A Sincere Proposal for Fundamental Improvements on the 10th Anniversary of DBD

Hello, I am a brand designer and a passionate fan of your game. I am an all-rounder player who initially started as a Killer and now predominantly plays Survivor.

In light of the monumental 10th anniversary, I earnestly propose some fundamental improvements to the game's chronic issues.

The current situation of DBD is as follows:

Overall, the gameplay fatigue for Killers is much higher compared to Survivors. -> The barrier to entry is also higher, leading to a severe lack of new players picking up the Killer role. Even the remaining Killer players feel the unreasonableness and eventually leave. → Only hardcore, veteran Killers remain, and due to expanded MMR matchmaking, these sweaty Killers are matched with newbie Survivors. → Newbie Survivors get slaughtered → Statistics plummet → Reddit goes wild → Survivors get buffed, Killers get nerfed. → Because Survivors can win easily anyway, they don't bother learning what perks or add-ons the Killer has, nor do they focus deeply on the game, leading to a drop in their overall skill level. → On the other hand, Killers have to play desperately (sweat) just to secure a win, so their skill level increases even more... Afterwards, newbie Survivors get slaughtered again → Statistics plummet → Reddit goes wild → Survivors get buffed, Killers get nerfed. This is an endless cycle.

I understand that DBD is a 1v4 asymmetrical game. There are more players on the Survivor side (the "4"), and they are largely responsible for the game's revenue, including bringing in new players for co-op play, so I don't entirely misunderstand the Survivor-centric patches. However, the Killer side (the "1") must undeniably exist. Since you are continuously trying to improve "tunneling" and "camping"—mechanics that are unpleasant for Survivors—it is now time to seriously look into the extreme fatigue and structural unreasonableness experienced by Killer players. The departure of Killer players ultimately leads to delayed matchmaking times, which damages the gameplay experience for Survivor players as well.

1. The Imbalance Between SWF (Survive With Friends) and Solo Queue Survivors, and the Difference Between Survivor and Killer

I viewed the recent patches positively, such as the ability to see other Survivors' perks via the TAB key, as an attempt to bridge the gap between SWF and Solo Queue. However, instead of restricting SWF, this is a patch that raises the skill floor of Solo Queue. Therefore, a corresponding buff should have been given to Killers, but I feel the recent Killer buff was insufficient.

Actually, this stems from a fundamental problem: Survivors have a low skill floor and a high skill ceiling, while Killers have a high skill floor and a low skill ceiling. When a "low-skill Killer" matches with a "low-skill Survivor," the Killer has the advantage (usually because the "low-skill Survivor" feels immense psychological pressure, neglects objectives like generator repairs and unhooking, and struggles to loop the Killer. Conversely, just chasing a Survivor's scratch marks is not too difficult even for a low-skill Killer). However, this means that when an "average or high-skill Killer" matches with an "average or high-skill Survivor," the Survivor has a distinct advantage.

  • Solution: This seems solvable with more accurate MMR matchmaking, but I understand it is difficult due to matchmaking delays caused by a lack of active players. Therefore, it would be ideal to gradually improve the MMR system while securing enough players through a "health/constitution improvement" of the game—reducing player attrition and increasing the influx of new players.

2. The 'Unpleasant' Experiences Felt by Killers

When a Killer knocks down all 4 Survivors to solidify a win, the remaining Survivors simultaneously press the "Leave Match" button and exit the game. While the Survivor who mocked the Killer just minutes ago is already queuing up for their next match, the Killer experiences a lonely, hollow victory in a Trial left only with bots, wandering around looking for dying bots or performing a Memento Mori that no one is watching.

On the other hand, Survivors often open the Exit Gates and refuse to leave, gleefully taunting the Killer during the End Game Collapse. They click their flashlights and repeatedly crouch (teabag). Or, they hide and refuse to escape until right before the End Game Collapse timer runs out. During this time, there is no "Give Up" button for the Killer. The Killer’s only options are to hit the teabagging Survivors to forcefully push them out one by one, or completely ignore them, look at their phone, and wait for the game to end.

  • Solution: Change the system so that Survivors can only concede/give up when the system determines the Killer is intentionally holding the game hostage (e.g., 1 minute after all remaining Survivors are in the dying state) / OR allow the Killer to concede once the Exit Gates are opened / OR consistently reveal Survivor auras to the Killer when all remaining Survivors are bots.

Furthermore, Killers go through an incredibly arduous process to secure a 4-kill. First, they put one Survivor in the dying state. Then, they must scour every corner of the map for the last remaining Survivor, who is trying at all costs to avoid getting Stillness Crows above their head by cleansing totems, tapping generators and hiding again, or using the 'EXTRASENSORY PERCEPTION' perk. This is an unpleasant and tedious process for both the Survivor and the Killer. If the Killer decides to skip this process by hooking the dying Survivor, a Hatch standoff occurs. Even though it was clearly a Killer-favored game, the last Survivor escapes roughly half the time. Even if the Killer successfully finds and closes the Hatch, the Survivor is still given a chance to escape through the Hatch with a Key, or by opening the Exit Gates.

Conversely, unlike the Survivor's Hatch, there are no systematic comeback mechanics given to a disadvantaged Killer. If the Killer hooks 1 Survivor "under their own power" after all generators are powered, the 3 remaining Survivors immediately start circling the hook like hyenas, frequently resulting in the Killer losing everyone. In other words, the only way for a Killer to incompletely guarantee even a 1-kill is to consume a precious perk slot with perks like 'Hex: No One Escapes Death'.

  • Solution for a 1-kill opportunity: Provide a buff to the Killer when the End Game Collapse is triggered or all generators are powered (+ balance adjustments for Survivors to compensate) / OR change the system so the End Game Collapse timer does not slow down even if a Survivor is in the dying state or hooked (increasing the difficulty of rescues) / OR provide a buff to the disadvantaged faction, similar to the 2v8 mode.
  • Solution for the boredom of the '2 dead, 1 slugged, 1 hiding' situation: Allow the dying Survivor to fully recover from the dying state on their own (+ balance adjustments for Killers to compensate).

This letter is not meant to debate whether Survivors or Killers are stronger. Having played both sides, I simply wanted to highlight the unpleasant experiences of Killers, which have received less attention compared to the frustrations faced by Survivors.

Thank you for taking the time to read this long letter. I sincerely hope my suggestions reach the development team.

Have a great day!

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