ZttII
ZttII
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- ZttII
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IMO I think the solution for the grind is just to change the teachable system, since when people complain about the "grind" they complain about having to do so for perks, mostly.
I think that when you buy a killer or survivor, their perks should be instantly unlocked for all of your killers. This shaves off 40 levels of blood points that you need just to unlock teachables on a killer that you might never play.
If you don't buy the killer/survivor, there should still be a (very small) chance that the perk will appear in the blood web anyway. I mean like much less than 1% if BHVR doesn't want to cannibalize sales. This gives people a chance to get cool new perks, and unlocks the paywall. If you want them faster you can still get the killer, of course.
This has the side benefit of allowing BHVR to make much stronger perks, since they don't have to worry about it seeming P2W if everyone has access to it.
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Loved the movie, and I'm sure fans would love to see this in DBD but IMO it's too "kiddy". There's plenty of legitimate horror licenses BHVR could get before they turn to content like this and, to a lesser extent, FNAF.
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I find comms aren't really that much of a problem for most killers. For Trapper it can be annoying to have your traps called out to the whole team, but by and large it doesn't really matter. There's no information in this game that can't really be replaced with good game sense. If players consistently make the "correct" play, comms don't matter at all.
For example, imagine four solo players. The killer downs and hooks player A. Player B is pretty close to the hook working on a gen. Player D is far away and working on the gen.
The logical play is for Player B to go for the unhook, but he hears the terror radius so he's apprehensive. Suddenly he sees that Player C goes from healthy to injured. He's in a chase. Player B goes for the unhook. Player D assumes since he's on the other edge of the map that someone else will go for the unhook. That's coordination based entirely on common sense and good game knowledge that comms don't really help with. The problem is that you can't control the teammates you get in solo, so sometimes you'll have a potato. Comms would help that player not make braindead moves, but if he's bad he's bad. Comms don't do enough for bad players to make a difference. They only really push that top percentage of players a bit higher.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1421425#Comment_1421425
So why are they doing that to killers then? There literally making them punching bags when there suppose to be supernatural, and have supernatural powers. Yet, it seems the survs have the power role, entirely dictate the outcome of matches, and can do A LOT of things that no regular human could ever do w zero penalties or injury. Try jumping from 10 ft and land on your feet and then take off in a sprint... Anyway, My point is, why are viable killers getting cool downs now, but still nothing done the same way towards survivor? The least they could do is implement a stamina system. That's realistic, not too big of a nerf, and pretty damn fair...
How is that fair? Survivors move slower than killers, can't fight back, and have to rely on limited resources to escape a chase. By adding a stamina bar you're putting a time limit on every chase and the survivor is guaranteed to get downed. What's the point? They can literally never escape. The game is asymmetric and killers are the power role, but that doesn't mean that queuing up for survivor should imply that you're just going to get wrecked by anyone with half a brain. At the end of the day skill in the chase should still be paramount and it's up to the killer to decide whether it's worth chasing a skilled survivor at a god loop or cycling back to someone else.
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I think an issue is that the devs would say that each challenge is not necessarily designed to be earned in a single go. That means they would factor the rift fragments earned in all of your attempts into the math. So for example, if you farm with survivors to get a master challenge, then you would get 5 rift fragments for the challenge and maybe one extra for the game that you played. If you didn't farm and it was a hard challenge, it might take 5-10 games. So in essence by farming you're costing yourself a level or two of the rift each time.
I'm at level 56 and while DBD is my core game, I don't play a huge amount. I've only done 2 challenges in the fourth tome. If I complete it I'd easily make it to 70 (although I don't anticipate getting there).
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How are they trash? The Oni is considered by many to be very strong and I find the Deathslinger can be brutal if you have practice and experience. Perks are another story. They're mostly bad, but the killers themselves are much stronger than you're giving them credit for. They're just different. Oni is a beast at the 4v1 and Deathslinger is a god at 1v1s, and their weaknesses swing the other way to compensate.
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While I agree that the ranking system as is is kind of a mess, I don't agree that adding a separate ranked mode is going to help. Will it make those games more competitive? Not really. What's going to change? I guess they could set the matchmaking parameters tighter so there's less extremes, but the queue times would suffer.
Then you have the casual mode, which sounds good on paper, but it would be chaos. There would be no matchmaking, and while it would work in certain cases, if the Killer decides to be sweaty it's going to be an absolute stomp worse than anything you would see in ranked. It's the problem of every game that has these splits. You'd have high-ranked SWF in ranked mode waiting forever, then decide to switch to casual because at the end of the day people just want to play the game and slaughter the killer with one perk who's just learning or vice-versa. At the end of the day both sides just want to feel powerful, and I imagine there would be a huge surge in toxicity when they abuse random people just trying to do their totem challenges or whatever.
It's hard to fix this matchmaking because the actual ranks skew depending on the role. I had the idea awhile back to split matchmaking so that ranks 1 through 10 could only be matched against one another, and 11 through to 20 would be in another pool, but that wouldn't work because green rank killers are much, much better than green rank survivors, for example. I played a match yesterday as killer with survivors at rank 2, 4, 5 and 6 and three of the four were potatoes. There's a lot of variance, which makings splitting ranks
I think the only solution would be to wait and see how the MMR system fixes things. If we still get wildly unbalanced games, then it's going to take more drastic measures.
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On top of what everyone is else is saying, if you share the game with an SO or a kid or whoever that uses the same computer as you, they'll have access to all of the content that you'll buy through steam but nothing that you bought via auric cells.
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I agree that killer can be frustrating, especially if you're still learning all of the perks. I think a problem with nerfing second chance perks is that in a solo queue some of them are mandatory because you can't really rely on your teammates. If a survivor comes and farms you off the hook, what are you supposed to do? It's not up to the killer to not down you again, so things like unbreakable and DS can basically save your life. The problem is they can be abused by SWF, but that's the nature of asymmetric games. They can swing really hard one way or the other, and momentum plays a huge role in who wins.
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I find a lot of the discussion about "the grind" interesting for a few reasons. I'll give you an example: before I got the game, all I heard about it was that it was very grindy. That was the big-picture conversation dominating the issue. "The grind." So naturally I avoided it until my friends got into it, and then I started to play it and loved it. But the big thing I realized as a new player was that the grind wasn't that bad, at least at first. Here's why:
As a new player buying the base game, you start with a handful of characters and a handful of free perks. You start levelling them up with the meagre amount of blood points you get, but you're more or less getting the perks you want. If you pick Meg, you're getting higher tiers of Sprint Burst, Adrenaline, Spine Chill, etc. Yeah, you're not making very many blood points, but there's not that much to earn on your first characters either. Despite the conversation always being targeted at the hypothetical "new player," the grind only gets bad when you're an experienced player. When you have 8-10 characters fully levelled up and are levelling up your 11th, that's when you start to have to complete blood web after blood web after blood web trying to find the perks that you actually want. New players don't have that issue. I got all the perks I wanted very quickly with Meg, not so much with Kate, and with every teachable I earn that gets harder, requiring more blood points, not easier.
More to the point, a LOT of the meta perks are free. Iron Will, Spine Chill, Unbreakable, Borrowed Time, etc. Yeah they're spread over multiple characters, but you'll unlock them very quickly. The only reason to worry about the grind after the fact is to try and get every single perk on every single survivor, but why should anyone care about that? Do you really care if you have Ash's perks? They're garbage. More to the point, you don't need every teachable on every survivor. You can make different characters have different builds and swap between them. If you're a hardcore completionist that wants to P3 every character with every teachable, yeah the grind is ridiculous, but we shouldn't pretend that that's the goal OR the barrier for a brand-new player.
Are there things that can be done to improve the new player experience? Absolutely. You shouldn't have to get to level 15 to have four perks, and you can probably even get away with giving you enough free blood points to max out a single character right from the get go, but the grind really becomes a problem for veterans, not new players.
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I used to hate going against Spirit, but I really don't think she's that bad now since her prayer beads nerf. She is very easy to play IMO, but Iron Will usually works fine at high ranks.
You can also deviate from the meta and run Urban Evasion which will help you get out of a tight spot when you hear the phasing sound. And yeah, killing yourself on the first hook to avoid a killer might be the reason you never learned to play against the killers you don't like. Just a thought.