wildcardyo
wildcardyo
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@wildcardyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1911020#Comment_1911020
It has nothing to do with that. It has to do with the way each side is treated. One is catered to and overpowered. The other has bugs, interesting perks, much harder odds. Survivors have way more tools to win. Survivors are the majority. This has to do with one class being treated worse than the others. This isn't about racism, sexism or homophobia. This is about oppression which can happen to those populations that you stated of course. It has been a major topic of today's world. The same thing is happening to the people who are killer mains in this game. Treated like 2nd class citizens. This is discrimination. I want justice and equality and I understand how the ones you mentioned in societies want the it too.
Another way to put it is. The behavior of treating minorities as less than is the norm in this game. Killers are a minority and they are people too.
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@Kirkylad said:
You're equating survivors teabagging and flashlight clicking the killer to real world issues like racism, sexism and homophobia. Sorry but that's one hell of a reach and there is no comparison whatsoever.
It has nothing to do with that. It has to do with the way each side is treated. One is catered to and overpowered. The other has bugs, interesting perks, much harder odds. Survivors have way more tools to win. Survivors are the majority. This has to do with one class being treated worse than the others. This isn't about racism, sexism or homophobia. This is about oppression which can happen to those populations that you stated of course. It has been a major topic of today's world. The same thing is happening to the people who are killer mains in this game. Treated like 2nd class citizens. This is discrimination. I want justice and equality and I understand how the ones you mentioned in societies want the it too.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1910950#Comment_1910950
8 bucks on average, sometimes 5 sometimes around 13 or 14 every 3 or 4 months is not "catering to the rich". It is to the devoted, but to be devoted you don't need to be rich for that and likely are not playing or interested in other games too frequently anyways if you're staying constantly up to date on a grindy game. I used to subscribe to 2 eq accounts to use them together at the same time for almost a few whole years straight, but it was usually the only game I played most days outside of break breaks for a few weeks for another game 3 or 4 times a year and I was pretty much often broke at the time otherwise.
They are selling out to those with the most money. That is the majority. The price is relative. That is a lot of money to some people and not as much to others, but clearly there are more survivor whales. It is the same as catering to anyone other social class in real life who makes them the most money. It is just virtualized and within the game environment itself. We have to 2 asymmetric classes here. One is treated well, one is bullied. Period.
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The discrimination makes it tiring and stressful to play killers for more than a few games. This behavior and lack of interest has been stated and restated in the forums by many killer mains who are now a dying breed.
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Queue times get worse and worse for survivors because less people are playing killer side. Most people only play killer for challenges, bloodpoints or because they're tired of waiting in the long queues.
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Survivors are given every advantage and have more choices in playstyle.
Killers are treated like crap, most of the perks are useless and have way more bugs to deal with that never have been fixed.
It's obvious why killers are dying out. It's because they are oppressed and quitting the game or switch to survivors
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Look at all the bullying I've been subjected to for standing up for the oppressed class in this game
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@Huge_Bush said:
You're grasping at straws with this. All you are doing is slandering them because you're not happy with them. The devs are not discriminating against minorities, I would so far as to say they have a healthy mix of characters from around the world.
Anyone with more than 2 active brain cells can tell that it isn't discrimination that directs the devs decision, but money.
Selling out and discrimination. Catering to the rich and well off.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1895349#Comment_1895349
They aren't taking the game hostage.
Devs don't agree with you on this one. If all Survivors are hiding for long periods of time and none of them are doing gens, that is a reportable offense.
this and reporting doesn't stop people from being toxic in this way... need in game mechanics that passively negates this type of trolling behavior
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There is no question, there are tons of people abusing wall hacks as killer and survivor and it is not obvious to most people and very hard to catch.... definitely need anticheat to be updated and a team that also catches cheaters
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@Skullgrind said:
Just played the Game as Demo and was like "alright this will be fun!" but then it was all rank 1 (I am 7 right now) with BNP and crap. First 3 mins 3 gens down. So I just stood there and watched them fix gens and then the left.
Survivors is this really the game you want to play? Like GTFO with this weak crap. Why play at all?
This would happen every single game if you got placed against good survivors. The game is insanely imbalanced and the majority of survivors are in denial or simply being deceitful because they like being extremely op. Even if they were only slightly op the game would actually be fun, but they are beyond just op.
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@AppeaseTheEntity said:
I disagree, there is crows and you have the option to run locating perks, stealth is an intended game design the only thing that I have a problem with is player cosmetics. Which are absolutely horrid on Autohaven and Milfwitch.
and it is abused without time limits. it's too strong with how big the maps are
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1896840#Comment_1896840
Whispers will forever be your friend. It's a good perk for tracking, which helps the killer tremendously.
it a waste of a perk except for people not trying to win the game and deliberately trolling
nurses calling, bbq, infectious fright and discordance all significantly better... not enough perks to go around with only 4 slots
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@Karao_Ke said:
Oni in my opinion is 100% stronger than Billy will ever be.
When using Billy's power, you have to rely on either turning add-ons or just hope a survivor doesn't know what LOS is/they're in a deadzone. When using Oni's power, you can turn as you'd like and transverse the map without worrying about bumping into stuff (like Billy does). Not to mention, you can track survivors down as Oni when they're injured because of blood orbs, compared to Billy that doesn't have anything similar in his kit.
It may take a bit to get Oni's power, but all you need is about 2 hits which isn't hard at all. Put Infectious Fright on your build & snowball away.
@Leachy_Jr said:
Billy 100%, oni is meh and is waaaay too reliant on survivor mistakes. Against good people you're gonna be an M1 killer most of the time unless they give you free hits.
@TruEternity said:
It’s close, but I’d say Oni. His power is absurd, and since Billy’s rework Oni’s add ons are far stronger. Scapled Topknot is a top 5 add on in the game, it makes Oni easy top 3 killer.
That being said, outside of his power, Oni is just a 115 M1 killer, Billy always has access to his chainsaw. If we were talking old Insta saw or crack Billy, I’d give it to Billy, but right now I’d say Oni is overall more powerful, both are very good killers though.
Also if either killer’s power feels like rng, you’re just playing them wrong. Outside of ghost saws I’ve never had things feel out of my control with their power.
@WishIcouldmain said:
As a Billy main I'd say go for Billy mostly on the fact you'll always be able to zoom and instadown minus the odd chance you overheat. But if you want an upgrade in some aspects after a while go for Oni.
Obviously, their mobility is really good.
My issue is, on any loop their power feels somewhat useless compared to other killers.
The good survivors I run into and have trouble with on my top performing killers are a joke to chase on Oni or Billy when they are near any loop which is almost 100% of the time unless they are saving each other.
Oni's ability to track is nice I guess, but I have an easy time finding any injured survivor normally honestly. It is the ones that are not injured that are near impossible to find if they play stealthy.
I just don't understand the advantages they bring outside of mobility. Yes, they can 1 shot, but only in situations when survivors are caught with their pants down (in the open or saving) which would be almost as beneficial for any m1 killer with STBFL
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well billy has a lot of trouble even if you are on top of the player because he will jerk automatically one way or the other if they are "juking"
oni has a lot of trouble doing anything in loops because of the wind up time.
also oni's ability takes too much time to activate in my opinion and the delay it takes to come out of a sprint and turn is too long too.
I heard oni used to have a larger hitbox on his demon form weapon and could actually turn up to 180 degrees with a flick. now it is crap by comparison.
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its very strong in solo with good RNG hex spawn
its very weak against SWF unless it has really good RNG hex spawn
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1895337#Comment_1895337
Oh no whatever will you do. Kill the other 3, close the freaking hatch, patrol the gates. They'll either get out or die trying. They aren't taking the game hostage. You're in complete control. If you're slugging and sick of the hiding, you can end that. There's still something you can do to keep the game going.
not if 2 of them hide as long as possible on a huge map
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@ChurchofPig said:
You're complaining about someone being useless? That's a thing when playing killer?
They are just stalling and wasting my time. The game won't finish
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@TragicSolitude said:
https://us.v-cdn.net/6030815/uploads/ADITHYAVG75Y/1611100706885.jpg
You're of course not the first person to feel this way. I think this comic sums up the sentiment you're trying to convey but with fewer words and an adorable Trapper.
YES, this is exactly what I want to see. If we're going to commit to this lopsided parody of a horror, lets DO IT BABY
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Good survivors bait traps, flashlight them, stalk you to see where they are, activate them when you pick someone up and use team coordination to avoid them.
Regardless, despite though I play her little, I am most successful on her and have beaten some 7000+ hour pro survivors with her. From my subjective experience, compared to the other killers, I say she is OP.
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@TheClownIsKing said:
Just pay attention to the crows. They always give survivors away
none went off
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1895231#Comment_1895231
If there is no progress on gens, start checking spots and take the long route back to the gens
I have checked the entire map about 10x, all the lockers and have patrolled the gens many, many times. They haven't touched them. They just keep hiding and moving when they see me in the open with crouch. There are no scratches and no blood. There is NOTHING to go off of. This is insane that this is still a part of the game with this many users.
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I literally made this post during the time 2 survivors were hiding and not doing any of the generators that were remaining. We're about 45 minutes in. I am far ahead and I do not want to reward their bad behavior by giving them a free DC win. This is ridiculous honestly. The maps are so enormous and their prestige 3 skins blend in enough, I cannot find them. It is way too easy to hide indefinitely in this game if you are willing to not do the objectives or attempt to escape.
As for recording which was suggested. Nobody gets banned in this game. People blatantly troll, flame, hack and DDOS... nothing happens. It doesn't matter if I record it.
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@SirCracken said:
I've been playing this game for around 3 years now, just after the Halloween DLC was added, and I strongly feel like identity of the game has been getting weaker over time. Let me explain what I mean by this.
https://us.v-cdn.net/6030815/uploads/93GK9571XHXF/dwight-png.png
Behold, Dwight. Just by looking at him you can tell his character architype is a nerdy, anti-social dweeb who has spent almost as much time inside lockers in highschool as he has inside the trials of the game. He has great, recognisable characterisation that you can pick up on just by looking at him. Several of his cosmetics also reflect this.
https://us.v-cdn.net/6030815/uploads/0M4FAYRFDW7X/dwight-costume-1-png.png
https://us.v-cdn.net/6030815/uploads/EDF3NTPRGR6R/dwight-costume-2-png.png
Because of how strong the characterization is in his default outfit, it's completely believable that someone like Dwight would take on a menial job like delivering pizza or being a mall elf. He isn't just wearing a neat looking outfit for the sake of it. His character is being respected and expanded without sacrificing the integrity of the game world. Even though Dwight probably would not wear the latter of the 2 outfits canonically, since it produces a lot of noise, it is believable that he would have worn it at some point in his life.
Which brings me to...Jane.
https://us.v-cdn.net/6030815/uploads/WGKH5K05CDAQ/jane-png.png
What can you tell about her character just by looking at her? What is her personality like? Is she social, popular, a loner? There's so little information you can get from her design compared to Dwight's. She has no clear architype, no obvious hints as to who she is as a person. You can assume what she's like based on your own personal experience with people. But that is not nearly as informative as knowing almost everything about her personality just from a glance. Jane suffers from a lack of intuitive character design and a lot her cosmetics are a perfect reflection of this.
https://us.v-cdn.net/6030815/uploads/LHW7WID357VS/jane-outfit-png.png
https://us.v-cdn.net/6030815/uploads/5FLADORPX0Y8/jane-outfit-2-png.png
https://us.v-cdn.net/6030815/uploads/FMAPYP316QDM/jane-outfit-3-png.png
The only information you get from any of these is that she likes to wear designer-brand clothing, a personality trait that is almost equally as exciting as inhaling oxygen and exhaling carbon dioxide.
Kate, Adam, Yui, Zarina, Felix and Elodie all suffer from this problem as well. The priority for their character designs was to look "attractive" and not like a carbon copy of another survivor, rather than to look unique and interesting. And just to prove that I'm not holding one group of survivors above another based on personal preference:
https://us.v-cdn.net/6030815/uploads/8O4YCIV7DKNT/jane-outfit-good-png.png
Jane actually has one cosmetic set that shows some character. That she's an enthusiastic painter. It's not much, but it shows that there was some squandered potential here. And I really wish it wasn't.
Now some of you might have read the lore of these characters and are wondering how the hell I want a character's entire personality just from their appearance alone. Well, that's because a character's visual design is far better at conveying ideas to a group of people, especially of none of them have played the game that character is in, than a written story. "Show don't tell", as the saying goes. And also because the archives are some of the worst attempts at writing I have ever seen.
(Never mind the survivors being tortured for all eternity. This so called "Modern" style of writing needs to be stuck onto a rusty meat hook and beaten with blunt instruments until its windpipe collapses and ribcage is shattered)Apart from all of the unnecessary retcons and glaring plotholes, the archives so heavily distort the whole premise of the game that the entity turns from an incomprehensible eldritch threat that feeds of the hope of the people it tortures, to astral equivalent of a pot junkie throwing away people as if they were joints that is so shallow it even has its own fanclub.But to stop this post from getting any longer I'm going to finish it off by switching to talking about the licensed killers. Some people have made the comparison that dbd is, "The Smash Bros of Horror Games", and I really can't help but find that insulting to Smash Bros. Every single character added into the SB's over the years and through various generations has been recreated extremely faithfully to how they are in their original game. I mean, just last year that added in Steve from Minecraft of all games and they somehow managed to incorporate the mining and crafting mechanics from Minecraft into his moveset and even tweaked every single map in the game so Steve could function on them.
Now look at every single licensed killer besides Michael Myers and tell me that their implementation into dbd is even close to faithful.
Pig is stuck with 1 trap to use out of the entire Saw franchise and is undone by bad rng, Demogorgon was gone from shrugging off small arms fire to getting stunned by planks of wood, Freddy is so disjointed that his power is just a mis-mash of other killer's powers, and Pyramid Head can be blinded by flashlights.
Pyramid Head. Pyramid. Head. Can be BLINDED. By. FLASHLIGHTS.
https://us.v-cdn.net/6030815/uploads/NN2BC8F5MEU3/where-are-his-eyes-png.png
Do I even need to explain how stupid this is?
Dbd has gone from a game heavily based around the thrills and scares from classic slasher flics, into a mess of characters, ideas, with not even half as much identity as when it was first launched. Even though the balance issues back then were so much worse than they are now, and they are still really bad currently, dbd still had so much more personality and potential than it does now.
I really wish the devs could see this. Because they don't. Dbd has no viable competition and probably isn't going to get any for as long as it keeps getting updated. It's problems aren't going to be fixed. Ideas never going to be fully realised. Because there's no incentives for the devs to try anymore. They've gone from a genuinely passionate group of people that wanted to bring a truly unique idea to life, to people that looked at the most recent hallowed blight update, the Twins, the cosmetic store prices, and the upcoming UI and thought, "Yes. People would like this."
I don't. I just want the game to be interesting again.
killers are not scary in this game because they are weak.... only am scared as a noob survivor... unfortunately this doesnt look like it will change anytime soon, so us veterans get mild thrills
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solo survivor is only bad when you have 1 or 2 weak links depending on how "weak" they are.... if a really good survivor takes chase agro from the killer, then 1 survivor can carry an entire team of weak survivors... so it is actually favorable for survivors if they are any good at looping/general game sense (any good being most around at least 1500-2500 hours as a general landmark)
however for your average group, most solo survivor games happen to be unfavorable because there aren't good enough players
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Groups of good survivors have 100% win rate unless they start trolling. That says enough in and of itself. This game is supremely favored towards survivors in red ranks. Killers need MAJOR buffs
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The game lacks stats and competitive integrity. It doesn't matter how good you are at killer, you will never beat competent survivors. There are so many bad survivors that most killers end up winning most of there games because these casual survivors are playing at like 25% of their potential. The skill ceiling for killer is high, the skill ceiling for survivor is higher. Once you get pretty good at killer, even if you improve it has little effect. Survivors on the otherhand, the better they get, there is a dramatic exponential effect. It's stupid really.
Add in poor map balance, the ability to use comms in a game intended to be played without comms and any kind of teamwork and you have an extremely, extremely lopsided meta =/
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Yeah the lack of transparency with data from the devs is silly at best. We don't need to know sales, we want to see hooks, downs, spec performance, maps survive rate, group performance by rank, by platform and cross referenced with hours played. If someone wanted to, they could datamine this information.
Other popular games 1) allow access to profiles/stats 2) have 3rd parties who gain extra information and post leaderboards/trends
This is a HUGE example of "we know what's best for you" from the devs in an arrogant matter.
There are likely 4 broad issues to the problems with this game and the direction it has been heading
1) Their main markers of sucess via feedback is revenue and not customer retention. This is evident with the way patches are released with "content" and often bugs and balance is put off
2) More likely than not there is management problems
3) Lack of staff
4) What this post was originally about --- design philosophy.
The game has been successful and has even grown in it's player base. The success is mostly because of the uniqueness of this game/experience and there is nothing out there that is comparable in the niche. I think the mistake either management or those with the responsibility of game design and balance have mistaken the success of this game as a reflection of population and revenue override common sense to the point where it has likely resulted in some sort of egotism.
"Designing it our way has lead to our success. We will take the ideas we want to happen and implement them in our game"
This game is a service. I'm not suggesting to compromise design philosophy to the point where they are a slave to the community. It is unreasonable to think that the game has been managed effectively at this point. The game is super buggy. The balance is non-existent. A lot of the perks are unusable.
I don't see what it's like on the day to day and I've heard the team is small. Find a way to start hiring more. This game could be iconic if it were managed on the level of many other legendary multiplayer games. This game is more of the lines of a meme at the moment and is how it will be remembered.
The bug/lag fixes and the multiplayer matchmaking is a tough nut to crack, I can acknowledge that
The map imbalances takes a lot of work, I'm sure. The data is likely misleading and hard to understand.
A social system across multiple platforms would take months and months of work and would be hard to do and would require a lot of man hours.
Catering to new players, veterans of all skill levels and top players is really hard, but it can be done.
It almost feels like the dev team isn't even trying or is completely misguided by management.
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devs and survivors both like to take a dump on killers and treat them like inhuman slaves
just change the game to co-op against AI since you don't want to balance the game...
everyone will quit because it will be too easy unless the killer AI cheats, so they will eventually buff killers for AI to balance the game.... but not they won't balance the game for the people playing killers.... thats something these low iq devs would do...
There's no question about it. These devs are either super low IQ or absolutely amoral.
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The point is the current system we have is a major facilitator of toxicity. The effects of online anonymity have been well documented.
It would be more than nice to see the stats of yourself over the course of patches with different perks/survivors/killers as well as see how good the profiles are of those you are playing with and against.
Right now everything feels random to the point where you don't have a good objective measure for how well you are performing.
TBH there is no excuse for this not being developed by now. Statistics and a proper social system exist in virtually every modern multiplayer game. The current lack of a system reminds me of games from the 1990's-2004. If there are other priorities, then jeese, hire another programmer to specifically work on a profile/statistics and social system.
If you don't think this would be majorly advantageous to maintain the playerbase, then you're crazy
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/220125/lack-of-community-and-social-features
I think most of the stats you're inquiring about cannot be collected and/or shared from an Xbox due to user-end agreements and other obstacles, prolly on PlayStation too. As far as name changes, that can be only done once a month and costs $$, at least on Xbox. And sadly the built-in browser (Edge) is terribly weak and rarely used.
I'd like to at least see my own info, but outside of Achievement progress and like five other stats there's not much available.
other games share stats within the game with other platforms so I dont know where you're getting that info
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I think they should delete killers from the game and add AI..... problems solved seriously think about it
At least then they'd add a difficult mode option so the survivors would have a chance to lose even if they are good
This game is meant to be a co-op experience for survivors, so why can't you just commit to that low iq devs
One of these days, some 13 y/o killer who grows up playing this game is going to get so infuriated he's going to find out where you guys live and make amends for the trauma you inflicted on the kid by letting groups of survivors bully him with your garbage game state just like the school incidents
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The answer to why this is a common strategy is because the game is 100% imbalanced and it is impossible to hunt 4 people spread out throughout the map 3x each unless they are hot garbage compared to their capabilities.
It is sad, but true.
Devs come up with such a good game concept, but the balance is dog ######### and they should not be forgiven until it is fixed.
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op is 100% right
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You want the truth? You might not like it when you hear it. You might be in disbelief.
Gen rushing has been a blatant issue for the game for a long time now.
The devs have neglected to balance the game and have left it impossible to win against competent survivors. Moreover, the devs have neglected to prevent cheats. This needs attention!
I can't believe this is still news to most of the community, but the only killers that can beat good survivors (survivors that actually do what they are capable of doing) are using wall hacks or are lucky because no matter their skill level, the best killers cannot compete with survivors anywhere near the same skill level.
Anti cheat does not work. Might as well spill the beans so this gets the exposure it needs to fix it. Just like in most FPS games, nearly every top killer streamer you are seeing is using wall hacks or toggling. Watch carefully over time and you will see they are both good at the game and are using assistance. I won't name names, but literally every top killer streamer is doing this. Of course they have to hide it and of course the streaming programs block it out. The devs likely know this just like FPS developers of other games. If they were to ban the faces of the game in the streaming community, it would only hurt their agenda to foster a popular game. So it is the elephant in the room and most people are oblivious and think there are gods among men skill level wise. Yes they are good without assistance, but they are consistently insane with it.
As for everyone else playing legitimately, many killers on forums will claim they do well consistently. I win consistently too, but it is because I am not playing against good survivors a majority of the time. I usually play against average survivors. Since matchmaking is basically random, there are usually 1 or more potatoes in every survivor group, especially now with console/pc crossover.
2 top tier survivors can carry a 4 man squad with potatoe survivors a majority of the time, on a majority of maps, even when the killer plays all their cards to the same top tier. That is how much of an advantage the survivor side has in this game.
Killers are severely, severely disadvantaged against survivors who split up and gen rush on separate generators on every side of the map and actually use everything at their disposal.
It is literally impossible to win legitimately no matter what killer you play and no matter how good you are, if the survivors actually play well.
In any pvp game, there should be counters. There is nothing that counters good survivors who spread out. They have way too much at their diposal.
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@[Deleted User] said:
Tbh if it's hand in hand with these map improvements, I really do understand.
The problem is they are taking this away, but things like survivors holding a game hostage, ebony moris, Huntress Iri Heads, the space bar struggle phase mashing, and all sorts of other obnoxious issues still haven't been looked at after yeaarrsss and years.
It just feels like priorities are messed up.
absolutely this. devs have low iq and priorities backwards
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ppl will play and get even more frustrated than normal. This one sided game among veterans/experts will become even more one sided
devs have low iq
i.e. they expose your IP to other players so you can get ddosed easily
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Deathslinger is interesting, but he is clunky to play as and against. He doesn't seem like a ranged killer as much as a mid ranged stealth killer who gets more value at faking shots than taking them. Otz and Dowsey rated him mid tier. He has weaknesses, but he's not the worst in the game. Huntress is just a better choice when picking a similar character.
Playing against Slinger
As a survivor it can feel like you have little control over the situation. Your best option is to start dodging when he is obviously lining up a shot and to stay close to walls and pallets. You never know when he's coming because his terror radius is so small and it feels like the shot goes off before see it since he can quickscope you instantly. He is dangerous when he catches you off guard or is close to you when you're not in your jungle gym, but if you start getting a decent loop on him you know you're gonna win the game really easily if your teammates are doing gens like they should.
It's not fun to place against him, but he doesn't really feel like a threat unless everyone on your team drops really quickly early, or makes poor save decisions.
You don't want to play against him because it isn't fun, but if you're in red ranks and your team doesn't suck you know you're probably going to escape and get gens done fast.
Playing as Slinger
When playing as Deathslinger, it feels clunky. It takes a while to get places. You feel like you're more a of a stealth killer (low terror raidius) with some range and it feels like there is much more value in quickscoping than lining up shots.
Lots of times latency+current projectile speed causes misses that seem they should have landed.
When you do land shots sometimes it doesn't feel rewarding. Often the chain breaks and the survivor gets away. Sometimes, when you get deep wounds on a target and continue chasing them, they camp from pallet to pallet that has no counterplay despite them apparently being in a dire state and sometimes you often impale them during a deep wounds state and it gets broken by some wall or their teammate. Then they get away during the stun duration. Unfortunately these become deciding factors in the game. Gens are done across the map so you lace up your cowboy boots for a long hike.
While you can certainty end chases extremely fast, sometimes he just feels clunky or unlucky. He is not consistently fun to play as.
The deep wounds mechanic is kinda useless other than buying time and he is easily abused in pallet areas that don't have short objects/walls (that he can aim over or in between). Additionally, despite being one of the few ranged killers who seems he should have range, it does not feels like his range is great.
I propose to rework Deathslinger by
- nerfing ADS spam faking
- increasing map pressure through range capability
- Fix clunkiness in chases and deep wounds
ADS Spam/Changes
I would punish the ability to spam ADS by increasing the time it takes the scope out. His movement speed while in ADS might be worth nerfing as well. Finally if other changes make his quickscope too powerful, perhaps increasing the time it takes to scope in would be fair.
Deathslinger - Pallet Break/Deep wound alteration
I think pre-emptive throwing/camping pallets are too strong vs slinger atm. I would normalize him in alignment with other killers. If a speared survivor hits a pallet it should break. Reeling a survivor into the pallet breaks the pallet, but also causes the normal deathslinger break chain mechanics where he gets stunned/deep wounds.
I would give Deathslinger's gun the ability to stack deep wounds on targets already afflicted with deep wounds. If he keeps shooting you, it increases the time it takes to mend by x%. It makes no sense that shooting a target in the chest that is already in a dire state should suffer no consequence. Either stack deep wounds shooting a deep wound target downs the target.
Deathslinger Map pressure
Either up his run speed to match 4.6m/s killers or increase his range lethality. I think the range option keeps him unique in his own niche. His iridescent addon that allows an instant down is a good start, but there is 3 meters of valid space 15-18 meters. On top of that every time I've ever hit a shot at max range (about 30 times now), the chain ALWAYS breaks even with an addon that supports it. Perhaps the survivor should be downed where they are hit with the iridescent addon instead. Deathslinger should be able to make some mid/long range snipes (huntress has infinite range) Deathslinger has 18 meters. Deathslinger should have up to 30 meters. He has a rifle afterall.
Latency issues and map pressure
Between latency no hit reg issues and perhaps increasing deathslinger's range I would adjust (increase) his projectile speed it out. Deathslinger's range/projectile speed is increased, his terror radius should be increased some as well. Right now deathslinger is more of a weird stealth killer with limited range who runs at you kinda slow faking ADS (I don't think this was initially intended by the devs, but it played out this way). I would like to see him stay more in line with the FPS rifle niche.
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The emblem system is bad. It is easy to maintain rank 1/2 on killer and survivor, but it has more to do with who you get matched against in my experience. Survivors who are any good have no problem escaping unless they have 1 or 2 really bad players who sabotage their efforts.
This however, makes it annoying as solo/duo queue survivor because you never know what you're gonna get.
Matchmaking system is not balanced. Game state is even more imbalanced (probably related to matchmaking).
The game is so imbalanced that a good survivor SWF is likely to not suffer zero downs/hooks (sometimes zero hits at all) against 95% of killer players unless they get bored or unlucky.
The addition of console survivors has made the chances of getting a good team like this rare however. The difference in skill between top PC players and your average console SWF is drastic.
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I think if the player base was managed better, it would grow the game more rapidly. A stark contrast is some lower pop mmo/rpg games is where some experienced players will actually gt of their way to help others. When I was new to this game, I think I received 1 helpful non trolling comment post game for every 20-30 disses or taunts. Currently not very noob friendly.
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TBH the current ranks aren't very indicative of skill as is. So they aren't really fair matches to begin with. They are addressing this with a new MMR system in the future.
Only the devs and those responsible for current matchmaking have the details regarding the logistics and the matchmaking algorithm, as well as the true data being fed into it.
Report systems are complex, but the current one can be improved for sure.
I think the issue with the current report system is the manpower behind it. I don't think there are enough GMs responsible for it. Once someone accrues enough from various different matches in a certain time period, you slap them with a temp ban. If they repeatedly keep getting issues, then it becomes glaringly obvious something is up. The details of the back end of report systems is also something we don't have any knowledge of across this game and others. The point is, it needs to be more readily maintained.
A reputation system (which is complex and has many details/can be abused as well) seems more genuine and requires less moderation from GMs. If you run into people with poor voice chat reputations, you simply leave that lobby.
Other games have big databases with a huge number of replays or at least recordings of summarized data from that game. I mean, I'm surprised we don't have profiles, our own lot of replays and stats as is... let alone a backend database for the game. There are 3rd party solutions even for games that have their own game profiles, replays and statistics. Overtrack for overwatch, apex legends, valorant and I guarantee fortnite has many options in this regard.
Besides lack of balance, I think the biggest issue from this game is poor moderation of the entire community as a whole. It is probably costly, but I have seen few communities as toxic as this community in game. Even league (known for toxicity) or overwatch which has deliberate throwers nearly every 3 games isn't as bad. They also have way larger populations to oversee.
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The point of this entire forum post and proposal is, if survivors use this new chat system as intended, would it create a better game and better balance? Absolutely, the immersion would be so much fun and the balance issues would be made more visible with a baseline type of voice comm which could be addressed and tweaked over time. The accuracy of intended future changes by the devs would be superior than the feedback and data they are getting now.
The objections I am hearing is:
Some people may not want to use voice chat. - They don't have to.
Some people might not be able to use voice chat. - They don't have to and options are there for them.
Console party voice chat and steam chat are more easily accessible by default. - I guarantee there is a way for devs to address this implementation without violating console systems.
There may be problematic parties that join voice chat. - For sure and is anticipated. We are in need of better regulation of the community as is. More bans = more revenue + more respectful community.
Some people might find a way to cheat the new system. - For sure this can eventually be addressed and it will only be a minority of players who choose to cheat if the voice chat in game feels fun and fair.
The game balance has other default underlying problems - Yes, and it will become more easy to see when there isn't too large of a separation between solo and SWF capability.
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Different languages could be addressed with "prefer no voice comm" queue for survivors and by choosing a drop down with your language or all languages when queueing up. Casual queue could be the go to place for no coms or mixed language choices in general.
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In terms of gen speeds, I think the biggest issue is spread out across the map doing gens individually. It makes the pressure too great for the travel distance. There is no disadvantage to spreading out with global voice chat via 3rd party.
I am very aware of the toxicity that can occur with voice in online games. This is why there needs to be a reputation system and the report system needs to be taken way, way more seriously. It could be well managed, if the dev team advocated more resources to managing this online community in terms of reports and quality of life. If people were getting temp bans and perma bans left and right for repeated toxicity then it would clean up the community and people would think twice before going nuts on others.
Dead by daylight has 40k concurrent users average, every hour, every day according to steamcharts.com alone. With console xrealm, this number is much higher. The pool splitting = longer queue times seems like a nonissue with casual vs competitive queue atm when referencing these population numbers.
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I'm not going to say there are no downsides or tradeoffs to implementing changes to the game like this, but it will create the possibility of more realistic game state balance and a more immersive/intense game experience that is well worth the potential hassles.
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With a casual queue and a competitive (probably ranked) queue, it will funnel those who don't want to deal with voice into casual and the rest into competitive. Reports and reputation will take care of the rest.
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It is not a requirement to use voice chat, but it is available. Solo survivors who don't want to chat, don't have to.
Yes, I'm sure there would be ways to cheat and a few may be willing to go out of their way to cheat. Nothing is restricting players from hacking the game now. I run into hackers flying around all the time.
Tbh I suspect a replay system will come out at some point. Could easily see who was cheating by whether or not they are talking with proximity and the organization or disorganization of the team.
There also should be a casual play option and a competitive matchmaking option anyways.
There is probably a way to prevent people from using another device too for competitive matchmaking.
Also, with a in game voice implementation, it will be obvious that killers need a small global buff and certain killers will also need their own buffs. This will make playing against the new "cheaters" using 3rd party devices more reasonable than current 4 man SWF vs x killer.
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Then you don't block them as a developer. Instead, you make an account agreement to not use specific applications. People will know what they aren't supposed to do. If they do and breaking the terms of service is detected, then you get banned. Easy solution.
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Thanks for your objections. I believe they are easily addressed.
Most issues you pointed out with the downsides of voice chat (downsides that's applicable to hundreds of alternative online games) can be filtered out by talking to the rest of the team pregame. Just leave if you don't like what you're hearing. Obviously, each survivor would have the ability to mute/turn down the volumes of individual players. This would encourage people to make friends with survivors they had a good experience with instead of being subject to potentially annoying randoms. Furthermore there should be a reputation system and reports should be taken more seriously. If enough troll reports are given, then an investigation and action could be taken. TBH this game needs the report system to be more active as is. A visible survivor reputation system/profile could help people more easily dodge others with annoying voice habits/trolling. Besides muting and voice volume per survivor you could queue with "opt out of voice" option.
The main point is you can easily balance the killer for survivors around a default mode instead of balancing in the middle of 2 modes (solo and SWF).
People who play SWF now will not have to deal with the voice chat negatives (that is applicable to every online game with voice).
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I love how the number 1 comment people make is asymmetrical games like this with diverse classes can never be balanced. This is an excuse for poor balance updates. It could be much, much better without being close to perfect.
Nobody wants or expects "perfect balance"
The current state of the game is such that if you were betting in vegas on whether survivors or a killer would win in a tournament, there would never be a reason to choose killer unless the odds were 50:1 and otz was playing against the worst team in the tourny.
In terms of balance outside of that, there is none. This game is "balanced" as such for new players on console with a few weeks of experience all solo vs veteran killers on PC. Period.