Icaurs
Icaurs
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Or hear me out...
Some killers are terrible and you should not blame survivors who want to leave. Let me ask this if you go against a SWF with breakdown no mither boil over and go to eyre of crows, are you obligated to stick the match out? Or if it as an actual 4 man SWF who just try to be pain. Because if that's what people think then you cannot complain when people play like that.
Some killers are just poorly designed, the Knight for starters. If somebody is quitting before they played badly, there is nothing you can do about it. You cannot fix rage quitters, but most of these are not rage quitters they are people who are not having fun.
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That's because balance isn't the issue its game design.
Those killers refenced all had massive issues because killers were not using the killer as the way the devs intended.
Except for doctor which was being used as intended, but it was really annoying. The problem is a lot of killers are being released prematurely and it shows.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552076#Comment_3552076
actually it was like that untill MFT came out and fast vaults got broken alongside the cage patch IMO.
You can point to specific examples for both killer's and survivors.
What about made for this, what about ultimate weapon?
What about coordinated SWF, what about overturned killer adorns.
There are specific examples for both but overall the game is balanced.
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Remember when the doctor could reveal survivor's locations contently?
And everyone agreed... no that's kind of stupid and they reworked him.
Glad they turned that same power into a perk.. so every killer can be just as annoying.
"Ultimate weapon is fine." Which is why eery killer is running it and has replaced virtually all other aura reading/ info gathering perks immediately.
That's not even addressing the fact that this perk has a second affect of applying blindness. Which it does way better then most perks that do it. Why run hex the third seal when I can blind them every 30 seconds... and that's just a bonus to its main power.
In all seriousness this perk is ridiculous and if left in its current state will make a massive amount of perks obsolete.
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The game is probably the most balanced it is has ever been.
Sure you can point to specific examples for both killer and survivor that need to be addressed. But overall it is in a good spot.
I weld agree the game is currently leaning more towards killer but I think with proper teammates most killer's are manageable which is why SWF still have more an advantage in most matches and why solo Q is struggling.
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Sorry your reply is very vague?
Please explain
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This same idea ahs been suggested many times and I always ask.
If we agree to this, then shouldn't survivors receive blood points for going against killer adorns.
SWFs may be harder depending on the group but addons always make versing the killer harder.
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Ok... and?
Let's say you're right and all killer's replace camping with slugging.
A This will make pick ups easier because the survivor can move.
B Their teammates have far longer to complete the gens because the bleedout timer is longer then the hook timer.
There are also more perks to deal with that. Unbrekable. Soul guard. flip flop. buckle up. Even if everything you said happens... this only seems to be an improvement?
The main complaint is the 2 floors and honestly that's fair and should be addressed. As for swf elaborate? This isn't like the old one, neither the killer no survivors can go near the hook. So please provide more details?
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All it is is stats.
Nobody said the game needs to be balanced around whatever the stats say, just that if you want stats, there you go.
Obviously its impossible to accurately say why the stats are what they are, but its much better then people just pulling a number out of nowhere.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550073#Comment_3550073
I think color blind mode might've never come if not for a careless tweet that went viral and created a publicity backlash at behavior.
A hook indicator for casual killer that want to go for 8hooks/0kills without additional need for attention. I read "we have to think about casual survivor"/"we are only a casual swf..." all over the forum but killer player that have to keep 4 ever changing survivor positions with their overall 16 perks, status of up to 7 gens (and protecting their totem) and any pallet dropped/brakeable wall left or not, in their minds. And those of us that want to play fair and friendly just don't want the additional stress or the alternative backlash when we don't keep that in mind the whole time and accidentally kill someone early.
No comment on gens, I haven't played in over 2 years. But according to the forums gens pop faster than ever and while survivor get so much whole perks/effects basekit, killer got 10% off of 4 things that individually probably don't make any noticable difference.
To the HUD, I mean the solo improvement HUD. And yes, many teammates won't act upon those informations but you can't balance or aim for the most incompetent players.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550047#Comment_3550047
And here is another list of potential QoL improvements.
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550073#Comment_3550073
Just addressing your point about individual hook counters, it makes it easier to determine who to hook for hook token perks such as NWO and Pain Resonance. Knowing a Survivor is on death hook also means the Killer can hook the Survivor on a normal hook instead of a Scourge hook. This is on a casual level across the board.
On a higher gameplay level, it can be used to track hookstates for 2 survivors. Tunneling only one Survivor can backfire if that Survivor has anti tunnel perks or is good at looping since it gives the other 3 Survivors the freedom to do gens or bodyblock. On the other hand , blindly chasing and hooking anyone the Killer sees is also a recipe for disaster since there are 4 survivors in game for a longer period of time.
One other strategy I’ve seen is focusing hook states exclusively on two Survivor and tunnel either one out of the game depending on convenience. That way the Killer can fallback on the other survivor if the first hooked survivor proves to be hard to catch in chase and the second hooked survivor would be hesitant to go for risky plays especially if they are on death hook.
I have yet to see another other argument for not adding individual hookstates apart from “Killers should remember who they hooked”.
I don't think its needed.
Let put it this way, I really couldn't care that much. Whether a killer can see the hook state or not, but I think part of the reason it was made is its a way to discourage tunnelling by making it harder for killer's to keep track. That being said any decent player should be able to keep track, but a decent player shouldn't need see the hook states to begin with.
If killer's were able to see the hook states I would honestly expect little to change killer's who camp and tunnel will keep at and those who don't just won't so I wouldn't make posts saying that this change is the end of survivor or anything sily. But it's kind of the same thing with survivors being able to see gen progress. I don't like it, it decreases people skill but at least survivor has the justification of wanting it to try to balance the information between swf vs solo q. For killer's it's just, I'm having a skill issue please make it easier.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550063#Comment_3550063
From my understanding they and others with similar threads mean something sweet as in not balance but QoL related.
Like FoV slider, individual hook counter or base kit early gen slowdown.
In response to base kit BT, new HUD, basekit antifacecamp and so on.
So the FOV slider is a more serous issue because certain FOV can affect people's motion, and is something that should be addressed but again took how many years for colour blind feature, so.. sit back because it might be awhile.
I don't know why killer's would need induvial hook counters. It doesn't really offer much of a benefit and even it does, you can just keep track. It's a good way of separating experienced players form the inexperienced.
Basekit early gen slowdown is bad. Killer's are in a good spot, they don't need anything to strengthen them. I support the idea of an optional second objective for survivors. This may help slow down matches by rewarding survivors for not focusing on gens completely. Things like glyphs ect.
basekit bt and the anti camp were less quality of life improvements and more gameplay changes made to discourage certain strategies. I can't blame the killer base for this honestly the devs have flip flopped hard on their stance. First it was ok, then it was bad, then it was ok again. They have now decided it is not ok and are now trying to end this strategy. It's different then simple quality of life when actual gameplay is being affected.
As for the HUD.. I mean do you want a new killer Hud? I think the current killer Hud is perfect and personally prefer the old survivor Hud. The new Hud was an attempt to try to create more of a balance between swf and solo q.
Which is again why this post confuses me, killers got an entire new killer roughly a month ago and is also a good one.
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I am confused because your post is sort of split.
When are killer's getting something sweet?
What exactly are you talking about? Technically killer's get something sweet every patch... an entire killer. Survivors really only usually get a skin and 3 perks.. maybe 6 if the devs are spicy but the killer's get a whole new killer to play around with. The last major thing you could say that killer's got was Xenomorph. Most killer's are very strong and the majority could use a small nerf addon wise, but other then that sit in a good 50-60% kill rate. This is not prefect but is a good indication of something close to balance.
But then you also go on about FOV and that is a good question? But considering how long it took for the devs to introduce a colour blind option, will likely be a while.
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Simply there are too many perks. And they have to keep creating new perks for each new dlc that comes out.
They are clearly struggling with ideas and I genuinely believe they sometimes forget perks exist or come up with first draft and then release it with plans to rework it later due to time constraints.
I really wish they would take a break from releasing a new dlc for 6 months to work on the many killers and perks that need the attention.
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I everyone held the mindset "who cares about fun or fair" It would be a miserable game. Certain strategies may not be necessarily cheating but Its very sad.
I hope you hold this same mindset if survivors use boon exponential with breakdown and boil over on eye of crows and maybe you do. But Imagine if all survivors used that strategy, how low long would you keep playing?
Ultimately only you can hold yourself to your own standard, you need to decide what that standard is.
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In order to get value form left behind you have to go in with the intention of giving up at least part way through.
TBH if 1 survivor escapes why do you care, it's still a 3 man kill. Luck is also a big factor with hatch escapes?
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Alien remains extremely viable, and her addons are just as broken.
This is getting radicicolous if you honestly are struggling with Alien legitimately that's on you.
Seriously where was the outrage when they buffed her from the PTB? She was very popular in the PTB and they buffed her honestly for no reason. We saw the results was she was too strong they reverted it...
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But.. they were reverting a change made after the PTB, instead of designing a new variant of the power... wouldn't it make sense that it would be faster?
Sadoko is still broken
Singularity is still unfun to go against.
Knight is miserable.
Skull merchant is still.. the skull merchant.
Also made for this is being looked at... its not being ignored. They just don't want to turn it into mettle of man.
So... no its not exactly who makes the most noise, rather some changes are easter then others. Didn't see people outraged after they buffed the Xenomorph after only the short PTB.
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@NotVerySuss said:
Brother in christ, you can literally deny his power and force him to turn into an m1 killer!
You just gotta place a turret near a loop near your gen and drag him there. How hard is that?
And that's fine.. base kit.
The base kit xenomprh is quite manageable. Its just the add-ons.
There is no need for any of its addons. But if the addons are going to exist, they need to adjust the killer to reflect this.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541777#Comment_3541777
Well then how does it feel when you have one broken, busten, objectively overpowered perk (go watch any other haste perk for Survivors, they are heavily limited) + adds one of the best status effects (Endurance) for almost free condition, getting so many feedback even from famous content creators and it takes months to solve.
Then you have new killer, people complain about him and he gets nerfed (and he was bugged at the same time). "We take time before making balance changes to new killers" went missing I quess.
It feels pretty bad when you compare these two.
There have been plenty of busted perks left for ages in the game?
Pain resonate
Old dying light.
NOED
Some of these perks were in the game... for years literal years before they got a redesign. And if killers did not have perks that are objectivly kind of disguising the meta, would not exist. What about Mettle of man? How long should original mettle of man remained in the game before we could agree to nerf it.
And they nerfed it, with no idea on how to balance, making it close to unusable of years.
I agree made for this needs a nerf, most of the community agrees. But there is no need to suggest the devs have a secret agenda.
The devs are not perfect... but seriously there is no conspiracy.
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I thought they were simply reverting a change made after the PTB. As oppose to needing to redesign the whole perk.
I agree, they have been slow on Made for this and I would like to see a nerf soon, but they aren't exactly comparable?
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For the most part killer is fine I think most killers are balanced, but a few need some changes.
The issue is addons. There is too much of a difference between no addons and addons and a victory should not be based on what addons the killer is running.
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So I don't think pain resonate, surge or eruption are overpowered I do not want a nerf.
But, I do think they should introduce a survivor perk to counter these. Survivors need a perk that can counter perks that blow up gens from a distance. Leave them as they are just allow for the option to counter them.
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So with made for this here is the real issue.
Against certain killers like nurse, blight, Singualrity. Killer's with fast downing potential MTS is honestly very manageable. I still think it should be nerfed, to at least 2% but it is something I can manage with as killer. The problem is some killers, the perks make the survivor almost uncatchable, largely because of how easy it is to break chase. Use it to break chase and killers will not get blood lust. MTS is another example of some killers being so far above what a killer should be that the perk appears balanced.
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The bigger issue is there is no incentive to run weaker things. And there is a big difference for both killers and survivors for running items/ addons and not.
A very simple fix, cap the mas blood points a person can earn based off what addons/ items they use. I would not have an issue of Iridescent items capped your blood points at 5k and rare capped at 10 or so forth. Running extremely strong items needs to be recognised as making the game far easier.
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Have you... played the Onryo?
Clearly not... do it.
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3261929#Comment_3261929
First:
Original post was to do with the solo survivors experience, nothing to do with killers. Who are also at a disadvantage to SWFs and could be shown how well they did by showing them endgame as previously mentioned.
Many people would not quit they would simply find a more balanced lobby to be in, lobby dodgy is not the problem.
Second:
Your view that survivor is not a team based role and is a 1v1v1v1 is wrong, simply having an opinion isn't a 'Second' reason.
SWFs are another team within a team, for you to say it is 1v1v1v1 is wrong as is the idea it is a 1v1v3. Doing gens and getting out is so easy, the idea of saving someone facecamped on the hook is the challenge which is even easier with the aura of NoEd now.
The mind boggles where people get these ideas that DBD a 1v1v1v1 and ideas to explain include low skill level, personality, etc
No... That is not an opinion. That is a fact. From Mathew Cotte.
By his own words survivors are not obligated to die for or even assist one another. Yes, it is in your best interest to work together however if an opportunity to escape for yourself arrives and you choose to take it leaving your "team", you did nothing wrong. You cannot report someone for it it, you cannot complain to the devs about it. This was why using keys to escape abandoning your "team" before the key rework was 100% fine.
You and many survivors like you created the "survivor rule book." Artificial rules that you need in place in order to help you win. So let me ask you this, how do you define a win as survivor? In the original post 3 man SWF left you to die correct? According to you 3/4 of the team escaped. Why would they risk losing a second team member when they had already won? That's not good for the team, you should be glad they made the smart choice for the the sake of the "team." So individually they made the right choice, and as a team they made the right choice?
Have you played the game left 4 dead? That is a team based game, where one victor can win for the whole team. Even if everyone dies if just one person reaches the safe room then the group wins. So if we apply that to DBD then so long as one person escapes, then the group wins correct? No, because you died? Wow its almost as if you care more about yourself then your "teammates? "
You want them to play as team? They did. You're welcome. You're just upset because you drew the short straw and can't take it.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3261929#Comment_3261929
It's that mindset that brings so many survivor players into the forum to complain that this killer is to strong and that perk needs nerf etc. Cause many people tell this tale that it's not a team and every one is on there own and if that where true a single survivor should be more powerful cause it's a 1v1 but that not the case you got perks for the whole team you got bodyblocks and flashlight saves obviously its not every surv for themselves. Survs should act more like a team and bhvr should boost that with mor info for solos and by actually making clear what is a win a lose and a draw and give bonus points for that. If a 3 man swf would lose on a chunk of points for not saving a guy they could easily save they would think twice about it
The issue is not that killers are too strong. The issue with killers is
A the power disparity between the strongest vs the weakest
B The most optimal way to play killer both ruins the enjoyment of others. Majority of survivor complaints come less form too strong bas power, and more the addons. Most of the complaints about powers usually focus on robbing survivors of agency or are just not fun to go against.
Removing all addons form killers and creating a baseline power would fix the majority if issues with killers TBH.
No, survivor does not need to be stronger. You do understand the concept of cooperation right? You can work with someone to achieve the same goal because it is in your best interest but are still prioritising yourself. This is a basic concept. If this is a team based game, why do I get 1500 points for a save by myself? Why aren't we scored as a team. Why am I punished for dying while everyone else on my team escapes? The short answer is because you ae not a team. You work together until you don't need one another and its really entitled to feel people are obligated to die for you.
Who gets to determine what is and what isn't easily a save, that very subjective. Certain killers are better at camping then others, does that allow for it to be too risky to try? What about killer perks? How good the killer is? What about hooks, the post stated that each one of them had been hooked at least once, does that now qualify as to risky.
Why do I get the feeling that you feel like you get to decide when a save is or isn't too risky, and have no issue abandoning teammates when it doesn't benefit you? Which is fine, but to feel like the game needs to have mechanics in place to force that is very entitled.
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First: Adding who is a SWF in the pregame would resulting in massive lobby dodging by killers. You can work around that by limiting it only survivors but not many people would quit just because their teammates are SWF.
Second: Those SWF did nothing wrong. People seriously need to understand this, survivor is not team based role. It is every survivor for themselves. a 1v1v1v1. You may choose to work together but it is not an obligation to to save people. You can choose to let people die if you want. if survivor was a team based role you would be scored as a team. But you aren't. Seriously people need to understand this because it demonstrates you don't actually even understand what your role is in the game?
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It was originally introduced as a way to discourage camping.
But it was not really effective and when you consider the amount of issues it creates by existing, it really should have been removed long ago.
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3261791#Comment_3261791
Indoor maps would have a horizontal detection range for the players. If you are on the upper floor it would not activate. It might be abused near stairs and drops but that is a minor evil.
Percentage would depend on devs and ptb. Pretty much enough for an average team to finish all gens if killer remains in camp mode the entire time.
Its not supposted to stop killers who facecamp for the sake of it but it would deny them the remaining 3 survivors. They would escape. The fix would mainly greatly discourage and diminish the prevelance of face camping in general.
I do not think it would affect hook pressure because if a survivor enters the radius the buff is dead that very instant. With grace period of 40s more or less the killer will never be around enough to activate the buff , which only begins to build slowly.
Ok so it has a horizontal detection range You acknowledge that there is a massive issue with this suggestion of making it so it doesn't work on the same level? Well pretty minor right? Well, except for most maps have a main building that has a second level, and others are two level maps, only a few are 100% flat, but do you know what every map does have, the basement which is primarily used for camping anyway. This is not a small issue, this is a big issue hat would apply to majority of maps.
You have no idea what the percent should be or how long the range should be? You say minutes, but could a killer not leave to pressure a survivor off a gen and be back to the hook in 20 seconds? would that not reset the time, or is it continuous, built over entire match? Ok but if the killer leaves then its not camping, yeah say that to the survivor that makes it 15 meters off the hook, heck if survivors go to the hook because they are unaware that the killer is camping until they go and see, then the time is guaranteed to be reset at least once as you said if the survivors enters hook radius. If even one survivor tires and fails to get the save then that survivor on the hook will die without the others receiving any benefit. OK make the time shorter? Well then that opens up a range of other issues. I know it seems like I'm nit-picking but these questions matter.
So this suggestion only limits facecmaping as a strategy to win? So this won't fix the core of he issue, which is attitude. Ok, but it doesn't even fix that. You have no idea how long the camping time should go for before the survivors get the buff or how strong the buff should actually be. But here is the bigger issue. lets say we implement your idea, and 100% of the time if the killer camps, all 3 survivors escape. Problem fixed right. except, 1 the survivor on the hook is forced to remain in a match where they et, no benefit, no points, no pip, but mostly no enjoyment. Well, the other 3 escape right, well, lets see, they likely get very little altruism and chase points, so they are unlikely to pip, and they don't get any points, and they are still forced to do spend an entire match, doing nothing but gen repairs and leaving, not even getting anything really form the match, and certainly not enjoyment. If that's you goal, great, except time wise that's already common. This would only benefit killers who camp at 5 gens, maybe 4. 3 or less and the survivors can repair all the gens and escape already.
This would absolutely limit pressure. When people say camping, they generally refer to a killer just standing next a hook, waiting for a grab. But that is a very ineffective way to camp. The most effective way to camp is to hook in places that are close to you or places with limited resources or resources already used, that way you can apply pressure without giving a realistic chance to escape. Bad campers try to prevent unhooks. Good campers allow the unhooks in order to down the survivor quicker. Camping is simply that effective when done right. The question is the difference between camping and patrolling, well there isn't one. Not realistically. So you either end up punishing the killers for having a brain and thinking strategically or you put in a system that is so specific that is rarely applied. This idea seems only really apply to facecamping, but how will this fix Hag, or Bubba, or Nurse? It doesn't.
Your idea was created by the devs years ago, and has been suggested many times. It has been tired, it has not worked. With the devs attitude of camping is a valid strategy anyway, it likely will never be used.
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These ideas have been suggested multiple times.
How would this work on indoor maps?
How much is the buff % wise?
Applying pressure off hooks would be borderline impossible.
How would this stop killers who camp for no real reason? Not every killer camping to win.
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Just make it a seasonal event, New years, Christmas, Halloween ECT.
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You could apply that too so much.
Brutal strength, enduing, spirit fury, bamboozle.
All these perks breaks the design of chases. Dead hard is not unique. The issue which has always been the issue, because before dead hard perk change, everybody said "remove the dead hard for distance and it will be perfect." That was never the issue, the issue was always the invulnerability. Well Unforutanly the devs listened to the community and guess what the perk is no different. I'm sorry, the community had the opportunity to fix the perk, but everyone said just remove the dead hard for distance and it would be fine. Well, they did, and what a surprise, people still aren't happy.
Dead hard is perfect, it was changed the way people wanted to be, and now they are still unsatisfied and clearly won't be happy until the perk is nerfed to the point of uselessness.
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Its on the side of whoever brings in their best tools and even then RNG matters more.
I mean is 4 man stacked SWF stronger then a 4 stack Nurse?
What about about 4 perkless solo Q VS a perkless trapper.
Its impossible to compare and silly to try.
But if you want a definitive answer. 2 kills and 2 escapes is considered base balance. Any killer with over 50% kill rate would be considred winning and "beating the survivors", which I believe is all of them, (unless somebody knows otherwise). So if you base the game off that then yes, DBD is killer sided. But I would not say it is.
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While body blocking may have been an issue in 2017 to maybe 18, anyone who has issue with body blocking are quite honestly fairly entitled.
Body blocking is already kind of tricky even with Voice chat, being able to pull it off in solo Q is very well done and deserves to be rewarded. But the devs realised this was a strategy have given killers many perks to deal with it over the years.
Mad Grit, iron grasp, star stuck. You can combine a whole bunch and make an entire build based off downing survivors while carrying someone.
The real issue is RNG. Some times maps can have 2 hooks side by side one another making body blocking pointless while at the same time having an area with only one possible hook.
Remove the RNG aspect and have hooks placed in specific locations and I think both killers and survivors would benefit. There is nothing wrong with body blocking.
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Wait... so you had a 4 stack SWF, with a full gen rushing build and the match lasted around 5 minutes.
Most matches over 10 minutes tilt heavily towards killers. 5-8 minutes is pretty good, I'm not sure exactly how long you game lasted but if it was 5 minutes with a team like that, then that implies that anything less would be longer. It sounds like the game is in a really good place for killers.
Also you were playing trapper with agitation and Mad Grit with fairly average addons against a fully stacked team with pre lobby planning and strategy. Yet you are surprised the match was a curb stomp?
Imagine 4 survivors with no perks going against a stacked Nurse or any killer really and getting curb stomped and then saying gens take too long. That's what you're doing and its really bad. The issue is killers like you don't want to try and yet think you still deserve to win? Just.. no. If anything this demonstrates how much of an advantage killers have as even with one of the weakest killers in the game, with weak perks and and weak addons and the match still lasted at least 5 minutes? Against 4 stacked coordinated survivors clearly playing their best to win?
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The changes made for killer are terrible, objectively. Here is the issue, buffing killer was not the issue, the issue is they did it in a way where 12 hooking, is just as hard as it allays has been. For killer who play like that very little has changed. However killers who camp and tunnel, these slight numbers are massive changes, we're talking about the difference between 3-1 gens popping per the first chase. The devs did not adddress the biggest issue as to why killer both did not need and should not have received any buffs. If killers on average can get a down by 1st gen, what is preventing them from camping that survivor and securing 2 killers every match? This patch rewards this playstyle and to be honest, this has encouraged people to paly like this.
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As someone who has played this game for a while, I have no issue dealing with Nurse and Blight, and to a degree I enjoy the challenge in versing them. I like to be challenged, maybe not al the time, but something that is a little bit harder can be really good, especially if people genuinely want to improve. Here is the issue.
If the goal of DBD was a focus on fun, then I would agree, leave them exactly where they are, maybe some addon tweaks but that's really it, 4 man solo Q can beat either of them without communication.
But, the direction of DBD is not fun but balance. A lot of things in DBD, for both survivors and killers were not just nerfed, but destroyed to the point of being useless for the sake of balance. The reason being that some things in DBD, just cannot be balanced, they lean one way or the other. The community has learned to accept this. Nurse and Blight are now the next things that have to change. They throw the entire balance of the game out of wack. Their powers are so beyond the rest that its comparable to playing a different game. Perks that would be fine on the vast majority of killers, are uniquely problematic on them. If the goal of DBD is to create a borderline average of everything, to create a wider variety of killers at high end, then they are objectively holding that back. Blight has is issues, but this goes mainly for Nurse, as she defies the mechanics of the game. Everybody knows this, Nurse and to a lesser degree Blight, are abnormal. If we can agree they are not normal, why not at lest treat them like they are not normal. Prevent them from using certain perks, remove their addons, you need to to try something.
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Its a really good idea, but unfortunately no.
This same idea was proposed a long time ago, and Unforutanly had to be shut down. Back when the direction was fun> balance, many people wanted this. However the push for what is balanced won out and the devs came to the correct opinion that if each survivor had a unique ability, it would create only further unbalance in the game and would likely undo a lot of good the devs have done to try to achieve some amount of balance. It would be hard to pick which perk for each survivor, however some survivors have really good perks, while others can be more of a hindrance.
If you like this idea, players would need to change their attitude, and revert to a more relaxed party mindset that is ok with some things being unbalanced for the sake of fun, but Unforutanly it is unlikely to happen.
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Remember when exhaustion was not a thing, and each exhaustion based perk had its own cool down. Allowing you to use multiple exhumation perks in a single chase, with the cooldown for each perk continuing during the chase. Then, they made exhaustion a thing but it only had a 40 second cool down so if you could last 40 seconds you could use it again during the chase, before changing it again and making it so that you recovered your exhaustion at 50% when sprinting, so you now had to last 80 seconds in chase, before finally making it that you could not recover exhaustion while running.
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As many people point out there are too many variables to make gameplay changes for balance. High end vs low end, high tier killers vs low tier killers, Strong perks VS weak perks. What I wondered up until this point was what was the justification for these changes. I felt most of these killer buffs were unneeded as killers point out its only really the high end of DBD where killers are having such a massive trouble. There was massive debate over the kill rate, with survivor's saying it was about 50% and killers saying it was far lower. Of course this takes nothing into account. This doesn't change the fact that the killers cannot beat strong coordinated survivors. But it did show that the majority of killers were managing. The devs stated that these changes were made because the kill rate was too low, yet according to their own stats the kill rate was perfect. 50% is ideal.
Now the kill rate is lower. Its around 40% which means killers win the majority of matches. It makes me curious of how many of those 40% escapes were SWF, as most killers seem insistent that SWF is still too strong. High end DBD has changed very little, yet has undeniably made the majority of DBD worse. I oppose the majority of thee changes and yet people feel like killer needs more. All you are doing s ensuring that the high end remains the same while the majority of survivors struggle.
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If you are struggling to beat killers then that is on you. The majority of killers can be easily be beaten as survivors still have the time advantage.
What happened was the buffs to killers made the worst aspects of DBD stronger. Anti gen perks, camping/ tunnelling. Survivors are bored and frustrated with behaviours attitude of taking away many of the things that drew survivors in the first place and now are resorting to just trolling for entertainment. Survivor is jut not fun any more, and this is exactly what I thought would happen. The middle ground survivors are quitting and what will be left is massive gap between the skill level of survivors.
People seem to forget that the base time for gen times were chosen not just for balance but for entertainment. 80 seconds per gen was determined to be how long survivors can do gens for before losing interest. They picked the max time possible and have sat on it for years. Now they want to up it not caring that 80 seconds was chosen because any longer and people were getting bored and started throwing matches. Current DBD makes a lot of sense and behaviour needs to acknowledge that survivor is just boring.
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Why the devs will never do this and why its a terrible idea
- . A meta will be formed. all players will pick Everyone will pick the same character because there will invariably be one character more powerful then the rest. Not only will this make the game less visually interesting because every match will have say 4 Megs, this will create further stagnation that the devs are trying to avoid. Maybe they can do what other games do, only allow one character rper match. You think players giving up during a match is bad, wait until they start quitting when their main is taken before the match starts. Or if you put in a penalty, killing themselves on hook 3 seconds in.
- It will create massive unbalance. Now not only you have to avoid unbalance of a perk base, and unbalance when combined with other perks, but now you have to balance perks for all survivors? They can't do it. They don't have the vison for it, and to do it would take years.
- killers would go mental. A large portion of the killer main base goes mental any time survivors get any buff, even the most modest of compensations. You think we would not see hundreds of forums posts of outrage when survivors get 30+ buffs? There would be outrage everywhere and killers threatening to quit the game.
- They would lose money. Behaviour makes so much money form cosmetics. People will pick a main and never deviate. So they won't buy cosmetics for other characters. "But people already do that?" yes, and there is no reason to, is entirely subjective, and already a lot of people think like that. wait until people have a reason, cosmetic sales will crash.
Its bad for the game, and bad for business. They will likely never do it.
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Yes.. and its far more difficult for survivors to beat a nurse then a wraith. Should survivors be compensated for having to VS the for being "harder". Also harder is is not guaranteed. 4 survivors parlaying for fun is more at a disadvantage then the majority of killers playing to win with proper perks and addons.
SWF is not unfair, it can be harder, especially with proper coordination. However killers beat SWF all the time, they are a massive part of the game and with how unbearable Solo Q is, a massive portion of the player base is SWF. The issue is people will go up against 10 or so 2 man 3 man (ECT) and demolish them with no idea they are SWF, because killers tend to just assume solo players are bad. However they will go against one really sweaty 4 man SWF and assume that all SWF is like that.
SWF is fine and you don't deserve to be compensated just because someone players better. s people will pick
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Want to know how to win as each side?
For killer, camp, done properly its near guaranteed 2 kills per match. The chance of survivors finishing 3 gens before that survivor on the hook diesis extremely small without coms.
For survivor use left behind with a key and let your teammates die. Almost guaranteed win.
Focusing on wins is not good. Its far more important as to focus on wins.
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That's fine but while we're pema banning people who are ruining the game can we also ban
Killers who bleed out survivors
Killers who lobby dodge SWF
Killers who face camp
Killers who give up against SWF
Killers who 1 hook matches
And everything else that ruins DBD. Then the game would be much better. Seriously some people will do out of their way to desperately justify ruining matches and then act shocked when people don't want engage with them. You want a serious fix to survivors giving up? Just ad a whitelist list to allow players to stop players form having to deal with players they don't want to. They will give up once and then never encounter them again.
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Mettle of man actually encourages the worst aspect of DBD, taunting. Even if the killer couldn't tell if the survivor had mettle of man, it still encourages the survivor to go up to the killer in an attempt get them to chase them, and they actually can't do anything without deactivating it, so they are forced to play like this. its main purpose is to annoy and that's just not good design.
The only other way the perk can be used is to body block, which makes it not completely useless, combined with breakout and a bit of luck it can get some value, but there was no reason to make it harder. Conspicuous actions deactivating perks is not good. DS was different and I understood its change, the others should never have been changed.
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When having my eyesight blurred, even for a short while my eyes begin to water and often have to go splash water in my face to stop it. I actually can't play against clown as its simply to irritating for my eyes. I'm not a fan of any of the particle/ visual effects from any of the killers I find all of them just irritating to deal with. Plaques sickness, pyramid heads ensnare. I understand that it exists as a way to help survivors recognise killer effects however there should be a way to turn it off.
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Many of the devs play DBD, and fairly regularly, and some do play at higher end skill, although I think Mathew cote and ALMO, who are both crucial members of the team aren't that good.
I believe Not Queen still has some of her Nurse videos up and they do stream on Twitch form time to time.
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Because there is only a set amount of points for survivors before they run out. There are only 8 unhooks, and realistically, only 5 generators. If for whatever reason a good opportunity to get unhook points is never presented, chances are you will get little for benevolence, even if the only way to get it would be travel across a map for an unhook, instead of working on a gen. The game actively rewards survivors for game throwing, and playing highly effectively is actually punishing. This is why I say survivors are not a team. They are competing for points against one another while trying to deal with the killer.