JustCats
JustCats
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As a new player I can say that the perk grind is the biggest barrier to entry. I'm already behind the curve in terms of game knowledge and mechanics, but then I also have to play so many different characters with base perks. And while they might be viable, they certainly aren't optimized. This wouldn't be a huge deal except that I don't see any kind of end in sight to where I get to play the game on the same playing field as most people.
Obviously, this is more of an issue with the more perk-dependent killer role, which I unfortunately prefer. I rarely feel underpowered or uncompetitive as a survivor even playing raw at level one.
I'm not new to games and don't mind a grind, but at least as killer it feels like without quicker access to "teachables" it's an incredibly uphill battle just to be competitive at all in a phase where I am also supposed to be learning how to play.
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Both issues are because survivors are too safe. It's so easy to loop at least well enough to waste so much killer time that chases are almost not worth it, especially since it feels like every survivor runs 2-3 second chance perks, that survivors don't have to consider when/if to repair a generator. If the killer doesn't show, great, I'll finish the gen. If the killer shows, great, I'll run him around long enough for a gen (or two) to get finished. I've had plenty of killer games where one "good" looper in a swf is actively hunting ME to try and bait me into chases.
So, killers tunnel and face camp because in many cases the alternative is just running around getting nothing accomplished while 3 people play quicktime events for 10 minutes.
I'm not sure anything but a radical rethinking of the base game mechanic fixes the fact that it's scarier to play a horror movie monster than a horror movie victim.
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The gap between SWF and solos might not seem high, but that depends on how many "escaped" games they're talking about relative to killed. A 10% gap when survivors already escape far more often (anecdotally) than they don't is actually extremely significant.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1326845#Comment_1326845
Yet when "most killers" are asked to play survivor they are awful.
Gotta love that tu quoque fallacy.
Seems like both assertions are made without evidence, no?
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1326804#Comment_1326804
The difference is that you don't need to be a top tier Freddy to demolish most teams with Forever Freddy build. It is literally easy mode. If you get one that IS A GOOD KILLER you stand absolutely no chance. There is no counter play, he is arguably as strong as Nurse or Spirit, maybe more, when everything you do takes almost twice as long to do.
For most killers it feels like survivor is easy mode. Any of them.
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New player here - have had the game for a couple of weeks. Love playing killer, have never once been matched in a game with comparable rank/levels.
Survivor games are alright, but they should probably disable rank points for games with such a disparity.
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You don't nerf SWF or change much of anything. You just have two rank numbers - vs/as swf and vs/as solo. There's an undeniable advantage for SWF, comms or not, but mechanically nerfing that hurts the playerbase more than it helps. Just let people know where they stand. Killers can judge their skill based on vs solo and survivors can think they're super good however they want.
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1326539#Comment_1326539
We have to rely on our teammates to survive, swf or not
Almost every killer in this game is pretty straightforward to loop for long enough that you don't really need to be afraid of them finding you. The game is really 4 separate 1v1's where only one person has to play the other four at the same time, as most killers appear to be balanced around a solo survivor easily being able to escape or waste enough time for the survivors to ultimately win.
As long as your teammates aren't AFK, you don't really need to rely on them much except to not royally screw up, constantly.
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Just have two ranking numbers - rank vs/as party and rank vs/as solo.
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@SeeYoureWrong said:
I'm getting all these messages that I don't know how to play against him but the best thing I've seen is "Drop pallets early," But that doesn't stop you from getting downed a second later, especially with the map reworks. And on stronger loops, Wow! You just lost looping time! Literally anyone give me any counter to Freddy that doesn't eventually waste pallets
The problem with that (and the game) is that you want a counter for one survivor versus one killer. Pallets and looping suck as a game mechanic in general because the game is 4 v 1 and balanced around having any one of those survivors countering the lone killer, basically anytime they're in danger. This game is more tense when you play as a killer than a survivor.
Maybe there isn't a 1v1 counter for Freddy. Luckily you have three other teammates. Gen pressure, snap out of it, a decoy who is awake - plenty of things you can do to minimize Freddy but they all require approaching the game as a 4v1 and not four separate 1v1s.
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Hold up there's a killer that discourages the loop BS and forces survivors to play as survivors and lets the killer be a killer? Damn there goes seven bucks.
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When I play survivor, whatever the killer does never bugs me as I also play killer and know the game is heavily stacked in favor of the survivors. If they camp, I get it - sometimes it's the only way to get anything at all done. I just do gens and continue as normal.
It's also why I never BM as a survivor - you're pretty much supposed to win if you played even halfway decently.
When I play killer and see any kind of griefing it honestly makes me feel less bad as the kind of person who griefs when they're on the team with the advantage probably needs the win for their self esteem more than I do..
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Well I wouldn't even mind that dynamic if it wasn't exacerbated by the grind inequity. If the game is harder as a killer - that's fine. More incentive to get better as a killer. What I don't like is that perks are SO much more valuable to killers than to survivors, who already have the advantage, yet the grind is the same or worse (at least I enjoy my survivor games, win or lose).
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If they fix matchmaking then it's not as big a deal; at the very least I'd like to be in or around the same point in the grind as the survivors. But the core gameplay mechanic still seems busted. Just my opinion, I guess - I feel like I should be more nervous and scared as a survivor than as a killer but I suppose that's just how this game is.
I never feel like I need to grind as a survivor, perks are nice but whatever - I never feel at a severe disadvantage if I don't have the meta as pallets are available to everyone from day 1. As killer, I'm frantic looking for any advantage I can get.
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That's what I'm doing but it's a huge pain in the ass that I just don't feel when playing survivor. Plus the matchmaking issues only affect me when I am playing killer, I have never had an even match as killer whereas I have never once been matched out of my league as survivor. Since unlocking perks seems to be an easier fix than matchmaking, that's why I suggested it.