RDyer05
RDyer05
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Just to add- I’m all for Behaviour trying new killer mechanics, but I also think players need some security around the core DBD experience they originally fell in love with. The suspense, hiding, chases and horror feel very different with some of the newer designs. I also wonder how a brand new survivor feels encountering these killers before they’ve even learned the basics. An avoidance slot could let Behaviour experiment without those players simply deciding the game isn’t for them and able to retain longstanding players.
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That’s a fair point, although I definitely wouldn’t want the data to automatically mean a killer gets nerfed. I’d see it more as a flag for Behaviour to look into.
They’d also be able to spot sudden organised spikes pretty easily compared with genuine long term player behaviour.
If a killer stayed unusually highly avoided over months and across thousands of players, that would probably tell them something useful.
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That’s fair, and funny enough I actually really enjoy playing against both Knight and Chucky, which is kind of why I think it could work.
Everyone seems to have completely different killers they dislike, so I’d imagine most of the choices would be spread around the roster.
If one particular killer did end up being avoided by a huge number of people though, I think that in itself would be really useful feedback for Behaviour that there’s something about those matches people aren’t enjoying.
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Yeah, I can see the queue time concern, which is why I thought limits or a soft avoid could help.
For us though, it’s not really about refusing to learn a killer. We know how to play against Judgement, we just don’t enjoy those matches.
At the moment the four of us are choosing not to play DBD at all, so I was thinking keeping players in the queue with one killer avoided might be better than losing them completely.