lemonsway
lemonsway
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He is still my favourite killer because that's my prefered playstyle but he is a killer that needs help. His whole concept is countered by 1 Perk. What does it matter if i can Stalk and possibly 1 shot if at any moment SpineChill warns survivors with enough time to hide or just leave? Spinechill counters my stealth, wich is simply a mobility tool, and extends the chase because of early warning, diminishing my 1 shot potential. And if it isn't SpineChill then someone can be hidding somewhere and reveal me before i manage to stalk someone wich denies me of both things, mobility and lethality.
His power recovery is lackluster compared to how he can be easily countered and most of the addons don't work because his power doesn't work or the add-ons have riddiculous requirements or drawbacks. Both iridescent add-ons are not very useful by themselves or together.
NightShroud (nice name) Recovery add-ons are the only worth while and unfortunantly absolutly mandatory in most scenarios add-ons GF has.
The lense add-ons don't help much since stalking without leaning is longer and you're more exposed, they only help if you're stalking mid chase and by some reason the survivors isn't looking back. You will always wanna lean while stalking.
Crouch speed add-ons shouldn't even exist, crouching is never used for mobility just to hide your body or in some mindgames so the speed disadvantage of crouching is extremely negligeble.
Marking Durations add-ons are fine but not necessary.
The stalking movement speed add-ons are also bad, there's no need for movement speed when stalking since you don't wanna stalk without leaning and stalking in loops is not advisable since the chances of survivors looking back at you are very big.
Killer instinct duration when survivors reveal me is also useless. If they reveal me it's either the survivor i was chasing/marking or they interrupted me from stalking someone, there's an argument to be made that i should abandon the one i was stalking and focus on revealed since if i hit them it won't reset my stalk progress cause there's none of that survivor and i don't have to wait for my power to come back to finish marking the other survivor plus for all intents and purposes now i know where 2 survivors are and the killer instinct duration gives me a few more seconds to find who revealed me but overall it's pretty useless for killer instinct to last longer than it's base duration.
The reveal distance add-ons... these are weird i can't tell if they work or not, i honestly don't notice a difference when using them, dunno if they are bugged or not but i honestly feel they don't work.
GF caught on Tape buffs leaning stalking and debuffs standing stalking wich is what you wanna do anyway and this would help during chases if a survivor leaves 1 loop for another you might have enough time to stalk if there's LOS and your power is ready to use, it might be faster than survivors revealing you however if there's LOS like trees or any other of the manny things that maps have then it won't be worth it, if there's 2 survivors in the same loop it most probably won't be worth it unless you're thinking long game terms, get some stalk on who's going away chase the guy in teh same loop as you, it's a situation where decisions need to be made. A big issue is that you need to be very aware of stalking times with and without this add-on so that you don't mark someone too early or fail to mark someone if you're stalking them standing. Best use of this might be with I'm all Ears, they vault you see them if they leave loop you will know to stalk and get it fast. But this is an ultra rare you won't have manny of them plus the scenario itself won't be possible that often and you have bigger problems to fix with add-ons
And that leaves the Outdoor Security Camera wich reveals survivors outside of GF's TR if you down a marked Survivor, wich is 32 meters big OOF but you can delete TR at the press of a button so this only affects detection range basicly but since that's circular that means anyone behind you that you missed or that came inside your TR can reveal you from far, so if you can't mark survivors or down them while they are marked the add-on is worthless and there's manny counters to stalking and hitting marked survivors so this add-on is not gonna help you very often unless you're playing out of your mind and managing to stalk and hit marked survivors often.
Aside from SpineChill, there's also SWF, it means you'll have no power at all. 1 person sees you everyone knows. Good killer vs solos completly useless against SWF.
If i were to buff GF i'd make Standing and Leaning stalk speed the same so that leaning only offers cover instead of being the only effective way of stalking. So it would take 3 seconds no matter if leaning or standing, wich is a direct standing buff and a minor nerf to leaning, so from 5 to 3 seconds on standing and 2.5 to 3 seconds when leaning.
I'd change the reveal mechanic to only work if players can see Ghostface's mask, meaning you can no longer reveal him from his back at all or sides if there's no LOS to the Mask but since the mask has to be visible anytime he stalks i think this is fair and consistant, it's a smaller target but it's a target that as long as Survivors has LOS it should work everytime plus third person view still helps survivors.This allows for Survivors in an SWF case with locaiton info but by not revealing GF it can give GF a Marked target, it still saves something for Ghostface instead of being a total loss for GF and for Solos it's gives anyone who see him from behind his location and opportunity to save a teammate from being marked by stepping into GF's view and taking minimal stalk but saving someone from 1 shot down. AND carrying survivors and survivors on hooks no longer reveal him.
I'd decrease the base time recovery of Nightshroud to 15 seconds to once and for all delete his dependency on recovery add-ons and allow NightShroud to remain active if GF marked and downed or grabbed a survivor without being revealed.
I'd fix the add-ons that may be bugged, like the reveal dsitance ones, i'd nerf the recovery add-ons accordingly to the buff in base NS recovery time, i'd add on hit effects add-ons for player that want a hit and run style without sacrificing perks slot for m1 hit effects so that they can keep perk slots for perks they'll need like chase perks, aura perks, gen slowdown perks, etc. The outdoor Security Cam would reveals auras in the whole map if you down a marked survivor and GF on tape would be a Buff, with reduction in detection so instead of 32 meters it would be 16 , increase in stalk speed to 2 seconds from 3 seconds but a 20 second power recovery. This would pair well with a hit and run style while keeping the snowball effect from stalking but you gotta take a slower recovery and take on hit effects for the hit and run style or take a recovery add-on and maybe sacrifice a perk for Sloppy Butcher if you wanna have a hit and run playstyle.
Overall i feel these changes would give GF something meaningful without removing too much counterplay. He definetly needs help and i believe i've helped him without compromising counterplay. Good GF players will be rewarded and feel like a true predator in the night and bad GF players will still get countered. SoloQ survivors can still help each other it just won't screw GF over so much and SWF's still have the same advantage they had except there's a little more room for GF to still accomplish something.
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Regarding what i said about SBMM and how players should use variety to counter that in CoD i think the same applies to DbD if MMR ever gets ready and implemented. We all see streamers who most of the time do Variety over sticking to just 1 side or just 1 build not just because the content but because sticking to just 1 thing is harmfull for their enjoyment of the game, even those that do stick to 1 side more still use variety within that side.
One of the biggest examples of both sides of this Variety argument is Otzdarva's 50 win streak for each killer. By trying to get 50 wins with each killer he is setting himself up for harder matches the longer each killers streak goes if MMR was on, why? Because he is being successful with a certain set up frequently wich the game has to interpret as a high skill level wich then would make matches increasingly more difficult in opponents skill and also in their prefered way of playing until Otz loses to alleviate the system because if Otz beats everyone the system puts in his path then eventually the system runs out of people to match up to his ever higer skill level. However MMR is not in DbD so what happens in Otz streaks is that he is facing a variety survivors with a variety of builds wich creates randomness for him to face and that randomness is the Challenge itself, can Otz create a set up that allows him to be somewhat consistant with that killer? A setup that covers the killer's weakness or enhances their capacity to allow for consistency.
Throughout this process we've seen Otz accomplish wins we'd say were impossible, we've seen him lose streaks in matches that maybe we thought were controlled and all of those moments are created by player input, his input and survivors input, Survivors input is the biggest part of every match, how well survivors do is based on their input and how well killer does is also based in a large portion to survivor input, as good of a killer as Otz is there will be survivors who can match up to him and create difficult scenarios for Otz (he has this cowshed 1v1 video aswell that illustrates some of what i'm saying) while the other survivors are free progress the game, 1 good survivor or 1 bad survivor makes alot of difference in the game. 1 good play or 1 bad play makes alot of difference in the game, 1 good survivor play benefits all survivors independently of skill level, it's then up to the other survivors to capitalize on that good play, the same for a survivor bad play, it impacts the whole team, this is why Survivors complain about SoloQ and why SWF is so strong, an SWF can transform a bad play to minimalize momentum for the killer and SoloQ survivors are left wondering what happened and what to do next frequently. Otz can make a good play but have that play be denied or see it's merit diminished by the survivor he is chasing because that survivor can also make a good play by antecipating Otz or denied by the team as a whole (for example the team finishing the last gen and activating the chased survivor's Adrenaline, giving them a health state and speed boost wich nulifies Otz's chase), in SWF or SoloQ scenarios this can happen, so Otz's input as killer in each situation has a smaller effect than Survivor's input, Otz needs multiple good input's to create momentum but because every singular killer input is less meaningful than a survivor input the killer experience is always harder and changing, a good killer play might not end up doing anything because Survivors reacted accordingly wich leads to bad killer play being punished harder than a survivor bad play.
So with this we prove inputs by both sides have different weights wich is unbalanced since this is a 4v1 game, there's always 3 bystanders who can take advantage of any given scenario for the team as a whole or themselves as individuals. THIS IS WHY DBD IS BROKEN, killer input is meaningless in the big picture, Survivors dictate how a match progresses.
Then on top of this difference in input importance is the fact that survivors and Killers have different win conditions and objectives. The objective for survivors is escape, the way they do that is by doing gens and open the exit gate and leaving but that task can fall to any of the 4 at any given time and they can help each other all the time by either grouping up or tackling the objective on multiple fronts. Killers objective is to capture and hook survivors as a sacrifice to the Entity. The problem is Survivors can input into their objective 4x fast than killer can input into theirs while each killer input is less meaningful as discussed above. Not only is this an already gigantic issue it's also made worse by the fact that catching any survivor has a minimal effect since each survivor has for all intents and purposes 3 lifes since they need to be hooked 3 times in order for Killer to achieve their objectives. So it takes too long for killers to achieve progress on their own compared to survivors. It's a numbers game and the Numbers spell Disaster for Killer.
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We all have the full spectrum of matchs, with difficulty/fairness being as random as the ranks.
I honestly don't think an MMR system will work because there's too much RNG in matches, swf breaks any kind of matchmaking, DbD is competitive only if both sides agree on it, the average skill level isn't that high and the game doesn't have enough of a population, anyone that is legit good is way above the average, crossplay happens in the sense that you do play people in other platforms but crossplay itself creates problems for players during matches like ease of movement, performance stability, graphical options, connection stability and how each platform connects to the servers, etc, one of the biggest examples being Console Dead Hard, it's delayed alot of the times, it works or it doesn't work, visually it looks weird.
And it's all matter of how people aproach the game, i honestly don't think the majority of people care for competitive fair matches, they want to have FUN but the game is broken at a core level wich BHVR can't fix, there is no solution to DbD being balanced because the game's fundamentals are different for both sides, wich forces players to have to make an extra effort if they want to accomplish any progress. It's the same situation in CoD for example where everyone complains about how sweaty the game is because of SBMM but SBMM doesn't make you pick the best gun, the best perks, bunny hop every corner, etc, what SBMM does is take in account all the stuff you do in game and in class setup and put you against people who do exactly what you do wich is why CoD matches are a huge stressfull sweatfest because players want to sweat, everyone is out there trying to be the sweatiest sweat, wich is something that grew up over the years because of all the Tubers doing rigged montages and posting fake matches on reverse boosted accounts and allthat cheaty stuff that influenced an entire generation to be a sweaty tryhard. The best way to counter that would be to play in variety so the SBMM doesn't have just your prefered setup in account and won't put you against sweats as much because you're doing manny varied things with manny varied results so the system has a bigger pool of information about you but you can't do that because the game isn't balanced and the game isn't balanced because CoD has Billions of dollars to make from the sweats that keep buying CoD and season/battle passes and any sort of dlc. Players are the biggest problem in CoD but they're the product of INFLUENCE. and BEHAVIOUR.
My point is this, how players aproach the game dictates how you have fun but broken, unbalanced games won't give you fun. DbD is broken at the core, worse yet is that it's filled with RNG that breakes the weak core even more and people in general are not having the fun they had or think they should have.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2207342#Comment_2207342
The stats definitely says otherwise and the personal experience of many others. It's almost completely impossible as survivor to win at rank 1 against another rank 1 killer that knows what they are doing and that shouldn't be true.
By Dev's admission the game is balanced when 2 Survivors die and 2 escape so from the get go 50% of Survivors in all matches should die/are presumed to die and 50% should escape/are presumed to escape. So it's a toss between the 4 of the survivors to see who dies and who escapes, the problem is nobody wants to die, nobody is willing to sacrifice for the others, wich is a legitimate thing to a small degree but is it fair for someone who hides all match and contributes nothing to escape while a survivor who did gens, who rescued team mates, who engaged in chases with the killer and bought time for someone else to do gens to end up dead? This scenario doesn't even need to involve the killer being strong or weak, being scummy or friendly, it's all about Survivors and their attitude and how they play.
While 4 escapes and 4 kills are possible to happen both of those scenarios are part of the desired outcome by 50% since 2 should die in the 4 kill game anyway and 2 should escape in the 4 escape game. There are manny factors that go into the results of 4 escapes and 4 kills, 1 survivor making a mistake can potentially be disastrous for the the 4 but a good play by 1 individual also helps the 4. For example a flashlight save can mean the killer doesn't hook/kill someone, can mean killer doesn't get BBQ, Pop, Make Your Choice, a stack of Devour Hope etc, this is huge and it was a play by that 1 Survivor but that play helps all survivors equally so anytime some random survivor makes a good play everyone benefits, including the bad survivors.
All this to say that Survivor input is alot more important for Survivor gameplay than Killer input and killer benefits or loses based on Survivors input aswell. You can't say any killer who gets 4 kills needs a nerf and any killer of gets 4 escapes needs a buff. You can't make Survivors stronger just because you're playing the game with 1 or more survivors that aren't playing well, if they buff Solo survivor then the increased difficulty for killer is the same regardless if they are sweaty killer or a friendly killer, you're already screwing people who aren't problematic just because you or someother survivor isn't surviving, and you're making killers facing 4 mini SWF's. This is Survivor Entitlement.
And this only creates another problem, SWF get's infinetly stronger if Solos get stronger aswell, if each individual survivor on a SWF is harder to catch then the SWF as a whole is harder to catch aswell so then you have to buff Killers but if you buff Killers then Solos are once again in the initial position. It's a vicious cycle of Surviver Entitlement. The game needs atchange to it's format wich is what my first post is about, a change to the format of the game would solve alot of problems but since you disresgard that like you'll disresgard this then it doesn't matter, this stupid cycle of Survivor Entitlement will continue.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2207020#Comment_2207020
"The fact a Survivor doesn't have to engage with the Killer to Win/Escape is riddiculous"
I stopped reading. A survivor is not supposed to hunt the killer down. It goes the other way. Good killers have no difficult, in fact, with aura perks it is way too easy to find survivors.
Escaping from the Killer is easy. Good survivors have no difficulty, in fact, with second chance perks it is way too easy to escape from killers.
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DbD's biggest problem is not SoloQ is the fact that the game is broken at a fundamental level. The fact a Survivor doesn't have to engage with the Killer to Win/Escape is riddiculous, i doubt any Survivor enjoys the Gen Repair Simulator experience and the Lobby Sim experience. But on the other side the killer can't win if he doesn't interact with Survivors...
How is this even a thing? How can one side completly ignore gameplay while the other is forced to do it and no offense to anyone who enjoys playing Survivor but Killer is the fun side, it's the side that requires the most creativity. Why have gens at all then? Without gens Survivors are free to engage the Killer and Killer can focus on his TRUE objective, Sacrificing Survivors.
Imagine a game with no Gens, it's all about the Chase for Survivors and Hooks for Killers, it relieves Killers biggest stress of having to defend gens on maps that clearly don't allow for much gen defense and it requires Survivor to actively engage the killer. Survivors will still have Totems and chests to look for and surviving is more independant for each individual survivor even tho the best odds are if teh team manages to work together. All the same tactics apply, looping, stealthing, fast healing, fast rescuing, blinding killer, pallet stuns, locker plays, body blocking hook, saboing, etc, all that is still there and Survivors get more opportunities to do those plays while it is less punishing for killers because they don't really lose anything, they can still manage to catch survivors.
I can already guess what Survivors are thinking: " what about killers that are very strong at chases like Nurse or Spirit, they'd be even more OP, bla bla bla", my answer is, if there's a whole problem that is taken out of the game, Gens, then the game becomes much easier to balance around the fundamental aspect of Chases, thus those killers can finally get proper counter play added to them. Everything becomes easier to balance because there's a GIGANTIC PROBLEM THAT DOESN'T EXIST ANYMORE. Certain perks wouldn't exist, for example in this game NOED wouldn't exist.
What about 1 shot killers? Wouldn't they become Meta? Depends on the map you're playing, indoor maps still won't be so good for Billy for example so unless it's a Myers or Ghostface but those still have to earn their 1 shots and earning those 1 shots might be harder since they won't have survivors stuck in 1 place long enough to stalk them, infinite tier 3 Myers would be disgustingly strong yes but he'd have a time limit to pull it off on the flip side you could try AFK Myers and BK Myers more often to challenge yourself.
I can only speak for myself but i can already see a much more Horror and Party vibe to a game like what i'm describing. And so manny things would fall into specific slots. You could categorize Perks into Aura Reading Perks, Second Chance Perk for Survivors, Anti Healing Perks for killers, Chase Perks, etc. Everything becomes easier to Balance.
I know this is basicly any Hide & Seek game but it would be the best Hide & Seek game we've seen.
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MMR was a fiasco, there' no way MMR can work in DbD when so much of the game is RNG.
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It's happening to everyone, some people are more affected than others. Most likely Server issues and DbD being DbD.
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So they only accounted for 3 months? 1.5 months before and 1.5 months after? FREAKING LOL!!! 27% usage before change what does that mean? DS users only get to use the perk in 27% of the time they had the perk or only 27% of players use DS? I'm legit confused because i doubt only 27% of the Survivor playerbase used DS...
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My biggest weakness as killer would have to be Tracking because of all the issues related to sound and all the nerfs they made to scratch marks since 2019 but i'm actually going with the MAPS. I feel like i have to fight the Map more than Survivors. Dealing with Map RNG is far beyond infuriating.
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The feeling you have towards Map Offerings is because there isn't a single Map where you can say damn this map is fantastic to play in for both sides and the fact that there's RNG involved in the Maps wich makes them a coin flip on wether or not you're gonna get screwed by the Game itself.
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Problem with DbD is Content over Quality and they are winning big time, there's no need for them to change. For 2 years now that the Community has actively asking for a Chapter dedicated just to improve Quality of the game but time and time again we are told no. Covid can't even be used as an excuse, plenty of games have come out, some were disastrous but so manny were great aswell so we can't just blame disparity on Covid when people can work despite Covid. This is a BHVR problem, they only work when they feel they have to and apparently they don't feel they have to work much.
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There's a few things to consider here, Otz was on a killer without a chase power or a 1 shot ability, using any other Killer Otz would have a better chance. Imagine Otz is playing Demo, that shack portion of the chase would be different. If Otz was playing Freddy, etc...
I won't deny i absolutly hate the Map Design but in this particular case of Otz's Trapper vs Zub i can't really fault the Map Design as much as i can fault the Killer for being incapable of doing anything. Trapper needs a serious update to bring him up in terms of killer capacity.
I'd like to see him get new kinds of traps, barb wire, Trips lines, and whatever else. Using just bear traps is a very minimal power that only works if survivors allow it to. They should really put the Trapper aspect in Trapper, most survivors know how to avoid Traps because they're not that easy to hide and the Killer can't place manny and constantly has to shift them around. If Trapper could use different traps to cover more ground it would give Trapper more room to chase and more areas where he can control and would make it more unpredictable for survivors, it would be a whole new learning experience for both sides.
The fact that not all killers work on all maps is both balanced and unbalanced, it's balanced cause the killer power has to be a fixed thing so it will work better or worse depending on the environment and it's unbalanced because you have no way to prepare for any map, you just have to hope there's no offerings for something you know it's not good for you and you have to hope that RNG won't screw you even in the most favourable maps. Wich is why manny people only play a couple Killers, they prefer to be good with 1 or 2 killers than knowing how to tackle each thing with each killer.
I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times. – Bruce Lee
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The hatch mechanic is ...
Midgame hatch spawning is just dumb, keys are dumb especially after a killer closes the Hatch, killer could close Hatch 4 times and lose, thx to keys and Hatch Spawn Offers are equally as dumb, any survivor on death hook can lead the killer away and give the team a hatch escape depending on condtions, for example there's 1 gen left, there's 2 gens left but only 2 survivors left, there's only 1 survivor left. suicide or DC for hatch escapes is really bad. There shouldn't be hatch offerings, there shouldn't be a hatch spawn midgame and keys shouldn't override a Killers action.
If a killer closes hatch EGC triggers wich means gates are powered, so if a survivor is near an exit gate they have a chance at escaping, only when Hatch is in the middle of gates is a problem, only when there are LOS to both gates is there a problem. THESE 2 PROBLEMS ARE RNG PROBLEMS. Maps shouldn't have RNG, the fact DbD maps have RNG only proves BHVR's difficulty in designing maps. Alot of the times killers struggle because they have to deal with Map RNG more than dealing with good Survivors or good perks. And IMO, none of the Map Reworks made any of those Maps Better, i especially HATE Lery's rework.
If a Survivor DC's then the game should lower the requirements to give survivors a fairer chance. 1 DC = 1 less gen needed FOR GATES, assuming DC's will only happen mid match this could give way to the Survivors having already done 1 or 2 gens wich means they'll need 1 less gen. If there's 4 survivors alive there's no need to DC when there's only 1 gen left even if they are on a 3 gen scenario, if there's 3 Survivors and 1 DC they only need 4 Gens, if there's 2 DC's then they only need 3 Gens and if there's 3 DC's you are last Survivor you get Hatch Spawn regardless of Gens so that if there was a 5 Gens 1 Survivor SCenario there's still a chance at Escaping. In this scenario for the remaining Survivors to suffer any meaningfull consequences the DC needs to happen very early in the match but if there's 1 or 2 gens done already then the impact of any DC is lessened cause the requirements are lessened wich means everyone can still play as normal. If Killer wants to Camp any of the 3 remaining Survivors then the other 2 can keep working on gens knowing they need 1 less gen to escape, they can do a double rescue and then split pressure between gens, basicly the game is still viable for Survivors and everyone gets a decent Bonus for playing the match despite the DC.
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Problem 1: The game's Tutorial doesn't teach Survivors about Totems. That's the first issue to be tackled. The Tutorials are outdated by years, YEARS of Mechanics that are not present in the Tutorial. Totems, Obsession, Breakable Walls, Vault Speeds, Protection Hits, any and all Status effects, there's too much that the Tutorials don't tell and cause new Players to not know so much when so much of the game is about information.
Problem 2:The existence of Dull Totems, Dull Totems do nothing and therefore they shouldn't exist. Totems should only spawn when there's a Hex in play and only the Hex Totems should spawn with exception for Thrill of the Hunt wich would spawn all 5 Dull Totem's or when Survivors bring perks that require Totems to work, like Inner Strength wich would spawn all 5 Dull Totem's aswell. When there's no Totem related perks in play Totem's shouldn't spawn.
The existence or non existence of Totems would work as information for both sides, if there's a Hex then there are only as manny Hexes as there are Totem's so if there's only 1 Totem and you find it then there's only 1 Hex. In this scenario there's less need for a Totem detection Perk but having it will always be useful, you can quickly confirm the existence or not of Totems and thus you can make an educated guess about Perks in play.
In NOED's case, 1 Dull Totem will spawn and become a Hex Totem like normal. This way anyone who finds the Dull Totem can cleanse it and NOED won't be an endgame Threat. "That sounds like a huge nerf to NOED", yes and no: Yes because it makes it easier for survivors to realise what's in play and No because since there are less Totem's spawning there are more spots for NOED's Totem to be hidden meaning Survivors still have to scour the map to find it. The only way to benefit from NOED would be for a survivor to bring Inner Strength and spawn all 5 Dull Totem's to mask NOED while still keeping the same weakness, if the survivors cleanses all 5 Dull Totem's then NOED can't happen.
Or have Thrill of the Hunt aswell to spawn all 5 Dull Totem's and force a guess on Survivors, if Survivors see multiple Dull Totem's they might assume someone brought Inner Strength and they leave the Dull Totems alone to not ruin someone's build. Obviously against a 4 man SWF the Thrill of the Hunt might not work for obvious reasons but against 2 or 3 man SWF's it might have a small effect since the random solo or solos can have Inner Strength.
So you either have no NOED or there's only NOED but will be better Hidden but it's still a 50/50 or Survivors with Inner Strength will help you inadvertadly or you make a huge commitment and bring Thrill of the Hunt aswell. And thrill of the Hunt by itself becomes a better perk by either tricking Survivors into thinking there's someone using Inner Strength and they don't need to cleanse Dull Totem's to not ruin someone's build or it is masking NOED or it just makes Survivors waste time cleansing Dull Totems and there's actually no threat.
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Why would Survivors need any sort of compensation for killers having an FOV slider? Do you need any compensation if i use Shadowborn every match? Does Shadowborn mean i can't lose? How will FOV help me see pallet campers? How will FOV let me see Blendettes in the dark bushes? The most useful aspect of FOV will be for killers with dumb cooldowns like Nurse and Legion that lose track of Survivors often when entering fatigue, all other aspects of FOv are to help each player individually, it offers no advantage whatsoever, it's a change in perception. Saying FOV is a Buff to Killer and Survivors need any sort of compensation is like saying everyone who has to wear glasses has an advantage over everyone who doesn't need to use glasses. Yes i'm so benefited for having to wear glasses for the rest of my life, having a smaller FOV, having to waste money on something expensive. Wow i'm so lucky...
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I'd revert all map reworks, ESPECIALLY LERRY'S, i'd remove Breakable Infinites, just delete infinites don't force killers to still have to deal with them and know wich piece of wood is good or bad to break. Revert to Old Legion and DELETE DEEP WOUNDS, the worst killer mechanic to have ever existed, even worse than Spirit. For Perks revert GearHeads Nerf.
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I'd love to see a REgenerator/Iron Maiden, they are so terrifying yet so simple. The design is Iconic, their sounds are terrifying, their power could be stretchy arms, maybe 1 or 2 extra meter, like Myers Tier 3 Lunge or a mini aoe, where spikes come out of the Iron Maiden's body. They'd be a Tall killer but a smaller Terror Radius, maybe a 24 or 26 meters TR (assuming you're already thinking of using Monitor) but 115% movement speed, on indoor maps yes they'd have the advantage like Myers or GF or All Seeing Wraith but on more open maps, he'd have the same weakness as tall Killers.
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The game is FUN (despite too simple in concept) but UNFAIR (the power of 4 vs the power of 1, perks, add-ons, etc). There's too much that can make matches UNFAIR. The Matchmaking suffers because of everything around it. You can't blame Matchmaking for facing 4 solos or a SWF where they all have Meta Perks, Matchmaking can't account for what people bring and use so Matchmaking itself isn't the issue and even MMR can't help this.
Ranked and Casual would help if it had defined rules, you'd keep Casual as we currently have it and you'd have Ranked with Set Rules, no stacking of perks for example, no OP add-ons like Tombstone Myers, etc. Rules that within a Competitive Setting make for a Fair match. All of this would force a HUGE and NECESSARY (even without playlist split) BALANCE UPDATE. They could keep the current existing 20 Ranks, they can keep Rank Reset except everyone goes back to rank 20 to reshuffle everything instead of high ranks always being high ranks. And to give people an incentive besides the Competitiveness and to encourage as manny people as possible to play Ranked Mode they could integrate the Archive System to it so it isn't playing the game in sweat matches, it's playing the game in the most Balanced environment possible and giving Progression. Casual Mode would have everything like perk and add-ons unlocked so people can play whatever whenever they want. Wanna do a quick match? Go Casual. Wanna try new killer ? Go Casual. This way everyone gets free practice or quick play options without any pressure where doing good or bad doesn't matter but everyone can learn and get better so that they eventually play Ranked. Ranked doesn't have to be sweaty, ranking up doesn't have to be a must but something you choose to do but should you chose so then there's a environment that is ready for it.
Speaking of creating that Balanced environment it would be extremely hard with just Perk Balancing and add-on balancing. My belief is that the Maps need to be properply Reworked and not just face lifts, coats of paint don't do anything. For example Breakable Walls, they aren't there to help get rid of infinite loops, Breakable Walls themselves are infinite loops in some cases wich killers are forced to break wich results in losing the first chase there and that's just wrong no player should lose anything because the game is terribly designed, the Map Design needs to be properly adressed and not covered by dumb mechanics like Breakable walls. Killers need a better POV and FOV, the taller killers feel exactly the same as all the normal human size killer, Myers's POV and FOV shouldn't be the same as Ghostface's or Plague's and Legions's, to me that makes no sense, i get they need to be consistant but make it consistant with the character's Build, taller Characters = taller POV and higher FOV. I get why they want a lower FOV for Killers but for gameplay purposes it's just not good to have a lower FOV.
Another issues is the Pipin System and the Emblems and how each role fills those requisits. I Like the Pipin System, i think it is good and fair but the Emblem System is a complete joke. Get rid of the Emblems, make each action worth more points and make it count directly towards Pipin so that you require less of the same action to have a chance at progressing your Rank. Needing X amount of this for Y Emblem then needing Z amount of this for W Emblem then the same for 2 more emblems is just too much to do. The game being around who can pressure Generators better isn't good for the game. Killer's can't pressure 4 people at once thus he can't be punished so harshly for losing Gens, gens isn't the killer objective, Hooking is the killer objective, chases is where Survivor meets Killer, the game needs to push this aspect more, promote more interactivity between both roles. One of the best way's to promote this interactivity is to make Gens less important and to do that they can introduce parts needed to repair the Gens instead of just holding M1, this makes for a better early game for all killers, especially Set Up Killers, since Survivors will need to search the map for the parts they need, meaning there's more potential for chases to happen, there's more map to play in and there's less emphasis on kill rushing and on camping or tunneling wich makes for a less sweaty game.
I think most everyone would agree that DbD needs a change to it's core not only to solve it's problems but to be something more than just new content every 3 months. The main problem is whoever is in charge of putting DbD together thinks the game is just fine as it is on a conceptual level and the fact that DbD is self published means there's no accountability to be had, wich is nice when there's a genuine desire to make things well but DbD's track record with quality isn't good but there's no accountability so the quality can't be higher. There have been so manny games that have done things better than DbD but don't stand a chance against DbD's licensing power, where else would you play Myers, Demogorgon, Steve, Nancy, Ghostface, etc.
And here's something else, DbD isn't a cheap game, the base game is 20 bucks but there's only 5 killers and survivor and most of the perks, especially on Killer side SUCK BALLS, there isn't a single gen regression perk, there's only Thanatophobia but it requires to injure people and keep them injured, wich means you'll need Sloppy Butcher, wich then you can compliment with A Nurses Calling and your final perk is whatever else there is: Enduring, NOED, Tinkerer, Whispers. Huntress's, Wraith's and Trapper's Teachable Perks suck balls, out of those 9 perks only Brutal Strength is useful. Oh but there's Shrine, yeah and each perk there is 2k shards, you'll need to play alot frequently to get 1 perk every week and then there's still chances that the Perks in the Shrine are some of the 15 you already have. Everything else you have to buy and then GRIND... DbD isn't cheap and then there's always the Rift pass and the cosmetic shop wich make alot of money for BHVR so there's no reason for DbD to be so low quality sometimes...Take that money and hire some competent people.
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There's manny issues here, to me the biggest being what affects matchmaking, the second biggest the Pipin System and lastly how SWF affects ranks and the matchmaking.
Naturally you have to assume high rank players are good because that's how it should be in any ranked system but that doesn't happen sometimes because matchmaking, swf and the pipin system are huge components when putting people in the right ranks. If you're in an SWF you're most likely with people you know and you're all in the same boat skill wise and game sense wise wich means you are all ranking up accordingly, if that's not the case then you're simply trying to boost a friend wich ends up two ways, you either succeed and you friend is ranking up despite not fully deserving it and it's inflating the rankings or because you're trying to boost someone who isn't ready for higher ranks that player won't be ranking up because he lacks game knowledge and sense and you are risking your rank aswell, meaning you might end up not keeping your rank wich means you're a higher skilled player on a lower rank. Wich creates a higher mid rank grind than it should.
Also Naturally people who can't play alot of time usually don't wanna rank up too much for the natural fear of facing really good players and not enjoy the game, so if everyone starts playing only around purple ranks, that creates a huge Grind Zone where skill level is all mixed and the matchmaking has a huge problem because despite everyone being within the same rank range, the skill level is all over the place with lower skill players that are playing against high skill players that don't want to go into higher ranks. Alot of people say the Purple Ranks is a good zone to play but i disagree, it will be harder than going for red ranks, this was my exact experience on PS4 and it is my experience now on PC, once i reached red ranks on PS4 i could easily keep but getting there from the mid ranks was really hard, it felt like grinding instead of naturally progressing and i'd have easy matches then hard matches then somewhat easy matches then insanely hard matches, matches that were too fast and either i got destroyed or i destroyed, slow matches where it was hard to find people constantly crouch walking and hidding or people who just went afk or people who didn't know what loops were, it was this huge mix that created very random matches that made me constantly Pip and depip and black pip.
So this just shows how SWF will make ranks fluctuate alot when the players within the SWF group aren't all on equal skill level. This also shows that SWF's will also change matchmaking and MMR can't solve this problem for SWF's, if the MMR disparity within the SWF is too big the matchmaking won't find a killer that suits all the players, the killer will be better than some, equal to some and below some wich makes the match unfair on mutiple accounts (this ofc just in a pure numbers basis) but the reality is the killer can't still be equal to the better survivors if he manages to use the survivors that aren't as skilled to lure the good survivors out of position so wouldn't that balance things? Yes for the killer, despite requiring more effort, and no for the higher skilled survivors because the rest of the team isn't on par with them and they have to make a bigger effort wich can cause them to screw up when if it was a balanced match they'd have an easier time.
So the Pipin System, the system rewards you more for Chases and Hooks and Rescues and all middle activities than it does for achieving the objectives itself, fast matches means less chances to Pip for both sides, you have to get specific action points for a specific emblem and then the game will take all of that into the Pipin System, it's just too much middle management wich is inconsistant across ranks, early ranks it's way too easy to rank up because the system acknowledges you're at a beginer level, thus the Emblem requirement for Pipin and ranking up is very low, this will be great for Killers especially and as you progress through ranks you will require not only more Pips but more Emblem for each Pip, so you're battling 2 systems at once to rank up, then for the highest ranks the requirements are so high that you're forced to play optimally. Wich is one of the reasons behind the Hokks vs Kills debate, kill rushing is not rewarded by System but logically you're being a very effective killer and even if it's not you sweating and rushing the kills, it could be survivors that can't loop well and go down early, could be badly position survivors aswell because they lack game sense so going for Hooks and Chases, aka the middle stuff, to boost your Emblems and Pipin Potential is just not easy because the players skill level is so all over the place and there's also manny things that can't be controlled by either side. You can't get Chaser Emblem for the Pipin system if the Killer doesn't chase you and Killer can't get Sacrificial Emblem if he can't hook because people suicide on first hook and killer misses 2 hooks on that survivor, people that die because teammates don't Rescue and in that case both that survivor and killer lose alot, etc this hurts Emblem progression for players wich hurts their Pipin Potential wich again means there's gonna be a disparity between a players real skill and what the match was.
To me two of the easiest solutions for these problems would be for the exitence of a Ranked playlist to not include SWF and then it's up to each individual survivor to skilfully play the game and for their teamwork to guarantee an escape and for the player actions to count directly towards the Pipin System without the Emblem requirements, wich would make each action much more valuable wich would mean you'd need less amount of the same actions to give yourself a good chance at Pipin and ranking up wich in turn means that even if you die you get a good chance at Pipin because you might have done 1 or 2 gens, might have rescued someone once or twice, might have done 1 or 2 totems and those count directly towards Pipin isntead of individual Emblems that then count towards Pipin. This was mostly for Survivor but for Killer is the same, you will require less gen regression cause each action towards slowing down gens counts more points, you will need less hits, less pallets and walls broken, less hooks aswell wich directly means you need to camp, tunnel and slug less and still have a fair chance at Pipin wich then means you're allowed to play Gimmicky builds on both sides and simply have fun. What this change does, imo, is reward people more for simply playing without needing to sweat or use cheap tactics wich means they will feel worthy as players and encourage them to keep progressing wich then solves the Mid Rank difficulty spike because now people play and keep ranking because they are being rewarded fairly. Then you might say but if it becomes easier then everyone would eventually be red ranks given enough time, and yes that's true but you can also keep rank resets so that you keep the cycle going on just like now or you could give players the ability to fully reset their rank ala old Call of Duty Prestiges, you won't need to rush. We could even give rank up rewards, each rank or Color series gives some Iri Shards or extra BP or Rift Shards or Auric Cells or maybe even Cosmetics and charms, this way everyone gets something for playing Ranked.
To me this changes make sense in every way, Healthier Game, Consumer Friendly and these are not such hard things to accomplish for BHVR.
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My favourite trash tier killer is Ghostface. ######### add-ons (one of them being bugged since his PTB LUL), a power that only works when survivors aren't the best, no mobility, hard countered by perks. The reason i prefer Ghostface to Myers is that he can crouch mind-game and Myers is just always too tall and GF's Stalking is so much nicer, you're not reliant on a timed power up or a huge time to power up. GF can drop chase quickly if he can't afford to chase, Myers is forced to keep the chase to get Stalk. Myers get more penalties from 1 shotting than GF, GF gets alot more points for 1 shotting.
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I won't blame people for running perks or add-ons it's BHVR that has to make the statement that there is an issue with perk or add-on and deactivate it until fixed. It's an EZ thing for them to do but they don't cause they don't care.
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I would ask why not main killer? The only reasons to not main killer are the fact that the game is designed for people to survive.
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As a PS5 player mainly and PC secondary i'd like to have it off for obvious reasons but it's just not possible, you'll be there for an indefinite amount of time until a match starts. Cross-play should be consoles vs consoles and Windows vs Steam. It's not fair to have Console players vs PC players, it's not fair for both sides mind you, Console Dead Hard is wonky as hell in PC killer perspective for example and PC survivors have much better movement and frame rate than a Console killer.
To me Cross-play has killed the console playerbase mostly. On PC i get alot of PC only games and i dredd facing console players cause it constantly feels like i'm chasing Ghosts, people have really weird connections, then there's the whole issue with Console Optimization being horrendous and non existent, sad but it's the truth. I'd stop playing PC if i could play fine on Console and find matches on Console with relative ease.
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The tutorial for killer and Survivor isn't even up to date with the game mechanics that alone should tell you all you need to know about the game and who makes it.
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1- Close DbD as it is and start working on a newer version with new code that doesn't conflict and create new problems with the old spaghetti code everytime there's an update.
2- Reduce number of perks per character to 1 to facilitate Balance. Reduce add-on tiers for the same purpose. These would reduce the grind aswell sincce there's less things to get.
3- Actually take consumers feedback into consideration instead of putting the community against you first and then do something to fix the issue.
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2108266#Comment_2108266
https://forum.deadbydaylight.com/en/discussion/comment/2108266#Comment_2108266
I would blame your issues on wraiths weakness, lack of access to good perks and bad map design.
Rank doesn't always signify skill, which is why we should keep and tweak the system. And mist importantly make killer more accessible and appealing. If we had enough killers to match with the seemingly 85-15 split. We'd all be better off but most just play surv with friends and that's the harshness of asymmetrical games as a whole
Im sorry to hear about the rough games and mmr unfortunately seemed to no good for most players. It punishes fun most of all
I clearly understand Wraith's limitations and my account limitations on PC but all that only proves 2 things, first the MM is clearly not working ok and second that the base game can't compete with DLC content wich is a massive Balance issue. Obviously DLC content needs to be good but the current disparity is too big and having 3 perks per character is only making the issue worse.
There isn't a single gen regression base perk, there's only Sloppy Butcher. Nurse and Huntress are now considered base game, so there's Thana but it's not enough. The best build i could possibly come up with would be Sloppy, Whispers, Thana and Tinkerer or NOED because the Survivor tutorial doesnt teach players about totems, so on low ranks NOED or any other Hex is almost undestructable cause people don't know about totems existing. I did two matches as Huntress on ranks 16-20 and only used Huntress Lullaby and won easy cause people didn't know about it and kept missing skillchecks. THE GAME DOESN'T TEACH NEW PLAYERS ABOUT TOTEMS IN TUTORIAL. Oh and it doesn't mention the OBsession mechanic either. It's massively outdated.
The game needs a complete revision not just new content but they refuse to do it and just badn aid fix everything by adding perks instead of making changes to the core game or base kit of killers. They lack leadership and direction and apparently any sense of reason or they trully want the game jsut like it is and we're the ones that need to comply or play something else...
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OoO buffing repair speed even if you're not Obsession is ridduclous. Killer has any aura reading perks, OoO gets buffed, rip Aura reading for Killer BUT WAIT THERE'S MORE, Lucky Break means survivors are Ghosts so killer needs aura reading but if there's an OoO player you can bet your sweet ass they'll have LB and then they can combo with Resilience to buff being injured... I don't wanna add a toolbox to the mix but let's add a toolbox. Now multiply this by 4 cause every surv could run the same build. How do you think this match will go?
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MM is not fine, i'm rank 12 on PC ( i'm a console player, just got the PC version), i've faced red ranks swf's just because i suppose i was doing too well against people in my rank range, wich yes is fine in the way that i'm not an actual new player, i do have hundreds of hours on PS4/5 but still making me face red ranks with the best perks vs my rank 12 Wraith with only basic perks is just riddiculous, and obviously i lost that match. BUT what happened next? I faced rank 17 survivors right after. Neither of these scenarios are correct. I shouldn't face red rank swf's and i shouldn't face anything below rank 13 while i'm rank 12. Now you ask what time and region was i playing? Begining of evening in EU region. That's a very good time to play.
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LB is here for all the Shift+W Gamers Delight.
The boost from getting hit is enough for survivors to activate LB+ IW, cut a corner, slow down into a Locker and Killer has nothing, 0 momentum, no info where to go next and grabbing someone from the locker will be a pure guess. LB+ Sprint Burst makes this even better, LB+Q&Q makes this better aswell. Killer can counter with Iron Maiden but by the time the Survivor decides to leave the locker the killer has moved somewhere else so the Iron Maiden info is useless on that survivor's location and it's even more useless since the survivor will still have LB active thus killer can't go back and find survivor. Whispers will let you know someone is in that area but it will only help mostly in 1v1 endgame situations. If i were to guess an experienced survivor will make use of LB+IW+Resilience+ whatever. stay injured, stay invisible, be more efficient.
If i were to guess for killers i can expect 1 shot killers to rise in popularity, especially Bubba and Myers but Myers needs to stalk so Myers will double down on Slowdown perks, so Myers will be using Corrupt and Ruin+Undying non stop and most likely BBQ or Infectious will be the 4th perk with Dead Rabbit and J.Myers Memorial or Hairbow or Infinite tier 3. But Myers is too tall and easy to see in most cases so the 4th survivor perk can be Sprint Burst or SpineChill or Q&Q and hide in a locker. It would be highly unlikely that Myers would use Iron Maiden based on his power so lockers would be safe most of the time. So Myers can counter LB by not injuring and doing 1 shots but 1 survivor alone can waste so much of Myers time while he tries to get stalk that the whole team benefits early on. Ghostface gets destroyed by SpineChill cause eventually you'll have to be up close to make use of your mark and his recharge is so long that if he gets discovered before fully stalking he has lost the match. Billy's only problem is indoor maps i think, correct me if i'm wrong. Doctor is safe and fine for the most part. BEWARE OF PLAGUE AND HAG.
So what of everyone else? Trapper is just as useless, Wraith will only work with All Seeing, Nurse Fatigue means goodbye survivor, Spirit is nulified, can't chase sound or scratch marks anymore, The Depipster is screwed, Clown needs 1 shot addon, Legion is screwed after chainning hits, Blight will pinball to nowhere, Gunslinger is screwed he has less range than Huntress so it doesn't matter if you see pixels far away, missing as Huntress will be worse than ever, Freddy will suffer as everyone else, Pig will need RBT's to do more work but getting them on survivors will be harder cause no 1 shot downs, Demo needs to 3 gen but if he can't 3 gen then ....next, Oni will only have blood but even then it will take time and survivors can cross paths and make you undecided on where to go, PH will need massive reads to hit people and The Twins are just as screwed.
This is just how i see it, i honestly don't even feel like trying the PTB at all cause i know everyone is gonna abuse LB and i know there won't be changes from PTB to live update so there's no point. The fact LB will be this strong in PTB means there's no testing done, we're the LabRats.
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Sprint Burst is far worse than Dead Hard to me. I hate having to chase Sprint Burst players and if your killer can't recover from the initial distance gain then it's not worth chasing unless it's the only survivor you see. I can't count the amount of times i've dropped chases because survivors just Sprint Burst away to the safest location possible. As a Legion main i hate Sprint Burst to an extra degreee because it's so much faster than Frenzy, 1 Sprint Burst is damage enough against Legion, if it's the 4th survivor you find it's ok you got 3 hits that's something but being first or second it's a massive blow.
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I believe a Killers strength is the ability to adapt while a match happens, both sides are trying to outplay each other, so a killer than can outplay is strong cause he has versatility and doesn't need to compensate for manny things.
All Killers and Survivors are weak without add-ons/item's and perks. That's a main issue to me, the game relies on these things to make the game interesting beyond the basic concept of chases because these things give the killers and survivors versatility, more so in survivor case cause perks is all they have so they don't need to worry about actually getting perks that matter for a specific reason, they just get whatever perks and be done with it but for Killers it's more complex to the point where you spend more time figuring what works and doesn't than you spend actuall having fun.
How manny add-ons are absolutly useless or absolutly mandatory for killers? How manny perks can you use with a killer? Sure you can play Legion without Thana but then you're not making good use of your power and you're having to compensate this with another 1 or 2 perks. Sure you can play Ghostface without recovery add-ons but then you're basicly playing without a power and it will be much harder but even if you were using recovery add-ons you're still a tthe mercy of survivors spotting you. You could play Wraith without Windstorm but then...
What im trying to get at is that for the killer side the game relies too heavily on perks and add-ons to compensate for the base kit. Sure some add-ons are really nice and give the killer versatility but if you're using that then that means you need it to compensate something. I think BHVR needs to reavaluate killers base kit and reduce the games relliance on perks and add-ons, there's too manny for all of them to be good and then theres even add-on tiers, wich makes half the tiers pointless.
Taking The Trickster into consideration, alot of people think bouncing knifes should be base kit, that's a change that would be welcome since it gives the killer something more than just a projectile, it gives him more personality, and honestly i think they did pretty good with that aspect with The Trickster, he looks very different from other killers, they really added alot of charisma and personality to him but then his power suffers cause it can't be too far away from the norm.
ANOTHER SOLUTION to help killers whitout straight up buffing is changing MAP DESIGN.
I just think LESS would be way MORE in DbD. LESS reliance on crutches MORE base kit value, LESS things to work on MORE balance, LESS RNG and MORE FUN. Do you want LESS camping? Give the Killers MORE tools and this doesn't mean just straight up buff killers, this means consider the core of the game and how you design it and rethink what could be made to make the game more engaging and fair and fun. If it's fun for the Killer than that means they can let survivors have fun too.
Hooks vs Kills debate within the active playing community was really nice and alot of good points were made. Going for max hooks is more enjoyable cause there's alot more engagement and much more play and people can have more fun however because of how the game is at the moment that isn't always possible and there's plenty of reasons why that isn't possible, to me the main reason why that isn't possible is because of the MAP DESIGN, The MAPS are too big for most killers to travel wich means they have to compensate with gen regression perks, the maps offer way too manny loops wich means 2 things, first killers might need to compensate for chase potential and second this means you may not catch all survivors cause you can't win the chase and thus can't go for more hooks wich then can mean more slugging, more camping and more tunneling since it becomes necessary to get someone out of the game quick to have a chance at winning. Those things will always exist but even for killer it's not fun, you don't want to feel like you have to stay there and not engage in the rest of the game...
Smaller maps with smaller loops would mean LESS camping, tunneling, slugging, LESS relliance on crutch perks to slow the game down or increase the chase potential BUT would mean MORE engagement, more chases, more build variety, MORE FUN. Seriously BHVR needs to stop the band aid fixing style, Undying was a fix to how quickly Hexes can be shot down but made Undying too powerful so they had to nerf it, they had to band aid the band aid, that just proves it was a bad idea to start with and besides they had already done that band aid with Thrill of the Hunt...This band aid fxing might have worked for how the game was back in 2016 and 2017 but it hasn't worked since then.
How do smaller maps work for Survivor though? Would they then need to compensate like Killers do now? I honestly don't think so, if the maps were trully changed then the killer can chase someone else all the time, meaning there's more rescues happening, another way to help this behaviour would be to reward players more for helping each other, thus there's not only the opportunity to do so but also a good reward, thus SOLO QUEUE gets benefitted cause it's less likely for you to be abandoned. So being hooked isn't so bad but how about the chases themselves? What means would survivors have if maps are smaller and chases won't go as long, won't exhaustion perks be need more? And the answer is not really, all the changes will come down to reduced map size and reduced number of loops not actual strength of the loops, Killers who can't run TL's will still suffer in that specifiq loop but in general they can afford to spend more time there cause they aren't as pressured. You wanna link lopps? you can do that without dead harding to a window or pallet. You are out positioned but Sprint Burst is available? Nice you can get to a loop but since the map is smaller the Killer might engage in the chase afterall giving both survivor and killer interactivity and more points, so hurray for BP economy.
Won't killers just force a 3 gen strat then? They can try it, it's a simple fair game strategy, but it's still up to the survivors if that works or not, i'd say survivors 3 gen themselves more than the actual killer forces it, sure the killer will try to identify and play with it in mind but it's still not just their actions that matter. Is it strong? Yes but if killers can afford to play the maps freely then there isn't much of a reason to do that.
Looking at this i can see less Forever Freddy and alot more Myers, Myers getting out of tier1 quickly cause he doesn't need to travel 500 miles would be such a game changer for him and that's POGGERS. You could see more Trapper cause there's a better opportunity for making a Trap web and because he doesn't need to walk 500 miles to get his traps and then another 500 miles to put his game plan in motion thus meaning he won't be so massively dependant on bags or trap setting speed. Plague won't be so dependant on where survivors cleanse, Clown is also much more efficient. Al lthis does is make the weaker killers not suffer as much, the strong kilelrs are strong regardless but the main thing is more killers are LESS FRUSTATING and risky to play meaning MORE CONFIDENT killers and they'll have MORE FUN. BTW you could even remove yet another band aid fix called BLOODLUST.
I honestly think chaning map design philosophy would do so much good for the game. sorry for the long read if anyone does read it but i just wanted to explain the best i could and why i think it works and the benefits not jsut for the game but for the Devs themselves.
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I don't think the UI is atrocious, it's functional it just needs some tweaks. For example it's harder for some killers to notice effects on survivors, stuff like stalking progress, infection progress, RBT's, stuff that directly works with the Survivor UI. The status effects bar such as being hooked, or mending need to be more visible, it's not so much a matter of necessity as it's more of being visually efficient.
The hook and point counters are whatever, they don't really need to be present although The Hook counter and Gen counter work as a psychological influencer. By having the Gen counter "hidden", it's not it's very visible just in another position, and having the Hook counter be more visible i think BHVR wants us to focus less on gens and more on hooks, this could be so we shut up about gen related balance issues and focus more on hooking survivors; this could mean there are changes within the matchmaking that work more related to how manny hooks the killer is getting and that affects killer MMR or it's actually both scenarios.
The Clown update is nice, it's not that he is or isn't the worst killer, some players have always been good with Clown and now they got new strats to use. The map updates are nice in the visual aspect, the gameplay aspect needs work, especially The Game, the map feels more closed off and confusing. There's a billion breakables, those walls really mess up pathing for killers when it's time to hook survivors.
The survivor movement animations still need work but we all knew that, they look quite robotic, mostly the turning part. I guess killers are taking advantage of this until things get smoother. Hitboxes and or desync issues are bad and need to be worked on asap.
I won't say it's a bad update, there's serious issues that need fixing and hitboxes/hit validation and desyncs are the priority, followed by map adjustments and the UI can be worked on later imo.
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It's not really a matter of being nice or rude. It's most of all a problem with Communication, they can't ask the playerbase to only be vocal when we like things, they can't ask us to be patient with serious game breaking issues that last for months while other content is being put out that comes with the same issue.
They are mostly looking forward and not looking the path they travel, imagine they're building a road but there's a hole in the road and instead of fixing that hole they just keep making the road with the promise of no more holes and when they're way ahead and people are using the road that is already built then everyone is noticing the holes that weren't fixed. That is the state of DbD a long road with holes here and there and everywhere while the road just keeps going and going.
At the end of the day it's their game and their vision is what matters and there's no pleasing everyone but they keep making holes in their roads...Holes in the game, holes in their costumer service, holes in the player base...