Where is the variety?

Always the same killers, always the same strategy, always the same perks/loadout, always the same maps, always the same layout, always the same survivors.

Where is the variety? It's so boring seeing the same thing over and over again.

Comments

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055256#Comment_4055256

    im not disputing that advantages to tunneling, im saying new players that dont have to deal with tunneling wont know how to counter it, wont know how to loop very well or not not know stealth very well due to killers letting them go for free.

    im a solo player and often v tunneling killers, i know how to handle it, i can stealth and loop and it means tunneling killers are not an issue for me. Did i learn how to deal with it with killers letting me escape? no. Which is why it baffles me when other solo players and especially SWF players say they find it impossible to counter tunneling. Could it be because when they first started playing they got "nice" killers that treated them like children and allowed them to win? maybe then they liked this feeling of winning with ease, maybe they got used to it, then they get into higher MMR and suddenly the game is not so friendly anymore. Few matches of getting tunneling killers and they maybe they start to get frustrated and wonder how they are supposed to win against this so called unstoppable tactic?

    Granted its not your responsibility to train new players how to handle the better players, if you want to play friendly killer by all means carry on, the last thing i would do is tell someone how to play the game. But dont think your doing the survivors any favours because your not. You are still raising their MMR beyond their actual skill level and you are still molly coddling them and basically throwing them to the sharks at a later point, which could lead to them getting frustrated and quitting, thats all im saying.

    Eh, TBH stealthing often leads to more tunneling: if the Killer doesn't see you as a target, they have more reason to go back to hook and tunnel the people they actually are engaging with.

    But another situation arises, such as it bloody annoys me when I'm literally running around like a chicken a bit away from the Killer and they just go back to chasing my bro with less hours, but that's not due to stealth, just bro is an easier target. Gives bro more chase experience though.

    But make no mistake, I'm not deluding myself that this is for them, this is for me, I like the control, and being able to actually try to jumpscare players and take my time. Used to "play to win" (to get a 4K as often as possible) leveraging tunneling and proxying to their fullest, but burnt myself out a few years back. Just chillin' for myself now. But letting all survivors live just makes the game boring with how low the MMR gets and honestly it feels kinda bad given how little a challenge it is.

  • There are no variety because the game doesn't allow it without making the game one sided as fxxx. If one side pick things that aren't meta you best believe the side with no meta is getting curb stomped.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055205#Comment_4055205

    experience doesn't matter if people like him are the reason new people stick around. too many sweaty killers leaving people on the ground for the 4k are why this game has such gargantuan turnover rates

    You can't explain being chill and nice to some people. I love when I get the occasional 2-hooker. Just had a Clown like that the other night who turned friendly after getting everyone on death hook, then everyone was friendly and wholesome in end game chat. It was much needed after a night of cheese strats. These players make things better for almost everyone when they swoop in at bad moments and remind you not everyone is toxic or sweaty. Helps keep the burnout at bay.

  • Evolution can help solve this one! 🤣

    Variety can only persist in an ecosystem of (relative) stability of options. Put differently, you will never find variety in a given structure unless variety is in some way rewarded. In a system where the only rewards exist from doing X instead of Y, you will find far more X than Y. It's not dissimilar to the wolves and rabbits argument of biology.

    Ghoul is more fun to play, has higher BP Value ROI? More enjoyable? Makes you feel like you're not bad at killer? You'll see more ghoul. Hyperfocus seems to always be in your build when you actually get 5 gens done on a map? Hyperfocus it is, you'll see it more. Compare that to low tier killers and underwhelming perks, and you'll see the issue quickly.

    Trapper is hard to play to a 4k, will very often get you a salt-mine of a post lobby chat, and takes much more effort to pull off than Vecna. He's harder, you'll be insulted more, and you'll spend most the round feeling anxiety. Compared to Vecna? Float around! Legally distinct tentacles! Clocks! Death! The comparison in the evolutionary sense is plain. You'll see more Vecna than Trapper.

    What I'm trying to get at here is balance. Balance not just of mechanics and numbers, but also of results, and frankly just the fun factor. You won't see many people play Hag because she basically requires 4d Chess braining to a degree, she has no dash, she's a camper by nature, and she lacks the mobility and flash of more modern killers. She's just less fun, less capable. The balance doesn't exist in a way that supports her, and therefor you see less of her.

    Lack of balance is the answer. There's no balance in structure sufficient to support meaningful variety in the ecosystem. Regardless of if you main survivor or killer, the fact is many killers feel they have to tunnel. So they do. Regardless of your feelings, many survivors feel they have to gen rush and dead hard, flashbang and head-on. So they do. The balance has not provided them with meaningfully alternative options, so you don't see those alternative options in the games you queue into.

    EDIT: Grammar correction.

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