wildcardyo
wildcardyo
About
- Username
- wildcardyo
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
As a game designer, an active modern fps player, and after having a sizable amount of experience on Deathslinger, I think I have some good insight for this topic.
Deathslinger does have a small delay before the shot goes off when quickscoping. Unless it's close in range you have to lead. Dodging in and off itself isn't hard when moving back and forth near corners because of the hit reg with the servers and these delays at mid/long range. In fact, it is very hard to hit a player that does this.
The fake shots are pretty strong, perhaps too strong and very necessary to rely upon due to the current deathslinger/survivor interaction and game balance.
For the people saying play an FPS without a gun, try to dodge and see if you have fun.
It's actually pretty fun in 2 modern fps games. Overwatch and Apex Legends.
It is very easy to dodge at medium/long range in Apex Legends because of the travel time of bullets. The movement system also allows sliding, jumping and climbing. Some characters also have some movement abilities. Regularly in that game you have to abandon fighting when you are outnumbered or out positioned. Dodging and getting to a desirable location does take skill for sure, and it is very fun/intense when you are trying to save your team.
In Overwatch, there is no movement acceleration meaning you can change directions very quickly, pretty similar to dead by daylight, but the overall movement and strafing speed is faster. People call it AD spamming and then you throw in random quick crouches. It makes it very hard to hit targets doing this even if you are good at aiming, especially if you are using a gun like Deathslingers that has a long time time period between each shot. Automatic guns function a bit differently. Furthermore, dodging as the heroes Lucio, Tracer and Mercy with her ultimate is extremely fun and super easy to do.
Game engine movement style, movement abilities, direction changing acceleration and the rounds per minute/projectile speed of the gun at hand are the variables that determine whether dodging against a shooter is fun, skill based or even possible.
With that being said, if survivors had more movement abilities at their disposal it would make things more fun imo. It is frustrating for survivors currently because their tools are line of sight and trying to predict a quick scope. And if they are not immediately right near an object or wall, the Deathslinger can continually fake shots and there is not much they can do. It doesn't feel very interactive, or at least the interaction is not fun. I think it boils down to poor overall design between current Deathslinger's gun functionality and survivor capabilities.
The frustrating thing about playing Deathslinger is the unreliability of how his projectile functions. Besides intended mechanics such as distance, I think the server/lag changes the accuracy of the gun in any given game against any given survivor. It is not fun to miss when you feel like you perfectly led/timed a shot. It occurs pretty regularly that I have no idea why the shot didn't land.
Perhaps a hitscan weapon and more mobility options for the survivors would make it better for both sides. since the projectile weapon is not very functional with the current netcode that exists and the survivors don't have any fun options to dodge the bullets.
-
Gens should auto regress anyways. This would fix the broken issue you speak of.
Kicking should take another 10% off
-
@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/comment/1517371#Comment_1517371
Killers are not to weak, maybe your just weak with them?
Im a rank 1 killer and im getting 4ks 90% of the time on multiple killers.
nah if you play against 4x of your average rank 1's that are 2000 hours, you will see how ridiculously imbalanced this is. killers shouldnt have to play against multiple potatoes to stand a chance
-
yeah this game blows, killers are too weak. every game has become a predictable snooze fest because of the imbalances. kinda wish I could get a refund
-
looping is too easy in most maps with most loops because there a safe spots that are no mindgameable. It feels like we're just going through the motions. When multiple safe pallets and windows can be chained due to the map layout, the game is boring and one sided unless there is a massive skill discrepancy between killer and the looper.
The jungle gyms that are mazelike, but only have a few windows are more interesting because it gives a chance for killers to catch the survivor off guard while also giving the survivors a chance to stealth or escape a direction the killer did not predict. This way no side is guaranteed to win the interaction.
In general there needs to be less pallets and less safe pallets. Vaulting needs to be fixed with regards to the entity blocking it. Many times it is not registered when vaulting multiple times in a loop like at the shack. Perhaps even double window areas need to be tweaked with regards to dimensions or orientation.
At the end of the day, I'd rather be juked or outplayed than run mindlessly around safe pallets and god windows like what happens in most high rated situations. It's just too guaranteed atm.
-
If the dev team was bigger and more effective, the game would have less bugs, better netcode, better balance, better tweaking of perks/mechanics and statistics tracking for career profiles.
-
You cannot scare people way more powerful than you. Mike Tyson is not gonna be scared of a scrawny teenager in the ring. Similarly, survivors are significantly more powerful than killers right now. From what I've heard and seen it has only been worse in the past. Killers have never been equal in power to survivors once a moderate amount of experience is acquired. Meanwhile survivors have always been severely overpowered to the point it is literally impossible to win against a good 4 man swf. It's just not a fun game for most people when they play killer because the discrepancy of skill in the game and then the following outcomes are nowhere near where they should be. For every killer mistake, there must be 8 survivor mistakes or more. I'm not surprised so many people have quit the game already, it's honestly time for a change where killers are equal or slightly overpowered.
Every other game shifts the balance every so often, but this game is an outlier. Instead of attempting to balance the game, it spoon feeds one faction and kicks the other in the mouth for whatever reason. I think that the few killers that have held on to this game did so by forcing themselves to see the game through rose colored glasses with a touch of nostalgia and a hint of false hope for a day when the game is as fun as it seems it can be. Alas these veteran killers still yet, continue to get kicked in the balls.
-
The game is asymmetric in design and balance. Killer should never technically win if survivors play 50% of their potential. Meanwhile, if killer plays 95% of his potential, he still loses.
Killer must not make any errors and survivors must make numerous errors for killer to win.
The game is imbalanced. Gens are too fast, there are too many pallets and second chances.
Will it be fixed? It seems that all the killers in the past have either quit or been beaten into submission to accept the state of the game as reasonable.
-
@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1481537#Comment_1481537
Or you know, they want people to actually play the game. There's a reason those other assymetrical games died.
it would be much, much more popular if it was balanced
-
killers are weak little sissies in this game because survivors need to be spoonfed in order to keep the cashflow numbers coming in
this game is not meant to be balanced in red ranks, it is meant to be a one sided slaughter
the devs intentionally make it imba cuz they are greedy - 80% coughs up the money
-
This game would be way more fun if it was balanced. Devs make it faceroll ez for survivors. They get bored of crushing it, especially in groups and killers get frustrated from losing to people who aren't playing efficient. I really suck at survivor in the grand scheme of things, yet win a majority of games. All games where survivors are at least decent on my team in solo queue, 2 gens+ pop in the first 2 minutes without fail. Every so often 1/10 games the killer finds a group of us fast. That's the only time multiple gens aren't done in rapid succession.
-
Most survivors think they are better because to win against top killers you just need a moderate amount of coordination and average looping skills.
The reason killers ever win is due to lack of coordination or lack of fundamentals on part of 1 or 2 of the survivors.
The game is balanced as such that mediocre survivors can beat godlike skilled killers.
It's a shame devs dont give a ######### about the game state beyond $$$$$
-
Split gen pressure by 2-3 survivors doing individual gens far away from each other is way too powerful. The repair speeds are too fast when taking into account the distance to travel between the gens and the time it takes to catch a single survivor.
The limits on killer mobility for all but several killers and how long a survivor can last being chased with the number of pallets/windows/safe houses is mathematically flawed. Even just the ability to just hold w after being hit and last another 20 seconds as the killer wipes his blade and chases with w is too much. This doesn't even account for the ability of a survivor to juke, hide and vanish during a chase or outplay the killer through loops. Even carrying the survivor to a hook and then proceeding to travel across the map to the now completed gens is silly. The math is just imbalanced overall.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1475612#Comment_1475612
The game is very different to what it was 2/3 years ago, the game is not the same, and depipping/ pipping is so incredibly irrelevant, why is a measure of the games balance based on whether you got enough points in red rank to keep your rank or depip, explain what the logic of this is?
You definitely shouldn't be pipping at Red Ranks that often anyway, the higher rank you are, the harder it is to rank up, if you're already rank 1 you shouldn't pipping ever really because you're playing against people who have also played enough that month to hit rank one, depipping someone does not prove the game has a balance issue, especially not with all the changes that have happened since that "experiement".
Clearly a toxic survivor main and or a troll that has no idea what he's talking about. You are violating the sanctity of moral grounds regarding truth for balance's sake. Have you no honor or dignity?
-
It is mathematically impossible for killer to win let alone get a kill if survivors are even somewhat efficient.
At rank 1, the balance is something like 90% - 10% in favor of survivors.
Even Vegas would throw those odds out on account of being too cheeky.
Sources:
-
Here's a few good examples of how wacky this game is in terms of balance.
-
Forums may be slightly killer biased, but the game state is extremely survivor biased.
-
The game is balanced to give killers a slim chance of winning. Some of the great players bypass this. They want to keep survivors - the 80% happy because that is what brings in the money. Money and greed has brought us this imbalanced game state that is a joke.
-
I find survivors usually win 3 gen situations because regression is so slow. They do exactly what you're saying. Hit a gen and hide when the killer gets near. 3 gens are actually hard to defend in the current state of the game unless everyone is about to die with their final hook.
-
There should be a set number instead
@Momentosis said:
Had a game where like 4 pallets spawned. I'm not kidding. I forgot which map. No main building, lots of trees. Ran this Pyramid Head around and there was... just no pallets. Found one pallet and stunned him with it. Ran through several of the loop structures around but no pallets, not even broken ones. Ran to one that was dropped by a teammate earlier and hopped it. PH destroyed it. And then we pretty much ran the entire map before he downed me at the 3rd pallet I found.
Was playing with my brother and we were both confused as ######### as the lack of pallets on the map.
I know the game's not supposed to do this but there was pretty much one pallet at each side of the map. This was only once though.
There should be a set amount of pallets so this doesn't happen either.
The range should not be 4-20 pallets on a map.
It should be more about 10 will spawn on this map. Here are all the possible locations
-
one of the most truth speaking posts I've seen on this forum. what are devs thinking atm? the game state is so imba and #########
-
Game isnt balanced get used to getting rolled by players less skilled than you because until devs decide to fix the game, it is extremely survivor sided in experienced games. Sorry.
-
@ich_häng_mal_rum said:
I think the biggest problem in dead by daylight is that a lot of killer don’t understand or can’t accept that the game is/ will be balanced around 50/50, that means that a killer played well if he gets 2 or more kills. But why so many killer expect to get 4k every match? A lot of them think „it don’t feels like a win if a survivor escape“. I can understand those killer cause it’s the goal of killer to kill survivors and if they don’t kill all four survivors think they miss their goal. So it’s a psychological problem of the game: it’s hard to understand that 3k are still a „win“. But those killer who can’t accept this 50/50 are the players who are crying for all the survivor perk nerfs and say the game is unbalanced or survivor sided. These are the player with a tryhard playstyles (tunneling, camping, insta mori, slug for 4k) what makes the game really unfun. You have to take a look on the other side, the survivor: if a killer could easy 4k every single game there are four players who couldn’t „win“, escape. It’s needed that every killer have different results: 0-1k, 2k or 3-4k, so the survivor gave the chance of 50/50 too. Sometimes you have some „bad games“ in a row, but in total you will get your 50/50, and that’s needed on both sides.
It’s a bit sad that the devs don’t show us the actual stats but here you can see the last one from november 2019:
https://us.v-cdn.net/6030815/uploads/ZXJWYCSPGSIV/105f3345-bf87-4f87-bfc4-86fcad0798c5.jpeg
You can see that the killrates were over 50% (2 kills) so it’s nearly balanced for both sides or more killersided (70%). When I play killer I’m still fine with 2k and around 25.000 bloodpoints, that’s mostly a „gg“ for both sides. So please stop crying and try to find a way to count 3k as your personal win and know that 2k are still fine. Play the game in a fair way and accept that you don’t need 4k every game and have fun. Nobody can „win“ always ;)
The only real issue is the actual matchmaking which makes it very difficult and unfair for lower rank killer who faces highrank survivors, but I hope the new matchmaking will coming soon and makes the matches for these player more fun.
I‘m very interested in what you are think about that, so feel free to leave a comment.
Let's see some dates and sources for that data. OP sounds like a whiny survivor. Any good survivor knows how easy this game is against all but the best killers in the world while they are on god tier killers on one of the few balanced maps.
OP you sound like a chump. The hardcore fanbase is mostly playing at red ranks in this game. That is the data we need to see. Then we need to see whether it is all solo q's, duos or larger SWFS. Many times killers get 3/4k's that completely skew results for a number of reasons such as at low ranks, DCS, lopsided matches in terms of skill (which could involve 1 or 2 weak survivors) that bring the whole team down and excessive altruistic behavior that is risky from survivors because the rank and BP system greatly rewards it.
-
@Reinami said:
WARNING: Long post ahead.
I played a game last night that made me realize something. After dealing with gen rushing all night and either getting red rank sweaty SWF, or random potatoes that i 4ked in a few minutes, I realized what the problem is with this game. There is so much anger between both sides and nobody seems to really know why. Killers talk about how hard it is dealing with gen rush, keys, DS/BT. Survivors talk about how OP killers are constantly asking for nerfs and complaining about tunneling, camping, mori.
None of that matters, because this game has some serious flaws. These flaws are what is causing this division, and the devs have a serious problem on their hands that i'm not sure how they can fix due to how the game is designed.
I have been pretty outspoken about how awful the Ruin nerf has been and how frustrating this game can be for killers, but i have changed my mind about it. I think the ruin nerf was a good thing although not for the reasons you might think. The problem with Ruin is all about some points addressed in this video:
https://www.youtube.com/watch?v=X1p42KtZOCw
At high level play, ruin was a minor annoyance, because high level players can hit great skill checks in their sleep, and they can get it off the map within 30 seconds of the game starting. At low level play, ruin was a complete nightmare, and would basically always result in a loss unless it was found quickly.
But, this got me thinking more about the game, and i came to realize something. This game is not BALANCED. Now bear with me, i don't mean like "lol this game isn't balanced x is OP, y thing is bad." I do, but only sort of, and i mean so in a constructive way. First, let me preface this by saying, this game is really hard. Like, really really hard. Think back to when you first started and how hard survivor was. I think we were lucky to get 1 or 2 gens to pop when my friends and i started playing. We looped killers for maybe 10 seconds at most and always thought they were so OP.
Now, think to super high level play, where most killers will tell you that the game is a constant uphill battle, and they always feel behind. This of course being compounded by the ruin nerf (great skill checks now giving huge bonuses to high ranking players). I'm sure some survivor mains will go "lol cry more baby killer, go use NOED, or tunnel/camp etc." But think about it for just a few minutes.
Alot of these problems are masked by how much of a snowball this game can become. It is really easy for a game to end in just a couple minutes if either side makes a huge mistake.
This Game Is Not Balanced.
I want to look at another game for just a moment that i am rather fond of. Chess.
I feel chess is a great example for this for several reasons. It is a highly competitive game and has some interesting nuances that matter a lot more as you get better at the game. For example, at high level play the general rule is it is a bit easier to get a win out as white due to 1st move advantage, and black is generally playing to equalize early on. This is because White inherently has an advantage while attacking due to the first move. However, this advantage isn't absolute or even perfect, even with first move advantage the game is still pretty BALANCED. What i mean is that, at super high level play, draws are extremely common. This person on quora explains it a bit: https://www.quora.com/Is-chess-a-draw-with-perfect-play-by-both-players.
The 2 main points i want to make from the above article are this:
Correspondence Chess: In correspondence chess, people typically trade moves off several DAYS at a time through email (back in the old days it was through the mail). The draw problem is insanely bad there, especially at the top level. A recent article on ChessBase (Correspondence Chess – the draw problem) shows that over 1,512 recent top level games, the draw rate is an astonishing 82.3% of games. In fact, as the article notes, people are seriously throwing around alternative scoring systems.
Cyborg Chess: This is where humans & computers play together at normal time speeds. Internet Chess Club's recent Ultimate Chess Championship was covered here: https://www.quora.com/Is-there-a-perfect-algorithm-for-chess-where-computer-can-defend-every-move in John Fernandez's answer to "Is there a perfect algorithm for chess, where computer can defend every move?". 25 of the 28 games were drawn, for a draw rate of 89.3%
The highest quality chess in the world is seeing an 80%-90% draw rate, and this is increasing! Pretty damn clear evidence that in the highest quality of chess, over a hundred years of analysis by humans and computers, that chess is a draw..
Now, how does this relate to DBD? Well, what is the "draw" rate of a game where both sides play 100% perfectly? I'm talking chess engine level and pro player play. The top 100 in the world. In my experiences playing, during a "perfect play" scenario killers would have a rough time. Basically a game would result in the killer almost immediately finding someone, then starting a chase. Then the killer would continue chasing the person while they run, perfectly mind you, from pallet to pallet. Remember, mindgames aren't a thing, as both sides are playing perfectly. The killer would likely drop chase early to pressure gens, but then the survivor would immediately jump back onto the objectives. Survivors would then, avoid areas where pallets have been wasted unless they are sure the killer is elsewhere. I'd argue that in a perfect play scenario that we would not see the "draw" that the devs are hoping for in a 2K/2E game. We would likely see the killer get very few, if any hooks, and all 4 survivors escaping.
Now, you might be asking why this matters, i'm talking about levels of play that most people won't ever achieve. Why does it matter? Because it means that,as the players get better and better, the game is going to be more and more survivor sided. But, due to how the game is designed, it's a hard problem to solve. If they start buffing killers to make that 2K/2E happen in perfect play and we start seeing true draws, then the lower level players would have a terrible time. 0 chance of escaping a game, likely only 1-2 gens popped (if any).
The problem is the disparaging difficulty of this game depending on your skill level. Devs need to take a hard look at the design of this game, and try and solve this problem. Because if we ever truly want a world where the game feels good. It needs to be "balanced" for perfect play, but also allow room for lower skilled players and new players to have a chance. In a perfect world with a team of "1500 elo survivors" and a "1500 elo" killer the game should still end in a draw statistically more often then it does now.
SWF compounds this problem even more. Imagine this scenario.
- The survivors are on comms.
- They simply take ZERO risks. The moment they hear the heartbeat (or spot you if you’re a stealth killer) they bolt like a frightened little mouse ensuring the chase takes the absolute longest possible amount of time, whilst telling the other survivors the killer is now distracted, get back on the gen.
- They loop, but they take ZERO chance of getting hit at any pallet and don't bother to mindgame. They drop it immediately as an obstruction and already know exactly which loop they’re next running to depending on if the killer does or doesn’t break the pallet.
- it becomes apparent (as 1 or 2 gens pop) that this chased survivor is going to be untouchable while the other gens will continue to pop.
- Killer abandons the chase to find a different survivor.
- Survivor 2, 3, and 4 just rinses and repeats the above scenario.
Yes this may seem like pallets are “wasted”, but at the rate of survivor efficiency it’s impossible for the killer to expect to get to endgame and have it a be barren pallet wasteland even if the killer DID break dropped pallets, AND the killer will have probably wasted more time doing so. There will still be many MANY pallets available to the survivors at this point of the game, and they’ll just use the exact same strategy for one of the exit gate switches.
It's plain to see that the math simply does not add up. If a survivor literally just holds "W" the entire time and gets hit twice before down, combined with finding the initial survivor, and grabbing and hooking, the amount of time that takes is easily 40-50 seconds. This is enough for half a gen to pop. even if the killer knows exactly where they are, with walk speed, 3 gens would nearly be done if survivors play with perfect efficiency. This is even BEFORE factoring in looping and pallets.
In closing:
Before you start "REEEEE BABY KILLER CRY MORE" me. Pay attention to what i said. I am talking about top level play, where it is clear that this game has a problem. You can "REEE" at me all you want, i am rank 1 killer every reset for the last 2 years with 700 hours played and i play basically every killer. I know a little bit about what i'm talking about. Do i need to get better in some cases? Of course. But the math doesn't lie. Perfectly efficient survivors are unstoppable.
This resonates with my experience as a rank 1 killer/survivor and it is silly that those in charge of game design and balance are so out of tune with reality.
-
OP and Antares is right. Killers are extremely weak. In my experience, playing rank 1 killer vs any decent survivors is nearly impossible. 3 gens pop in the first 2 minutes no matter how much pressure I dish out.
-
@Flarefire_Xx said:
Seeing that fathers Campbell’s chapel isn’t in the neutral section, I can take this seriously
It's at the very least slightly survivor sided. This isn't even my own opinion, it is what other people with more experience say
-
@Veen said:
Your balance ideas just make forever Freddy godtier and a guaranteed 4k everytime.
Then if these go through, he would have to be addressed
-
You are clearly a troll and have no perspective. I have my experiences, but I also am noting tournaments and top players. Just watch Otz on youtube, Spirit (S++ tier) on a small map against team Legacy. It is painful to watch. The top killer mains in the game struggle against your run of the mill SWF. I am talking about the top .0001% of killers. Nobody ever wants to get nerfed, but sorry survivors, you're long overdue.
-
@SurviveByDaylight said:
i Think killers are the privileged ones. If they don’t get all 4 every game they straight up complain. “It’s affecting my pip omggggg my life is a wreck. The forums need to know about this” 🤣🤣🤣🤣🤣🤣
I can see you're a troll so I will disregard everything you say. I watch the best killers in the game to see how they handle survivors and they are struggling against your run of the mill teams. Throw 4 good survivors and they struggle or have zero chance depending on the caliber of survivors. Otz an amazing killer plays against the team legacy with spirit (S++ tier killer) on a small map and it is painful to watch. (on his youtube)
-
The ranks are screwed up too. It is significantly easier to rank higher on a survivor than a killer for whatever reason.
-
I think a few things could fix hex totems without changing their mechanics.
1) Would be reducing their size by half or more.
2) Making them darker/blend in to the environment more.
3) Adding more spawn points so their spawns cannot be memorized easily.
4) Deleting the more obvious spawn points and making them spawn in tricky areas.
5) Not allowing any ones in the open to spawn within a certain distance of any spawning survivors.
6) Not having them spawn within close proximity to generators.
7) Reworking all 5 totems to show an active hex (lit fire), but only have 1 totem carry the actual hex. Players ignore the dull totems right now outside of NoED
-
6 of 7 games my single hex build has been taken out in under 45 seconds, it's unreal. The game the hex did survive, the up time lasted about 3-4 minutes.
-
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/169456/hex-totems-need-a-rework
Dude hex Totems right now are OP as duck. Play two or three and you will see that min. one Totem will live the whole game because some spots are too good.
I ran this hex build for my last game of the night, last night. All 4 totems were gone in under the first 90 seconds of the game. This was the first game I had ever left as killer. I was met with hostility in chat. I felt ripped off for having these perks in the game.
-
@emptyCups said:
Yeah I'm done with killer on this game.
I feel punished for doing my objective or using my powers
Why???
Why is it so unsatisfying to get two kills ? But so exciting to jump hatch
Why does everything i do as killer need tons of counterplay and my perks need to notify survivors now so they know whats happening ?
Why
Killer's just take the role of AI in this game so they can get tooled and shamed by survivors. Devs made killers the punching bags. Can be countered, but cannot counter the survivors.
-
Killers are extremely weak the higher the level of game play. I see top killers on streams constantly sighing and rolling eyes as they get looped or countered by "insert any of the annoying thing survivors do here". survivors have to make 3-4x as many mistakes as killers to lose.
The odds survivors have over killers would not be allowed in Vegas.
-
I have been playing online games competitively for almost 2 decades now. DBD is among the most imbalanced game I have ever seen. The imbalance is appallingly toxic for how long this game has existed. The devs are majorly neglecting the meta and state of the game.
I really like the concept, theme and characters in this game. The execution overall is okay. The polish is okay, but could use some work.
THE BALANCE IS DEPRESSINGLY AWFUL
I hardly get angry at games, but this game is rage inducing when playing killer because it is NOT EVEN CLOSE to balanced.
When I watch good killers like otz get tooled every so often by mediocre survivors, it verifies everything I experience firsthand.
-
Killers absolutely 100% certaintly should get a buff for 3 and 4 man teams. Gens should take 2x or 3x longer. Hatch can no longer be unlocked by key. They should know beforehand they are up against a SWF. SWF is toxic at it's very core with the way the game is balanced. There is no voice comms in DBD for a reason. The game is designed around running away and trying to survive with little information. SWF exploits this and it is the killer struggling while the SWF survivors laugh at the killers. The survivors should be scared, not the killer. With SWF, the theme of the game has been turned upside down. It is a bunch of killers struggling to keep up with insta gens and coordinated teams meanwhile the survivors teabag, point repeatedly, flashlight spam and intentionally get hit to tilt you because they know it is a one sided match. Once people are experienced with the game, the SWF advantage is roughly 90/10 advantage spread in favor of survivors except for a few maps with specific killers. Most red rank survivors are carried from SWF and would be a terrible rank solo q. These terrible survivors amongst the groups are the only reason I have ranked up on killer. They make horrific plays that even rank mid rank solo survivors don't do.
-
Just stumbled across Otzdarva suggesting the fairest changes I've seen. Hopefully some game designers listen to his input, as he has played Trapper at a high level for longer than almost anyone who plays DBD.
-
@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394447#Comment_1394447
the only reason i would say no to him starting with all his traps (otz who is a huge trapper main said this) is the fact that he would be able to shut down every loop right away. Unlike a hag trap or a dream snare it can actually immobilize you and put you in the dying state.
He is one of the best trappers in the game so balancing around his game play is silly when taking into consideration the other 99.5% of players. With that being said, I agree, starting with ~10 traps is too much for sure. There needs to be another mechanic, perhaps a cooldown to replenish traps.
Fact is Trapper is bottom 3 or so killers in the game and has been for a while from what I can tell.
I just had a game as Trapper literally a second ago barely squeezing out 2 kills with 2 escapes. At the end of the game, the best ranked survivor on the other team while unprovoked, mocked me for playing a "F tier killer". Not even kidding.
It is not a secret that Trapper needs buffs and perhaps a rework at this point. Even playing him warrants unprovoked harassment and shame because he is so weak.
-
He is too easy to counter and he takes too long to set up because of his starting inventory/requirement to find traps scattered on the map.
Other than these issues, he has just been designed to be clunky.
-
@Steel_Eyed said:
- You will find many of your complaints are universal issues for killers that need to be overcome in order to win. Winning chases, removing pallets, slowing gens are part of the game. If you do well in a few of these areas, when the map compresses the game gets easier and easier even against the skilled survivors.
- Trappers power is on the cusp of being broken. The wrong buff in the name of QoL could make it absolutely bad for the game. Imo he needs to be hindered to offset how strong the power is.
Trapper is considered one of the bottom tier killers by virtually all rank 1 killers who stream via their tier lists. Most of these streamers say he requires "luck" to be successful. At the end of the day, no matter how well you lay traps, survivors can randomly run by them by accident.