if you are good, you buy a free hit.

That's all, 2 things, one litte, one big but only two things


Survivor side

• Solo queue is unjoiable, never knowing what other are doing, and where they are is a problem since day 1, aura perks exist, but you need to lose at least a good perk for that, still not sure if it's worth or not.

• NOED is a free get at least 1 survivor if you failed protecting the generators, same as DH is a reward for failing your task, remove it as a totem ad give it something like: if you get at least 9/8/7 hooks than ohko after gens are compleated, so it becamed a reward for doing at least 58.3% of your task (basically more than half, it can began easily a 10/9/8, is not my job to balance the perks 😱)

• BBQ is too good, is a must have just for the bloodpoint use, no need to be also one of the most usefull aura reading perks, and it's only counterplay is a perk that I tested a lot, and i still think is not worth.

• Gens are bad and boring: to fast to complete and you don't get a bonus to cooperation, I still think we need a increased time to complete a gen, BUT for every survivor it speed up (now 2 surv is not a 2x speed, so not worth at the beginning of the game).


Both sides

• End game chat is useless and only a flame thing, just put it for only surv, so they can talk and team up for the next game and give pre-selected message for the other side (like good game, and have fun). Kill the flame, is just a game.

• Since MMR is a thing all the colored ranks are just a "How many do you play" that give BP at the end of the month, so let it be this, easy for the achievement, just a big reward for active players.

• New player have to waste a lot of time if they want all the perks on every character ( 1 surv + 27 killers minimum if you want to enjoy the entire game, that means level 45 for every surv and level 50++ for every killer). That's not an issue for the kind of players that play only this game, but for everybody like me that enjoy to range from one game to another, is very hard to try differents build. And if no new player come to the game, the only thing that can happen is we increase queue time until death of the game. About this: for what do you play? Grindig or Ranking? Let me know!

• Skins are fine to get cash from players, can we please slow down the new chapter relase? More things come to the game, more it's hard to balance, can we focus on it and bring like 2 new chapter/year? (Also it slow down the grinding for perks on all the characters)

• A reward for the Devotion level maybe? What's the point of having it inside the game? Infinite levels for Iridescent Shards are fine, but previously it was based on playtime and it was pretty the same ammount of reward/time played.


That's all, maybe I forgot something, but is ok like this, I think that are the main things I don't enjoy. Tell me your POV! Have fun in the fog!

Comments

  • Well unfortunately simple math as a killer tells you to tunnel/camp. Then the ultimate fact that the math simply favours the survivors overwhelmingly with how long the find>chase>hook process is vs. how long it takes a team of 3 to do generators. These two factors are why the game gets toxic. Either it's too easy for the survivors no matter what the killer does which results in bullying to find amusement in the game or one survivor has a miserable time being tunneled out and basically being told 'you don't get to play'. Both sides then ultimately feel cheated by the other and up the toxic arms race.

    Personally I wouldn't run BBQ if it didn't have the bloodpoints and personally think they should just give 100% of bloodpoints post game and remove the part that gives extra blood points from all the perks that do, on both survivor and killer. I'd rather run discordance, surveillance or tinkerer and for some killers (trapper) even Whispers over BBQ.

    BBQ is decent sure but it only works if you get a hook and only if they aren't close to you and lockers counter it. Granted like all info perks what it 'doesn't' tell you is sometimes as good as what it does, but in this case you don't get an exact position so not exactly. So ultimately I'd rather run something that will DEFINATELY tell me something.

  • The info BBQ grants you isn't even that useful

  • Dbd would be a pretty good party game if not for that if either side wants to they can make the game supremely unfun for the other side.

    Want to win as survivor? Play SWF. Enough said, really.

    Want to win as killer? It isn't as hard as the doom and gloom killer-sided forum posters on this site would have you believe. The obvious first choice is play an overpowered killer (yes, yes, I know. It's the addons that are OP). Play Blight or nurse and you don't have to actually be better than the survivor you are facing in order to win.

    Not one of those killers? Then hard camp/tunnel the first survivor you catch until death, only going far enough away from the first hook to protect the closest generators, always staying close to the first hook. Don't think so? Then you don't know "high mmr game play" and "tournament game play".

    It really is so sad that this is what the best strategy is.

    For killer it is to hard tunnel the first player you see, essentially making it a 1v1 game from the very beginning. Super, super unfun.

    But, as a killer if you don't do that against equally high-skilled survivors then you will get stomped.

    Chases are where the skill in this game is, but right now generator speeds are too fast, camping and tunneling too strong, so if either side wants to play "well", then they both must use these super skilless strategies.

    Both sides are rewarded for skilless gameplay. As survivor the best strategy is to play as safe as possible in a chase so you prolong the first chase, because if you get hooked first you are getting killed first.

    As killer the best strategy is to commit to only one chase: the first one, and then make sure that first player is killed, while relying on 3-4 slowdown perks to make sure the remaining 3 survivors can't escape after.

    I don't blame the players of either side. They are just trying to win in a game where if you try to play a game that is fun and skilled for both sides you will just end up getting rocked.

  • In the midst of my rant I forgot to write a solution:

    1) bring nurse and Blight back to earth.

    2) show killers how many players are in a group in the Lobby screen

    3) remove grabs on healthy survivors trying to save hooked survivors (this will help game health so much). It will nerf killers in the end game though, so maybe give killers extra speed boost (like noed with no instadown) in the end game? I dont know

    4) reduce generator speed when several survivors are doing gens together. How the devs can think the current multi-survivor gen speed is okay is baffling

    5) to battle against killers who only want to tunnel out the first survivor every game, have the entity nerf the killer in some way if the first three hooks are all on the same survivor. The entity wants the killer to toy with the survivor, so by hard tunneling out the first survivor the killer sees would, at least lore-wise, result in a punishment to the killer by the entity.

    1. Killer is stressful and not fun to play. I would agree killer is stressful and unfun, until you learn how to play the game and it becomes somewhat boring and repetitive. Especially if you play broken killers, it always results in a 4k. You can of course, always win and it still is stressful and not fun. This might be the case for killers indeed.
    2. Solo queue is unplayable. Add to stressful and unfun, the fact you will most likely always lose in higher mmr.
    3. Gens speed: Yeah no. If a single more second is added to the already boring, dull, repetitive task of repairing, I can see myself unable to ever going into another match again as survivor. It's very close to the tipping point of unbearable.

    The grind, mmr, devotion rewards... The thing is. Behaviour has actively neglected fixing core issues and balance inconsistencies in favour of unrelenting new content release and cosmetics for cash. They have gone on a sort of feral frenzy festival of pushing out content, in many occasions bugged and broken (Twins release, hello) showing literally 0 concern or appreciation for the very people that support the game for years now. If they genuinely cared about the game and the players supporting them, they would slow down, take whatever number of months necessary, stop releasing new DLCS, and Fix. The. Game. Issues. That. Have. Been. Here. For. Almost. Six. Years. Now.

  • @Rac said:

    Is just a: what do you think about all this facts, let's talk!

    Every opinion is based on my games and my feelings, that's not the "truth", but I want to understand if someone think like me or not. For better understanding, I play since Buba relase, never tried to be competitive, i just tried to have fun.

    Killer side

    Killer side first because i play it more (since I don't enjoy solo queue as surv)

    • Killer side is stressfull, a lot of games or killer playstyles are not fun to play, due to the current state of the game I feel like the only playstyle if you want to get a rankup/win is to tunnel at least the first guy to slow down the gen progress (obviously it depend on the surv party, but we all know that if it is a good one this rule is always true). This or play only high movement killer (and that's the answer to "why everybody put S rank on Nurse, Blight and Spirit"). Killer not fun to play: everyone that start to get advantage of their power after 2-3 gens done, like Shape. BTW stressfull and funny are not opposites, so we still keep the stressfull part but at least make it fun.

    • Dead Hard is a free +5 sec (or more depend on situations) to the chase, I think all the perks need to be a shield to some mechanics (counter) OR a reward for doing something (like MoM idea for istance), don't saying it need to be changed a lot, but at least non a free hit miss as reward for being hit once... (No nobody uses No mither). Exemple of possible activator for the perk: being injured for 30/25/20 sec, that's fine, if you are good, you buy a free hit.

    That's all, 2 things, one litte, one big but only two things

    Survivor side

    • Solo queue is unjoiable, never knowing what other are doing, and where they are is a problem since day 1, aura perks exist, but you need to lose at least a good perk for that, still not sure if it's worth or not.

    • NOED is a free get at least 1 survivor if you failed protecting the generators, same as DH is a reward for failing your task, remove it as a totem ad give it something like: if you get at least 9/8/7 hooks than ohko after gens are compleated, so it becamed a reward for doing at least 58.3% of your task (basically more than half, it can began easily a 10/9/8, is not my job to balance the perks 😱)

    • BBQ is too good, is a must have just for the bloodpoint use, no need to be also one of the most usefull aura reading perks, and it's only counterplay is a perk that I tested a lot, and i still think is not worth.

    • Gens are bad and boring: to fast to complete and you don't get a bonus to cooperation, I still think we need a increased time to complete a gen, BUT for every survivor it speed up (now 2 surv is not a 2x speed, so not worth at the beginning of the game).

    Both sides

    • End game chat is useless and only a flame thing, just put it for only surv, so they can talk and team up for the next game and give pre-selected message for the other side (like good game, and have fun). Kill the flame, is just a game.

    • Since MMR is a thing all the colored ranks are just a "How many do you play" that give BP at the end of the month, so let it be this, easy for the achievement, just a big reward for active players.

    • New player have to waste a lot of time if they want all the perks on every character ( 1 surv + 27 killers minimum if you want to enjoy the entire game, that means level 45 for every surv and level 50++ for every killer). That's not an issue for the kind of players that play only this game, but for everybody like me that enjoy to range from one game to another, is very hard to try differents build. And if no new player come to the game, the only thing that can happen is we increase queue time until death of the game. About this: for what do you play? Grindig or Ranking? Let me know!

    • Skins are fine to get cash from players, can we please slow down the new chapter relase? More things come to the game, more it's hard to balance, can we focus on it and bring like 2 new chapter/year? (Also it slow down the grinding for perks on all the characters)

    • A reward for the Devotion level maybe? What's the point of having it inside the game? Infinite levels for Iridescent Shards are fine, but previously it was based on playtime and it was pretty the same ammount of reward/time played.

    That's all, maybe I forgot something, but is ok like this, I think that are the main things I don't enjoy. Tell me your POV! Have fun in the fog!

    "BBQ is too good, is a must have just for the bloodpoint use, no need to be also one of the most usefull aura reading perks, and it's only counterplay is a perk that I tested a lot, and i still think is not worth"

    Nope. BBQ is one of the most overrated perks out there. Most killers play it for extra BP. Reading the aura is nice on certain killers, but useless in most cases. If you don't need BP, e.g. "Scourge Hook: Pain Resonance" is significantly better. You find out where the work is done + the gen is popped.

    Btw there is more than one perk useful against BBQ.

    • distortion
    • shadowsteps
    • Kindred
    • Spine Chill
    • Premonition

    Nevertheless you can also counter BBQ without any perks:

    • hide in a locker
    • crouch behind a generator in line of sight of the killer and do not move
    • stay in the killer's terror radius.
    • run in one direction for 4 seconds, then turn around
    • stay at the gen, wait for the killer, embrace the chase and rejoice! (my favourite)
  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/323549/my-opinion-on-the-current-state-of-the-game-both-sides

    "BBQ is too good, is a must have just for the bloodpoint use, no need to be also one of the most usefull aura reading perks, and it's only counterplay is a perk that I tested a lot, and i still think is not worth"

    Nope. BBQ is one of the most overrated perks out there. Most killers play it for extra BP. Reading the aura is nice on certain killers, but useless in most cases. If you don't need BP, e.g. "Scourge Hook: Pain Resonance" is significantly better. You find out where the work is done + the gen is popped.

    Btw there is more than one perk useful against BBQ.

    • distortion
    • shadowsteps
    • Kindred
    • Spine Chill
    • Premonition

    Nevertheless you can also counter BBQ without any perks:

    • hide in a locker
    • crouch behind a generator in line of sight of the killer and do not move
    • stay in the killer's terror radius.
    • run in one direction for 4 seconds, then turn around
    • stay at the gen, wait for the killer, embrace the chase and rejoice! (my favourite)

    Yeah I forgot to mention the fact that is very usefull because most of the S tier killer are high mobility, I mean, is an hide and seek game and you just travel the whole map straight to the survivor, not fun. Basicaly this entire post is about things that reduce fun, not to blame balance (except for free things perks). For counter I mean a direct counter, all you said is worth and right.

  • here's my thoughts on the games current state:

    @Mister_xD said:

    Prologue

    Hello everyone,

    First of all, this is not actually a post that I really wanted to make. As some of you will probaply know, I no longer play this game, so my enthusiasm for it has dwindled too. I have just not been having the motivation to make a long post like this one for a long while now, though I did write down the thoughts from this post in earlier comments already, just in a less detailed form.

    Ever since i quit DbD in August 2021, I have been reflecting on why I quit and after discovering the reasons, decided to dig a bit deeper and find the reasons for those reasons. And I do think that I managed to figure out an issue this game has that I barely see anyone talk about, yet sooo many things people do talk about and discuss end up being direct consequences of this one, bigger thing.

    So I did decide to make this post eventually, simply to shed some light onto what I believe to be, by far, Dead by Daylights biggest problem right now. The "root of all evil", if you will.

    Also I am not saying this was DbD's only issue, there are some others that are very much seperated from this one that are important too (e.g. the discrepancy in strength between solo Survivors and SWF groups), but I believe this one to have the biggest impact on the game as of right now. And do keep in mind that this is my opinion, it is very possible that some of you might view other things as more important issues than this one.

    The Issue

    I'll be straight forward and tell you the problem right away:

    The Survivors objective is unfun and boring.

    Now before you go in the comments and start calling me crazy, please read my reasoning for this being DbDs biggest issue first. It is a lot more complicated than this one sentence might make it look like.

    How to balance an asymmetrical game

    I know this might seem off topic, but trust me, this is very important for later.

    Dead by Daylight can be split into two seperate "games":

    1. The "Macrogame" (referring to the overall trial and its progression)
    2. The "Microgame" (referring to interactions between both sides)

    The way we can create a balanced experience for both sides is, by making each side dominate on of those two cathegories, but as a result of that be weak in the other.

    Essentially, this game boils down to both sides racing each other by pushing their strong suit and hoping that they can finish their objective before the other side has been able to finish theirs.

    Due to this being an asymmetrical game, the side that has less players in one round (Killers) needs to be the dominant side in the Microgame, while the opposing side (Survivors) gets to dominate the Macrogame.

    This makes sense, given the Survivors superior numbers that allow them to apply pressure on the Killer in multiple different locations, which the Killer can not contest due to them only being able to be in one place at a time.

    To make this fair for the Killer, they need to have the upper hand in this 1v1 interaction, so that they don't waste much time on this one Survivor and can instead go and pressure the team after dealing with them quickly. This is also why they are referred to as "the powerrole", even though they themselves arent any more powerful than the Survivor side is, but they feel very powerful due to the fact that they heavily outclass an individual Survivor.

    In other words, a balanced Dead by Daylight would be a game where Killers dominate in chases, whereas Survivors dominate in generator progression, with the deciding factor being who can be more efficient in "their game" of DbD and outperform the other side.

    How the Issue affects DbD's balance

    In a balanced Dead by Daylight, as discussed above, long chases do not exist. Killers dominate in this aspect, so Survivors will want to avoid chases altogether, focussing their gameplay on generators.

    But generators are no fun. No one wants to focus their entire gameplay on holding M1 and occasionally hitting space bar - understandably so.

    If this game were to ever be in a balanced state, Survivors would be the ones quitting out of boredom. And since Survivors are just as essential to this game as Killers are, while also making a majority of its playerbase simply because of the 4v1 nature of this game, this would be very bad news.

    This is also something that I believe the Devs are very aware of. They have stated multiple times in the past now that they have no intention of balancing Dead by Daylight to make it fair, but to make it "fun".

    But what does that mean exactly?

    What is the one thing you think of when you talk about "fun" in Dead by Daylight? - It's chases.

    Chases are a fast and easy way of bringing action into this, otherwise very boring, game. They are full of fast paced interactions between both sides and you need to think on the run to make the right call in order to avoid certain death at the Killers hands.

    As a result the Devs have started balancing DbD around chases - some people might even refer to chases as Dead by Daylight in its entirety, completely forgetting that there is more to it outside of them.

    While this is a very understandable decision made by the Devs, it is also one that brings major imbalances with it.

    The result(s)

    Due to the Devs focussing their resources on making chases a fair, interactive and balanced encounter for both sides, Killers feel very weak to play.

    Remember what I said earlier about how to balance an asymmetrical game - Survivors need to dominate in the Macrogame, while Killers need to dominate in the Microgame.

    But this is no longer the case. The reality of DbD is, that Survivors dominate the Killer in the Macrogame, as they were designed to, and are equal to them in the Microgame, while on the flip side Killers get dominated in the Macrogame, as they should, but are only equal to Survivors in the Microgame.

    By balancing this game around the 1v1 aspect of it, the Devs took away the Killers strongsuit. Killers now struggle immensly to compete with Survivors, especially since those Survivors can hardly be nerfed in their strongsuit, due to that being a direct result of their superior numbers. Simply put Killers can not end their chases quick enough to properly race Survivors who focus on generatos, meaning any time the Survivor team is working on generators efficiently the Killer will most likely lose.

    As a result the game becomes frustrating to its Killer playerbase, because any time they go up against a team of Survivors with an equal skilllevel to theirs, they are heavily outclassed simply due to this game being tilted in the Survivors favor as much as it is.

    For Killers to be able to win, they need to be on a higher skilllevel than the Survivors are, so that the Killer makes less mistakes than the Survivors and can punish their mistakes more efficiently.

    And this leads us to a very modern problem, namely that this essentially rules out the existance of MMR systems in a game like this - at least functional ones.

    There are two possible outcomes with an MMR system in DbD right now:

    1. The system works and puts players of equal skill against each other. In this case Killers are heavily outmatched and will lose a majority of their games (unless Survivors make a huge, game losing, mistake, but for the sake of the argument we have to assume both sides play equally well), which feels unfair and bad for the Killers. Additionally, the high end Survivors would have no opponents, because Killers can not compete at this stage, which results in very long lobby queue times for them.
    2. The system doesnt work and puts players of varying skill against one another. In this case Killers would get to fight lesser experienced players as well, which allows them to win those games, which feels unfair and bad for those Survivors, as they feel outmatched.

    This means no matter what happens, this is a lose-lose scenario. This is also why I keep saying that the most basic requirement for a functional MMR system is a balanced game, which DbD can not (and will probaply never) offer.

    Another very common complaint by the Killerplayerbase today is, that gens are completed too fast. That however is not actually the case, it's that they are too slow at killing the Survivors.

    And as I explained above, this is essentially an unfixable problem. There are two possible solutions to it, which equally don't work:

    1. Make Killers the strong chasers they are supposed to be to be able to rival the gen speeds - this one turns Survivor gameplay into a hold M1 simulator, making it extremely unfun for them to play.
    2. Make gens take longer to complete - this one makes Survivors sit on gens, holding down M1, even longer than they already have to, at which point no one is having fun anymore because of how sluggish the game has become.

    Both of these fail entirely at the non interactive nature of generators.

    And there are more, but we would still be here tomorrow if I went into detail on all of them, so I'll make it short. Here is a list of other issues that are directly linked to this one with a brief explanation:

    • Maps having too many timewasters for Killers on them or generally not allowing for much map pressure (Pallets and Windows are what Survivors have to have fun in chases, to maximise fun and fairness in chases we need a bunch of them and make it so whoever mindgames who wins)
    • A vast majority of the Killer roster being unviable in high level play (only viable options are Killers with strong chase related abilities to at least sometimes put Survivors in a lose-lose situation they can profit from, who also have good map pressure to fight generator speeds - e.g. Nurse and Blight)
    • Killers getting nerfed who did not need a nerf (strong chase ability = unfun match for Survivors, therefore they get nerfed. This is what happened to Deathslinger or the Twins Toy Sword Add On)
    • Killers being forced to run a bunch of slowdown Perks (essentially a futile attempt to force solution 2. from gens being done too fast. As explained above it makes the game miserably boring for Survivors, but is a necessary evil currently)
    • Camping & Tunneling being such popular strategies (eliminating one player early on makes the Survivor teams overall map pressure take a huge hit, which can allow the Killer to relax a bit more. Not doing this is pretty much a lost trial. This is a result of gen speeds, which are a result of their unfun nature)
    • Playing Killer being significantly more stressful than playing Survivor (you essentially have to play perfect to beat even just a mediocre team. The smallest mistake can cost you the entire game, due to a chase being extended too long and you therefore getting crushed in the Macrogame)

    While not all of those might be a direct result of generators being boring, they are all linked to it in some way. Basically, the boring nature of gens caused the Devs flawed balance philosophy, which is what stops us from properly addressing those issues.

    If we ever want to properly fix those problems, we need to address generators first. If we don't, all we achieve is trading one problematic thing for another.

    What is the Solution?

    A complete rework of the Survivors main objective.

    We need to get rid of the excruciatingly boring gameplay that is holding down M1 while waiting for a progress bar to fill up - and this is not exclusive to generators by the way, all of the Survivors objectives are this boring, whether that be exit gate switches, totems (cleansing and blessing), healing, chest searching - they are all the same.

    Of course these progress bars serve a purpose. These objectives are meant to be timewasters first and foremost, it is necessary that the Survivors spend a good amount of their time on doing them to allow the Killer to find and hunt them down.

    So a reworked Survivor objective would need to be both time consuming and interactive for them at the same time.

    It is not until this is achieved that we can properly address so many of the other, much more noticeable, issues that plague this game today.

    This being said, personally I don't think this is a realistic demand to make.

    Generators are one of the most fundamental mechanics in this game and they have existed for almost 6 years at this point without any major changes to them and with a total of 27 DLCs (some bigger than others ofc) that further change the game and, in many cases, directly rely on this mechanic or further add to it.

    There are Perks on both sides directly tied to generator progress bars and there are some Killer powers that also rely on Survivors being on gens (such as Freddies teleport or the Doctors Madness Skill Checks) that would need to be addressed if gens were to be fundamentally reworked.

    This absolutely does not mean it was impossible to address, however it would require a huge amount of time, ressources and effort from BHVRs side.

    And I mean this when I say it, but I definitely think that at this point it would be easier for them to just work on a Dead by Daylight 2 and redesign it from the ground up with this in mind, rather than to try and somehow fix the current game (also due to spaghetti code that further hinders this).

    However, I would definitely not mind being proven wrong on this. Though it would be a long and tedious process, I believe the game would greatly benefit from it in the long run.

    And they can start small, not tackle the whole thing at once, but maybe start by doing one thing and see how it plays out. For example, rework the Exit Gates to no longer require you to hold M1 next to the switch until a progress bar is filled, but make it require fuses that the Survivors need to collect and insert - each fuse lights up one bulb and 3 fuses open the gate up. It would be significantly more interactive for both sides and it would get rid of people 99%ing the gates (another common complaint you hear a lot). You can also do something entirely different, the most important thing is that something is done.

    Afterword

    Thanks for reading this, admittedly very long, post. Might be my longest one yet, its definitely the one I put the most work into.

    What do you think of this? Do you think I'm right? Or do you think I'm entirely wrong? Did i miss anything crucial? Please tell me down below!

    Also please keep in mind this post is not meant to give solutions to this issue, but soley to highlight it - though if you think you got a good sulution to it you can share it down below too / make your own post about it! The more ideas we can give the Devs on this the better. I also deliberately did not post it in the Feedback subforum, as it is not meant to be feedback to the Devs, but as a bit of an explanation to where I believe the game stands right now and why certain things are happening to it for the community - as stated above, I do believe the Devs are very keenly aware of this issue already (and have been for a long time now).

    Have a nice day / night and I'll see you next time!

    also revert the Slinger nerfs, k thx bye.

    its a long read though, so be warned.

    I do think I managed to cover a lot of the problems people (me myself included) have with the game currently and tried my best to explain the reasons for those problems.

    (I'm just gonna link it here, because its too long to write out again. I hope thats okay with you!)


    But you also said some things I hadn't covered in that post, so I'll address those now:

    1. Solo que: I fully agree that solo que needs to be changed so you get more information on what your team is doing. A improved status icon system for example that includes a smaller picture of whatever action said Survivor is doing and a ping system that allows them to send pre selected messages to their team would be a good way to address this I think.
    2. NOED: I don't think the issue lies with NOED. The only time I would agree that NOED is a cheap way to get another kill is, when the Killer has been facecamping a Survivor and then got another using NOED, NWO, Deadlock, etc. Though I think the main issue here is how a win is defined in DbD - ever since we shifted to a system that only cared for kills / escapes, we went from punishing people for playing like this to actively rewarding them for it, which has made this playstyle a lot more common.
    3. BBQ: I once again have to disagree with you. Its good, sure, but its main usage is the 2x BP bonus. The only Killers that really pick this Perk for the aura reveal are high mobility Killers like Hillbilly or Blight, most others could choose better tracking Perks instead - I myself replaced BBQ on most my Killers with Discordance for example. Also, BBQ has a bunch of counters to it that are basekit, you don't need a specific Perk for that - e.g. lockers or gens blocking your aura.
    4. End Game Chat: This is really not an issue. And your fix doesn't help either, it just makes it so Survivors can flame the Killer with them being incapable of responding to any of it. If you dislike the chat, you can always disable it manually.
    5. New player experience: Yes, the grind for new players needs to be significantly reduced. The Devs said they were looking into it, but that is probaply going to take a long time, sadly. db
    6. Reducing the amount of new content: I dont think thats a good idea tbh. DbD is not interesting enough as a game to justify long periodes with no new content - more on that in my linked post.
    7. Devotion reward: Yes, this is something that should be a thing. We've asked for this for years now and so far have been met with silence - but I fully agree with you on this one!
  • 🙄🙄🙄

  • @Mister_xD said:

    here's my thoughts on the games current state:

    https://forum.deadbydaylight.com/en/discussion/321010/dead-by-daylights-biggest-problem

    its a long read though, so be warned.

    I do think I managed to cover a lot of the problems people (me myself included) have with the game currently and tried my best to explain the reasons for those problems.

    (I'm just gonna link it here, because its too long to write out again. I hope thats okay with you!)

    But you also said some things I hadn't covered in that post, so I'll address those now:

    1. Solo que: I fully agree that solo que needs to be changed so you get more information on what your team is doing. A improved status icon system for example that includes a smaller picture of whatever action said Survivor is doing and a ping system that allows them to send pre selected messages to their team would be a good way to address this I think.
    2. NOED: I don't think the issue lies with NOED. The only time I would agree that NOED is a cheap way to get another kill is, when the Killer has been facecamping a Survivor and then got another using NOED, NWO, Deadlock, etc. Though I think the main issue here is how a win is defined in DbD - ever since we shifted to a system that only cared for kills / escapes, we went from punishing people for playing like this to actively rewarding them for it, which has made this playstyle a lot more common.
    3. BBQ: I once again have to disagree with you. Its good, sure, but its main usage is the 2x BP bonus. The only Killers that really pick this Perk for the aura reveal are high mobility Killers like Hillbilly or Blight, most others could choose better tracking Perks instead - I myself replaced BBQ on most my Killers with Discordance for example. Also, BBQ has a bunch of counters to it that are basekit, you don't need a specific Perk for that - e.g. lockers or gens blocking your aura.
    4. End Game Chat: This is really not an issue. And your fix doesn't help either, it just makes it so Survivors can flame the Killer with them being incapable of responding to any of it. If you dislike the chat, you can always disable it manually.
    5. New player experience: Yes, the grind for new players needs to be significantly reduced. The Devs said they were looking into it, but that is probaply going to take a long time, sadly. db
    6. Reducing the amount of new content: I dont think thats a good idea tbh. DbD is not interesting enough as a game to justify long periodes with no new content - more on that in my linked post.
    7. Devotion reward: Yes, this is something that should be a thing. We've asked for this for years now and so far have been met with silence - but I fully agree with you on this one!

    Very good analysis, I really enjoined it, that’s what I expected by posting this thread.