Synfralidro
Synfralidro
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- Synfralidro
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Same thing here. Objects far away sound close, and vis-versa. I rely on my hearing to play this game, and I cannot play with it like this.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761857#Comment_1761857
I'm honestly not bothering with them anymore. No matter how many times we explain how much time is wasted breaking the walls, they will always tell us to break the walls.
No point in arguing with a brick wall.
Just like in 2017 the answer to the excess of pallets was just "break the pallet". You can never win with survivor mains.
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When you guys get camped, game after game after game, I don't wanna hear you complain about it. You guys abuse the ######### out of the loops that are still in the game, and then have the nerve to keep whining to the devs to "fix" the game for you so you can be "as cool" as your favorite content creators. It really boggles the mind why they keep listening to survivor mains only. Like haven't they realized people don't like waiting 10 minutes+ to get a game going on survivor? Do they really think it's still a bug at this point? You've driven a majority of killer players out of the game, or driven them to playing survivor only.
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Unfortunately, since your opinion doesn't fit the script of the survivor main led campaign to keep the game in it's broken state, no one on these forums are going to listen to you. Sorry.
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@Mr_K said:
They already do lose emblem points for staying near the hook.
Unfortunately people who complain about the camping of killers don't know this piece of information. As always they just whine to the dev's about stuff they dont like.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1035973#Comment_1035973
Actually, requiring skill to do thing is a good thing, as it requires players to...practice and improve? But apparently thats only killers who need to 'git gud'. Survivors get a free pass.
Agreed. I can be a mediocre survivor and be rank 3-4 and be a mediocre killer stuck at rank 8 to 9. Difference is I have to bust my ass to get the black pip on killer and can breeze by on survivor. That's a problem but the dev's don't address it because they get the ok from majority of their playerbase that's it's fine.
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It doesn't really matter when they took away the prizes from the last Lunar event because they planned on just giving it out to everyone regardless if they participated or not and messed that up.
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@Pulsar said:
SWF does need to be addressed, they need to buff Solo's to SWF levels.
You cannot expect people to not play with their friends, that's just foolish and it comes from a place of anger and frustration.
When Solo's are buffed to SWF levels, Killer's can be buffed accordingly and (hopefully) maps can be adjusted in size.
I agree. This absolutely has to be done, but the developers have been saying this for 2 years that they are going to be doing this, but have yet to actually do it.
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They won't do it because too many people would leave. The developers made a choice that would appeal to more people and make it more group friendly, at the expense of the initial design of the game. This wasn't a bad move overall, but they have not and probably will never actually balance the game around the group advantages they have. They don't want to give the killers enough of an advantage to actually deal with the 4v1 scenario. Usually when you bring this up you are going to be met with "git gud", "pReSsUrE gEnS", "I have no problem getting consistent 4ks on all killers even at rank 1" (with no evidence btw) or the now popular "just don't play to win, play to have fun." It's really backwards way of thinking in my opinion, but because people see the game as being 80% survivor and 20% killer, they will lean towards appeasing the survivor community. This has lead to an increase in the amount of Killer players either leaving or switching to survivor; which then this has lead to an increase in queue times for survivors, both solo and swf groups. It seems much of the community, at least on these forums that the developers seem to listen to, would rather claim it is a bug in matchmaking than admit the problem. If the rumors are true, they are just going to open the matchmaking to pair any survivor team with any rank of killer and then hide the rankings to mask this change. Again, I know its just a rumor, but if they do this, it would make it even more apparent that they don't actually want to fix the issues in the game, just keep diverting attention and tempering expectations.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1001364#Comment_1001364
So the DS nerf, the one major thing killers asked for, didn’t reduce killer stress? No longer having to worry about an entire chase being wasted or having to dribble survivor or take Enduring to soft counter it isn’t a good thing? Never mind just the DS change, lots of changes have happed to both sides to make killer less stressful than it used to be. Is killer still stressful? Yes. Is it as stressful as it used to be? Hell no.
You forget that the original DS came into the game before the Victory Cube, which survivor mains clamored and begged the devs to do. "The killers get too many bloodpoints and pip to easily compared to us" were the things that were pleaded to the devs. Then comes the Victory Cube, a system that changed how everyone looked at the game. It moved the game from more casual, to needing to take seriously. And in case you guys weren't around back then, this system affected one side initially. Killers. It didn't change anything about the survivor experience. It only put shackles on the Killers. So for those that didn't realize that or forgot, that for me was the eye opener that the devs are in fact biased for survivor mains.
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@Aven_Fallen said:
I hope at least one of you who are making such a drama will apologize when you realize that playing without Ruin is ok as well.
Apologize to you directly or what?
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1001708#Comment_1001708
"We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it."
"Keeping an eye on it" is not the same thing as "Looking into fixing gen times"
We're facing several months if not years of unbearably fast gen times. I'm basing this off of how long it took them to fix the hatch standoff.
And then I'm still feeling the sting of them knee jerking to launch Freddy. I felt like i dodged a bullet not buying him, especially when it took them a year to go back and change him to a Killer that can actually interact with survivors throughout the match. I also heard about what they changed with the latest killer oni. Haven't actually played against him enough to even know if the change was warranted.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1001709#Comment_1001709
I actually don't think the Emblem system is too bad (well for Survivor it isn't).
For killer, the fact you can black/depip after 4king and keeping pressure is a little bit ridiculous.
I think the Lightbringer needs some work. Make survivors feel like they don't need to gen jockey to get gold or iri in that category.
And yeah Killer expectations keep getting more and more ridiculous. I've said for years that moving away from BP system was a bad idea. Telling Killers you have to play a cookie cutter way to progress was pretty lame.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1001519#Comment_1001519
I mean, when current Ruin is in 80/100 matches, I understand why the devs had a harder time balancing gen times. Now that it won't be an issue, they can begin working on a solution (after a little bit of time gathering data)
I think the better approach would be to ease up on the Emblem System for both sides. Take some stress off the players in general.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/1001273#Comment_1001273
Like i said. I wont adapt to broken mechanics.
Leave your loop and accept, that there are people with different opinions.
Never had an issue with GF. Any time he gets me is because he legit caught me off guard.
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@DocFabron said:
They're looking in to fixing the gen times now that Ruin is getting nerfed. I wasn't quite on board until I heard this. Now I think the game can move forward in a healthier direction.
With how many tools they have to monitor the game, I find it really hard to believe they don't have the data to show the average game time when ruin isn't in the match.
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@Almo said:
"Your skill as a killer only goes so far. At the end of the day no matter how good you are, if you go against optimal survivors you are finished."
The very high skill-level Killers would probably disagree... for example the streamers like Fungoose, Ralph, or Tofu who regularly 4k without addons against top Survivors. Ralph is Huntress-only, but he almost never uses M1, either. Fungoose 4ks most of the time with any Killer, while simultaneously giving a brain dump so you can learn from him. Tofu can do full game design discussions while murdering his prey.
As the game is deeply asymmetric, it is true that we have to monitor performance of both sides at different skill levels very carefully. But at the moment, it seems unlikely that Killer skill input is capped too low.
You mean the people who are gifted kills due to playing the "right way" and sharing in the "right opinion"?
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@GoddamnBananas said:
I don't know what's funnier, someone pretending that one salty player represents all survivor mains, or the people in this thread who are so out of touch with reality that they think survivors are being catered to by the devs, despite the fact that the majority of balance changes since this game came out have been in favor of killers. You think I haven't gotten just as much hate mail from killers as I have from survivors? Face it: there are plenty of salty little crybabies who take this game too seriously on both sides. But you guys are too busy playing victim in your little echochamber to see that. Could you be any more biased; you guys are the reason the forums are so hard to take seriously these days. The sad part is there are plenty of reasonable, logical voices on both sides too, but they're drowned out by the precious little babies like some of you who flood this place with your hyper emotional drivel.
Two words : Victory Cube. Majority of the playerbase didn't give a crap about the imbalances of the game until survivor mains kept whining to the devs "it's too easy for the killers to pip but too hard for us to pip." The game was way more chill when your victory went based on the BP system. You didn't feel punished for indulging in someone's infinite chase.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/996189#Comment_996189
https://forum.deadbydaylight.com/en/discussion/comment/996045#Comment_996045
I think the sarcasm in these threads, as well as peanits titling one of his streams as "DBD Dev doesn't play their own game" honestly shows how little they care about the game and the members of the community that disagree with them for that matter.
It isn't a "myth" that the devs don't play/aren't good at their own game, as peanits title suggests, at this point it's quite honestly fact. But more importantly even if it wasn't true, a community manager (not even Dev if we're being honest) to take it to this level and actively take the piss out of a member of the communities opinion is atrocious. How about instead of making stupid jokes and comments in an attempt to retort these comments, you actively try to address them in a functional manner?? Or at least act how a community manager and Dev should behave regarding a member of the communities opinion, if you are to be taken the least amount seriously.
Holy! I honestly thought they were kidding when they said they streamed the game. Now they actually went the extra mile to try to call me out online. I feel honored that i would bother them that much with my comment tbh.
I think i'll actually watch their stream sometime when I can to get an idea of where that disconnect happens where devs think that there isn't a problem with killer atm.
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@C3Tooth said:
Anyone see yourself in this case?
https://us.v-cdn.net/6030815/uploads/327/TPRKHOK3YFV9.png
Just the same as you pay the game and demand everything and insult if the game doesnt turned out to your liking, like the Devs are your grooms.
This example could also be placed on how the people who play Killer feel. Look at all the changes that have taken place over time. It's telling the Killer you HAVE to play a certain way, or else you get punished, and even when you do, you are met with insults at the post game, or if you vent your displeasure on the forums, the majority of survivor players berate you and developers ignore your comments. Funny thing about it is that you need Killer players to even get a game going, yet you treat them with so much disdain, and they don't even get paid to deal with it.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/996301#Comment_996301
Are you mad? It appears you are wanting to fight or argue with someone/anyone and it makes me wonder why? Are you unhappy? Experiencing hardships? Seasonal depression?
Nice ad hominem to deflect.
Let's look at the facts. Killer queue times are instant. Survivor queue times are going up and up and up. The reason this could be happening is?
A. A bug
B. People taking an extended Winter Vacation
C. The game is gaining a disproportionate amount of new players that are choosing to just play one side.
D. Playing Killer is becoming less fun and the incoming changes don't look to be addressing any reasons for that.
Which of these seem to be more plausible? Do you think people are just venting their displeasure with the game to make it one sided or the other; or do you think that ultimately, people who actually know and have been playing the game for years want the health of the game to improve and not just keep churning people in and out of the revolving door?
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/996031#Comment_996031
Where do people get the idea devs don’t play their own game? Stupidest thing I’ve ever heard.
Because they are literally changing a killer that no one with experience has a problem with, and nerfing a hex perk simply because "new players find it frustrating"?
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/996155#Comment_996155
I was mostly joking with Peanits because his comment was funny.
However, as someone who has never run ruin, the change does not affect me. I would like to point out, its hard to fix many of the issues the community complains about in regards to gen speeds due the fact that there stats say there is no issue.
If I remember correctly the devs at one point said the average kill rate should be 2k however there stats are saying most killers are averaging a 3k per game. However most killers at that rank are also running ruin. Does that mean ruin is what is causing the killers to get that extra kill on average? Or is it being cleanses so quick it doesn't matter?
You honestly can't tell unless you change the perk. However much backlash they are going to get. The next thing the developers should work on is what messages are displayed. You shouldn't see a message that says "Entity Displeased" or de-rank if you got a 2k if that is what the developers think is average.
These are all changes that have to happen one after another so data can be gathered between them. If you make it all at once, you have no idea what change causes what effects.
I'd argue that instead of making such a drastic change to the perk just tweak what is already there. I would have honestly proposed decreasing the penalty on hitting good skill checks with ruin applied to a percentage or two less. Or perhaps decreasing the delay on progressing after a failed check by a half second or so. THEN determine if there is a change from there. Just taking out what is there and replacing it with an inferior version isn't the way you ease into change.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/996045#Comment_996045
OMG my 950 hours in DbD aren't real! Nor are my streams! ;)
And I have 1368 hours in the game. And that is with about a year break in between. So while i might not have the same amount of time as the people you take your suggestions from (spoiler alert: majority of their playtime is on survivor) I have the time in the game to have a good ideas with what is wrong with it. Again, you guys are discounting my opinions because you have the idea in your head you know what is wrong, and the rest of us are wrong for our opinions because you have roughly 10 guys reaffirming your ideas in a bubble. It should be obvious just based on the increasing complaints on the wait times for survivor queues. It's only going to get worse.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/996031#Comment_996031
I get it if you're angry over the ruin changes. A lot of people are. But claiming the devs don't play their own game and are gonna turn the killer side into AI is just ludicrous. I can't really take your comment seriously.
The AI thing was a joke comment. Hence why the followup statement was "in all seriousness". And honestly a lot of people know that the devs don't actually know what happens in their game. They look at "data" and call it a day. Or they go based off of the top streamers/youtubers, which are a majority survivor biased.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/996045#Comment_996045
I always thought you were an AI developed by BHVR. Are you telling me your a real human being, with a job and everything?
Yes. And having to deal with a one sided scenario, 4 survivors to 1 killer, is already stressful on itself. When the game has been morphed to tell you you did badly at almost every turn, that doesn't add much to the experience, on top of the "developers" basically stating that your opinion is invalid because they have "their data". Data doesn't explain away everything. If it was just a few people here and there, you could call it anecdotal, but when it's a huge part of the community, and you still ignore it, that is a clear sign of bias and indifference.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/996031#Comment_996031
Today I learned I do not play the game. Here I was thinking I've been playing the game for the past 3-4 years, but it turns out I was launching the wrong game all along.
Could have fooled me to be honest. Then please tell me how can 1 person be in 4 places at once?
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They probably don't see it as a bug, but as a feature. Pretty Good Job So Far.
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I think the solution is pretty obvious. They are getting ready to introduce AI into the game to take the place of Killers.
In all seriousness, the developers don't actually play their game, and get their information from a select few number of influencers, which more often than not have the same views on the game and are biased toward one side.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/977068#Comment_977068
You're the one not accepting reality. This game is more balanced than it ever was. You can't say it's "become" a bully simulator when it trends in the opposite direction. The only explanations are 1. you're a new player or 2. you got worse as killer at a higher pace than survivors got nerfed over the years. Nothing else.
Only a Sith deals in absolutes.
I am neither a new player nor am I getting worse at the game. I only keep getting better and better as time goes on. I'm just getting more and more fed up with the imbalances that affect my experience in both survivor and killer.
On survivor, the most aggravating things are things that i feel have been hamstrung onto killer players. If i'm the first one found, i go down. Not consistently fast nor slow. It is dependent on my skill at any point in the chase and decision making ability throughout. What is really frustrating is the invisible tether that has been placed on the killer to stick around afterwards. If they leave, I get rescued and may never even be chased again with how fast the gens go. If they stay, they get punished for it. Survivor players literally cried to the devs to implement punishments to staying too close to the hook under any circumstances. Even if all 3 of the survivors are running around like morons around the hook. That play-style already had a natural punishment even before the Victory Cube days. Do the gens and the killer gets less BP. But that wasn't enough. People that wanted to go through that exit gate over and over kept whining and moaning until the devs made it to where there is this 50% survival entitlement for survivor players now. I'd rather have a game where if i escape, it was hard earned and feels awesome to have done so. Something rare when it happens, but makes you feel like you accomplished something.
Now lets focus more on the killer aspect of it.
Game starts, immediately, i gotta run and find someone and fast. Find someone. Gotta hit them fast. Running around a loop for too long? Dang, i'm losing time following this guy, but if i leave now this time has been wasted. Bing. Gen 1, 2, or even 3 are done.
This is just the beginning of the match and you feel that pressure immediately and heavily. It's go go go. And most of the chases are dependent on the survivors mistakes, not your own prowess. The number of safe loops and pallets make it to where if you hit the survivor during the chase they were - A. Out of position B. Misread a situation at a safe location that ended up in a hit for the killer or C. At an unsafe pallet or loop and got hit inevitably
Killer gameplay is definitely more engaging and fast paced since you are by yourself dealing with 4 opponents, but it also leads to frustration because you lack the tools necessary to even be a threat to the team. You might be a threat to an individual at certain points in the match, but unless the survivors make a critical error, you aren't a threat to the collective.
And if we want to get into the balance aspect of things, let's look at what could probably be the two prime examples of the most broken things in the game. Mori's and Brand New Parts.
Which of these got changed first? Mori's
Let's look at something less powerful for both sides. Instant Heals and the old machine gun build? (In case you didn't know, that was STBFL and Unrelenting stacking swing cooldowns)
Which of these changed first? Machine gun build, with over 2 year headstart btw.
Every change that has been made to the game has come expediently for when it is deemed OP in the favor of killers, but when it comes to things that make the game aggravating for them, the developers drag their feet. Have the devs even acknowledged that the sounds in the game are altered for the benefit of survivors?
If you want to ignore the bias of the devs fine, there really isn't more that I can say, nor anyone else can say that will change your mind probably. Like i said before, this game is a bully simulator. Play killer for more than a day, and you feel that. Play killer at high rank, and within the first 3 matches you'll probably wanna go back to survivor or stop playing.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/976783#Comment_976783
This game is not a bully simulator LUL. It has never been less survivor sided, objectively speaking. You're probably just not that good as killer.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png
Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin.
DOCTOR UPDATE
In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass.
We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability.
The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual.
While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use.
As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability.
One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt.
HEX: RUIN AND GATEKEEPER UPDATE
The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match.
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper.
The new Hex: Ruin is simple:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate.
The Hex effect persists as long as the related Hex Totem is standing.
This version of the perk has many benefits:
- Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks.
- Killers must be active in pushing Survivors off generators to get value from it.
- It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem.
The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out!
Exhibit A that the devs prioritize survivors and the game is actually still quite heavily survivor sided.
And btw, i love the generic "git gud" response from people when they don't want to accept reality.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/976763#Comment_976763
That's most definitely not why most people bought the game. You're an exception.
I guess so. People really did buy it for the bully simulator game it has become. Thank you for confirming my suspicions.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/976736#Comment_976736
The tagline is a selling point to the game.
NO ONE is gonna play a game where their chance at winning is that small. Again, look for a PVE game if you want to kill everything every single time. You're playing against real people who didn't install the game to please you.
That's literally why i bought the game. To do what i could in game before the inevitable death came raining down on me in the form of the killer and then the entity claiming my soul. I didn't buy the game for the bullying simulator that it has been transformed into.
Edit: And anyways, when did it become normal for survivors to feel they are entitled to that 50% survival rate? Like i remember when i felt accomplished walking out that exit gate. Now it's rare that i don't.
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@gantes said:
DBD is not a horror movie. It's barely even a horror game at this point.
No, survivor players will not accept being 3 to 4kd every game to satisfy killer players' bizarre power fantasies. That's not how game design or game balance works.
Until people design a PVE DBD-esque game that'll never be a thing.
So the tagline of "death is not an escape" is just to imply that survivors are going to survive at a 50% rate when they learn the intricacies of the game? I don't understand the logic here.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/976655#Comment_976655
Why do survivors complain about tunneling,slugging and camping then? They all help the killer finish their objective which is the sacrifices. Camping not in all situations,but can be useful if survivors are altruistic.
Don't forget that survivors complained and whined until the devs literally put a system into the game that actively punishes this playstyle.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/118429/they-balance-for-a-50-50-kill-survive-ratio
Killer hypocritic mentality in a nutshell...
"I'm special, I want to win more and have more fun than the other side, survivors are not worthy and are second-class players, they should just die, so I can have fun and if not, I will go rage to the forum".
People play games for fun, no one cares what role you play, be it killer or survivor, no one will sacrifice his time on this game, so you could have fun, just because you are the killer.
You just want to be spoon fed, life doesn't work like that, get used to it.
Are you serious? So just because there are 4 survivors it's ok to have a game that is a detriment to the 1 killer in a match? "Just shut up and take it! We're supposed to have fun here!" That's what this sounds like.
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I love how people are ignoring an issue because it is only affecting killers. Yet again. Until it negatively affects the survivors, the issue goes ignored and silenced.