The illusion of unbalanced play in a role based versus mode
Dead By Daylight suffers from player bias and warped perspective of what is and isn’t fair. However, this problem is actually 13 years old, and started with Splinter Cell Chaos Theory.
Spies played in third person and had to be stealthy, they could do flips off of walls and other crazy parkour tricks. Their primary goal was to hack and extract data from 3 terminals to win.
Meaning if they wanted to kill mercenary players, they had to use hand to hand from behind, above, or below, they didn’t have firearms, merely a taser and various different gadgets to disable mercenary flashlights and equipment, as well as to stun lock a mercenary player, And run away while the mercenary cannot see where the spy went during the stun.
A decent amount of players complained that spies couldn’t defend themselves, something players who knew how to do tricks like 360 to get behind the mercenary and knock them out (yes it was a thing back then in that game as well it was just incredibly dangerous and always resulted in death if you weren’t a step ahead) laughed at.

The thing was, Mercenaries didn’t have night vision, or thermal vision like the spies did. They had a flashlight with a small cone, they couldn’t climb, blurry motion tracker goggles that only focus while stationary, and could only detect movement and meant you couldn’t just walk around with them on all the time, as it would leave you bumping into walls and an easy target for spies. This is how pitch dark the game was, and spies were impossible to see without your flashlight.

Mercenaries, as you can see, were meant to be the threat, armed to the teeth with an assault rifle with three different firing modes, underbarrel grenade launcher, scope, and even a lunge melee attack, but were not capable of being stealthy unless they turned off their flashlight. (stupid move usually as it only helps situationally)
Despite various community members pointing out how spies are fair and balanced, there were even other players who thought mercenaries were underpowered, as spies had a 3rd person advantage and were ninja Claudette’s that were actually impossible to see without a flashlight with ways to take you down if you weren’t on guard.
The reality was that both were 100% fair and balanced, and had plenty of ways to counter the other, but some players didn’t adjust very well when switching roles every round and didn’t respect the style of play required with that role.
The same is happening here, except
the biggest problem is that so many people are one trick ponies that don’t play the other role enough to understand why their nerf suggestions are jeopardizing and unfair.
Hopefully the devs can find a way to add more clarity to the game to explain what your outcomes of chases should be and what not to help address the issue of,”I lost so it must have been my fault.” A lot of the people who get mad at the game don’t seem to be aware that sometimes you’re losses are by chance. There’s a lot to learn in this game, and not everyone pays close enough attention to pick up on that.
Spies played in third person and had to be stealthy, they could do flips off of walls and other crazy parkour tricks. Their primary goal was to hack and extract data from 3 terminals to win.
Meaning if they wanted to kill mercenary players, they had to use hand to hand from behind, above, or below, they didn’t have firearms, merely a taser and various different gadgets to disable mercenary flashlights and equipment, as well as to stun lock a mercenary player, And run away while the mercenary cannot see where the spy went during the stun.
A decent amount of players complained that spies couldn’t defend themselves, something players who knew how to do tricks like 360 to get behind the mercenary and knock them out (yes it was a thing back then in that game as well it was just incredibly dangerous and always resulted in death if you weren’t a step ahead) laughed at.

The thing was, Mercenaries didn’t have night vision, or thermal vision like the spies did. They had a flashlight with a small cone, they couldn’t climb, blurry motion tracker goggles that only focus while stationary, and could only detect movement and meant you couldn’t just walk around with them on all the time, as it would leave you bumping into walls and an easy target for spies. This is how pitch dark the game was, and spies were impossible to see without your flashlight.

Mercenaries, as you can see, were meant to be the threat, armed to the teeth with an assault rifle with three different firing modes, underbarrel grenade launcher, scope, and even a lunge melee attack, but were not capable of being stealthy unless they turned off their flashlight. (stupid move usually as it only helps situationally)
Despite various community members pointing out how spies are fair and balanced, there were even other players who thought mercenaries were underpowered, as spies had a 3rd person advantage and were ninja Claudette’s that were actually impossible to see without a flashlight with ways to take you down if you weren’t on guard.
The reality was that both were 100% fair and balanced, and had plenty of ways to counter the other, but some players didn’t adjust very well when switching roles every round and didn’t respect the style of play required with that role.
The same is happening here, except
Hopefully the devs can find a way to add more clarity to the game to explain what your outcomes of chases should be and what not to help address the issue of,”I lost so it must have been my fault.” A lot of the people who get mad at the game don’t seem to be aware that sometimes you’re losses are by chance. There’s a lot to learn in this game, and not everyone pays close enough attention to pick up on that.
Comments
The official tournament that happened earlier this year was a pretty good proof of the real balance of the game