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Mattollama

Mattollama

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Mattollama
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  • @DeathsCrimsonMaiden said:

    I sincerely hope that this gets noticed by BHVR, because the issues killers are facing are seriously ridiculous.

    This is probably going to be a long post, and I don't plan on making a Tl;dr, so buckle up.

    Does anyone see the issue with Tru3 and Otz making alot of videos along the lines of "TOXIC SWEATY RANK 1 SMURF CRINGE 4 MAN SWF VS DOC"? Doesn't that kinda conflict with the game looking to be "casual pvp"? Also, why do they feel it is such a big accomplishment to go against optimal survivors? Doesn't that mean that kind of imply that survivors have the uppers hand? I don't think they are just catering to a bunch of bad killers, since he reaches well over 100k on these videos.

    I took a break from Dbd for a while, and got back to playing Apex Legends. I actually felt like I had an equal opportunity against my opponent, even if they had a better gun, or a better body shield, or even better addons. It felt amazing being able to outplay an entire squad, and that got me thinking.

    Dbd lacks a LOT of outplaying.

    There is no skill in running from safe, un-mindgameable pallet to pallet. There is no skill in taking a full 30 seconds to get from one gen to another. There is no skill in the survivor dead harding to a pallet to avoid getting downed.

    There is so little that the killer can really do besides run in circles and waste their time. The game doesn't give the killer equal opportunity to outplay the survivors.

    I have a challenge for every person that plays killer regularly: Play another pvp game. Try it out for a while, take a break from this game. Apex Legends, Destiny 2, Fortnite, Smash bros, almost any other online pvp game really. It feels so much better than playing killer.

    It would be kind of silly to bring up these issues without solutions, however, i've been able to identify the biggest hindrances to Killer v Survivor balance. Map design, Perks, and Items.

    Map design is for the most part awful. I think a great example of how not to make a map is the corn maps. They have all the things that create a bad killer map: An easily accessible, strong center structure, un-mindgameable pallet loops, loops being too close to each other, and the map itself being huge. It is no wonder these maps have the highest survival rate (55%). The changes that need to be made to this map in particular are simple. Balance the center structure's windows, create an in-game value to help prevent the randomizer from putting loops to close to eachother, add more to standard loops to make them more mindgameable (i.e putting hay bales in the tractors, making other structures taller), and making the map smaller. Small maps are good for killers AND survivors since it promotes more interaction between the two, which is more skillful, and it rewards strong loopers, while killers don't lose too much gen time simply because the walk there is so long (which isn't skillful)

    This check list for making sure maps aren't too powerful for survivors would dramatically change how killer feels. The only reason people used Ruin so much was because of terrible map design. Ruin's nerf was just another bad band-aid fix that addresses very few aspects of a bigger problem.

    I think survivor's perks having a somewhat greater effect than killer's is justified. It would be boring if all the perks had a similar effect like killer's (Bitter Murmur v. Dark Sense), but... survivors have items to compensate for the lack of an ability. It's literally in the same slot area as killer, so wouldn't that be kinda unjust to have really powerful survivor perks? The best perks killer have are usually aura reading (Bbq, Nurses), or things that help in a chase (Enduring + Spirit Fury is almost mandatory at high ranks) while survivors have not only multiple second chance perks (Dh, Ds), but also perks that can cripple the killer's pressure by performing actions by themselves that would regularly require another survivor (Unbreakable, Deliverance) Survivors already have abilities in the form of items, should they really have insanely powerful perks?

    Hell, the items themselves are problematic. I know they are looking into changing toolboxes, but I have a really high feeling it's just going to be something marginal like making the skill checks smaller. Almost every item works to make the killer's pressure less effective. Med-kits, Toolboxes, Flashlights, and The Survivor's version of moris, the ######### Keys.

    I want this game to do well, there is no other cat and mouse game like Dead by Daylight. If I wanted to watch this game flop into irrelevancy, I wouldn't have typed all of this up. Give killers just a nudge, we have been needing that whole asymmetry deal lol.

    Im a 3 gen trapper main (unnerving, overcharge op lmao) and I completely agree with you about the corn maps. It’s just that once my kingdom is set up, none of that really matters. If you’re feeling like you can’t do anything try to change your playstyle. Try something different or a new killer.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/962120#Comment_962120

    Killers consider hatch cheap cause some survivors that use it for escape.

    Survivors consider moris cheap cause it ends the game/kills survivor when you are not supossed to.

    Im a trapper main and I only think it’s cheap because after all my setup and about eight traps hitting, one scaredy cat gets to escape because one guy actually tried to play the game. I play a lot of survivor too, so it feels like the survivor that sacrificed was cheated out of a whole teammate and a lot of BP.