Arthur_Bishop
Arthur_Bishop
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- Arthur_Bishop
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Actually. Found your source. They say on the site it’s a lousy algorithmic estimate not based on factual data. So I’m not gonna subscribe to your numbers. There is no reason to suggest that other platforms are not experiencing the same player interest behavior as on steam. So if steam counts are down I’m assuming that console are as well.
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@Hunkulese said:
Bringing up Steam Charts in these arguments is pretty silly since Steam is such a small chunk of how many people are actually playing the game. Way less than 10% of the player base is on Steam.
There are actually substantially more players now than a year ago. The peak number of players in the past 30 days not including mobile was over 950000. A year ago that number was around 700000.
So no, DBD still isn't dying for the 647000 time.
Do you have a source?
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Hopefully it’s just server instability and not a reflection of the current build
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Poor game design decisions are killing the game. Eruption is just a symptom of that. It’s off putting, and more often you’re seeing people decide to play other games like hockey than stick around. If things change they’ll come back perhaps
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@Roaroftime said:
Knight is literally fine, if people aren't doing well with knight they just need practice. Theres abolsutely no counter play to having one guard coming one way around the loop and knight the other way around the loop you literally have no where to go he's very over powered I don't understand how people can say he's weak when he can literally do that with next to no cooldown in spawning the guards...
It’s really not about practice.. he’s extremely limited. So long as survivors don’t corner themselves they should never be in a situation any worse than facing a trapper on eyrie of crows where you decide to handicap yourself by running past every second tile while the killer uses that time to collect a glyph. When he wins a chase, it’s typically as a M1 killer, or against players that haven’t made the connection yet that shiftW is how you account for his power.
Majority of players I keep getting matched against still don’t know they can unhook to end hunt.. playing him feels like playing Trapper but the survivors keep deciding to leave loops every time I fake a trap. When they don’t, they lose a health state.. I’ve made it work, but honestly, I have way more fun playing trapper. Winning a chase with knight lacks satisfaction for me.. my favorite part of playing killer are mindgames, and this killer removes all opportunity to outplay or be outplayed, instead only delayed.
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I wish he had more options with his power.. if I were to design him we’d likely be in a reverse scenario where he’d be oppressive or too strong.. but tbh, when I play survivor I tend to have more fun against the killers that have the option to leverage their abilities as opposed to intrinsic flaws in game design. Blight is my favorite killer to face, up there with Oni, Huntress, Wesker, cenobite, pyramid, and artist. Nurse is fun to face too so long as I’m not stuck on midwich.
In any case, if I were to fix him, this is how:
- remove vision of green path/orb.
- Enable recalling knights early via key-press as opposed to attacking them. Incorporate this with a horn animation.
- Increase upper bound distance on path, increase patrol durations.
- Enable “hold position” option at destination instead of patrol.
- Enable changing of starting point of patrol path by pressing ctrl while drawing patrol route. (Starts at destination you press ctrl, ends at where you conclude path with right click)
- Tune numbers to incorporate incentive for patrols. I.e., hunt duration/speed is tied to time on patrol. De-incentivize insta-dropping, perhaps place buffer before detection is active.
- increase orb speed and make pathing easier for laying power.
I’d even try something super crazy and have the power be on three separate and distinct cooldowns. Perhaps Cycle control similar to clown. Even let it be possible to have all 3 out at once, but tie CD at end to how many guards existed in its duration. But this part is just fancy..
make it a killer with a lot of room for creativity. I’ve no idea how this killer shipped in its current form. Besides the aesthetic, it feels like a complete miss from a gameplay perspective. Unfun to play and very boring to verse. All things considered Perhaps it’s best actually that this killer stay weak and unfun to play, because I’m not convinced that his kit / concept is healthy for this game intrinsically.