My review after 600 hours of DbD
This game brings out the worst in people. I've been told to "end your life" (by a fellow survivor non the less). I've 600 hours experience and play killer and survivor almost equally.
The game promotes toxicity by imposing a bad writen rank system and devising challenges like ("Kill one survivor as ... by you own hands"). Who thought it was a good idea to make an asymmetrical multi-player game ranked? In some cases it's more beneficial to sell out your teammates (by bringing a killer to them while in a chase or by not rescuing them when you can find the hatch) than it's to help them, which contradicts the spirit of the game.
If you're playing killer you will be most likely be faced by SWF teams who wipe the floor with you in seconds (even if you bring Hex: Ruin and other perks to "slow the game down, just a little bit") and if you play solo survivor you will be matched with litteraly potatoes and ultra sweaty killers (prayer beads spirit, iri huntress, no escape/slow game freddie, basement bubba, tombstone myers (except if they want to get the achievement), ... with or without mori).
To even the game's playing field I suggest the following :
Solo survivor buffs :
- Make Unbreakable basekit. Slugging shouldn't be a valid strategy.
- Make the survivors only produce scratch marks while in a chase (it makes sense if you watch horror movies and see the chase scenes where the survivor is desperately trying to escape against a killer), when you lose the killer it should give you a "window of opportunity" to actually evade the killer.
- Make Ebony Mori only available against 3 or 4 man SWFs, Ivory and Cypress Mori are still available to punish a toxic survivor or get your daily challenge. Maybe make another mori for able to kill 2 survivors against toxic 2 man SWFs.
- Make the killer gradually lose vision while he/she is facecamping (it returns slowely while getting out of range of the survivor)
- Remove the timer on DS but make it so that it stays active until another survivor is hooked with the exception if you're the last survivor then it doesn't activate at all. This in combination with the Unbreakable in basekit should completely eliminate tunneling. The tier of the perk determines how many times you can activate DS : 1/2/3.
Killer buffs :
- Nerf flashlights even further by removing flashlight blinds when the killer is destroying pallets (it's stupid and provides no purpose other than annoying the killer and being toxic).
- Make Gens take a lot longer (80 seconds solo -> 120 seconds and nerfing effects of cooperating even further) to complete so Hex : Ruin is not a requirement for winning.
- Make Gates longer to open (20 seconds now, should be 1 minute).
- Make the killer see if someone has DS so he can avoid picking the survivor up by mistake (but only if the DS survivor buff is implemented)
- Let the killer see how which survivors are SWF and which aren't (honestly they can do this right now by looking at your friend list or matching survivor names) (but only if the Ebony Mori nerf is implemented)
- <joke> Remove teabagging on survivor and killer side by placing a time limit of 1 minute between crouch and uncrouch </joke>
Game mechanic changes :
- Completely scratch or rewrite the rank system so that a game where everything is stacked against you (Mori, 5 stack Devour, camping or tunneling killer) doesn't result in deranking if you give it your all anyway -> will significantly reduce D/Cs
- If ranked mode is still the way the devs want to go :
* provide a fun unranked mode (other than KYF) which you can play with and against randoes (maybe also 2 or more killers vs 8 or more survivors in this mode).
* Remove rank reset or adjust the time limit (I want to play DbD to relax and not to get put under pressure to get a certain rank before a certain deadline, I have a life outside of DbD too)
While this game can be fun sometimes, in the current state I cannot recommend it.
Comments
-
What's the issue with slugging? Even as survivor I see no problem with it whatsoever.
It's been nerfed so many times that it is a high risk play for the killer in itself.
Also, even if it WAS a serious problem there are multiple anti slug perks available to survivors. Why does hardly anyone run these? Because slugging isn't a problem.
Slugging is necessary for the killer to gain pressure and slow the game down. Removing slugging is limiting the types of game play that can happen even more in a world where people already complain about the game play being repetitive. We need more diverse play styles, not less.
0 -
I think you should cover a larger part of your post with the <joke> tag.
2 -
2 man slugging is maybe fair against SWFs but not 4 man slugging against randoes. I never slugged because I would feel aweful if I do. But that's the over-competitive side of this game for you.
1 -
Why? It's valid criticism. I don't know if you intend it but your comment above sounds mean.
2 -
I don't see that as over-competitive at all. Does that make doing anything to increase your chances of winning make it over-competitive? If I chase someone longer than 30 seconds am I being over-competitive because I'm trying too hard? What about going back to any unhook notification?
To me it sounds like unless you don't try to win at all, you're try harding.
What's the issue with slugging if it's not a SWF? Can you explain why you feel this way
1 -
@"Blueberry Member"
Because I got three matches alone today where I got slugged, while only one or two gens are done. The killer wasn't trying to slow the game down, he was slugging to get the match over with. I'm not a survivor main. I don't care about rank (I'm only trying to get rank 1 once for the achievement and then I don't care anymore but even that made impossible by the sweaty killers which may be a small part of the community, but I'm unfortunate to keep running into them). Like I said I also play killer almost equally as survivor. Play a couple of matches as solo survivor at rank 5 and report back to me when you do (maybe you get lucky and don't get slugged once).
0 -
Make Unbreakable basekit. Slugging shouldn't be a valid strategy.
100% agree, especially when playing solo and can't rely on teammates.
The Killer shouldn't be able to just leave players on the ground and snowball the game because no one picks you up. You shouldn't have to rely so much on other players.
I even would like to give Selfcare as basekit, but balance it so it's much more worth to do as a team, which it kinda is already.
- Make the survivors only produce scratch marks while in a chase (it makes sense if you watch horror movies and see the chase scenes where the survivor is desperately trying to escape against a killer)
Simple, don't sprint.
I have nothing against the killer being able to find survivors running around without a care in the world.
Make Ebony Mori only available against 3 or 4 man SWFs
No!
SWF should have no affect on the balance of items, but I do however think they should increase it so you have to hook survivors twice in order to execute them. At the moment it is too much snowballing with Ebony mori. This is especially bad if the Killer is a camper.
Make the killer gradually lose vision while he/she is facecamping
Right problem, wrong solution
Remove the timer on DS but make it so that it stays active until another survivor is hooked with the exception if you're the last survivor then it doesn't activate at all.
Nope.
If you make Unbreakable basekit as you want then this is not necessary. You could get up if he waits for DS to run out.
Nerf flashlights even further by removing flashlight blinds when the killer is destroying pallets
Nope. There is plenty of perks and mind gaming for this to not be an issue.
Make Gens take a lot longer (80 seconds solo -> 120 seconds and nerfing effects of cooperating even further) to complete so Hex : Ruin is not a requirement for winning.
Again. Right problem, wrong solution.
Hex: Ruin needs to be redesigned so it's not such a huge difference from running without it.
Killers in general needs to be able to put enough map pressure (if they play correctly). At the moment only some killers are able to do that.
Make Gates longer to open (20 seconds now, should be 1 minute).
Definitely no.
It's already almost impossible to open a gate if the killer finds the hatch first.
This comes down to map pressure again.
Make the killer see if someone has DS so he can avoid picking the survivor up by mistake
Wow, you are really off the rails now...
Why not show all their perks above their heads?
Definitely no.
Let the killer see how which survivors are SWF and which aren't
No!
SWF shouldn't make any difference on how you play.
There is a lot of work that still needs to be done to get Solo players up to the level of SWF.
provide a fun unranked mode (other than KYF)
Don't pay attention to the ranking system if it's not for you.
Splitting the player base with another mode is not something they are not gonna do, especially with queue times being this long
Remove rank reset or adjust the time limit (I want to play DbD to relax and not to get put under pressure to get a certain rank before a certain deadline, I have a life outside of DbD too)
If you are feeling such stress and pressure from a game maybe you should try therapy.
You are focusing way too much on rank and it really makes no difference. It is literally just there to try match people with their equals, which yes, doesn't really work but hopefully one day they will figure out how to grade players better.
0 -
Thanks for the constructive criticsm @fuzzyhobo. No offense though but read the parts between brackets too. For example :
"Make the killer see if someone has DS so he can avoid picking the survivor up by mistake
Wow, you are really off the rails now...
Why not show all their perks above their heads?
Definitely no."
The part between the brackets clearly states : "(but only if the DS survivor buff is implemented)"
Don't read the parts separately but as a whole.
Maybe I was being to harsh with the gate timer (so I would agree with the exception to being the last survivor and hatch being closed the gate timer being even shorter than it is right now, I completely forgot about this). But when you are playing killer and the exit gates are powered, even before you can make it over to one of the gates unless you are really close to them, the gates will be opened or 99%.
The problem about SWFs is that they break the core of the game. It's like in F13 where survivors who are part of Jason kill squads made a fearsome killer a piniata. The game is never designed with third party communication channels in mind. I respect the decision of the devs to not ban people for using discord or steam chat because I find that ridiculous myself. But the game can recognize if you are part of a SWF team or not. If you play with one friend (like I do all the time), I find you should not be punished for it. But a toxic 4 squad flashdettes with Head On, (old) DS, Adrenaline, Self-Care, teabagging and flashlight clicking at every pallet should be punished for ruining other peoples experience so an Ebony mori would be justified in this instance. I was playing rank 4 solo survivor yesterday and I swear my first 3 matches were all Ebony Moris.
Also I'm not focussing on rank but on achievements (I've 127 of 137, all adepts, ...). If I become rank 1 once and get the achievement I couldn't care less about the ranks. But the game is unfun because of the ranks even when you don't pay attention to it. I also don't need therapy as I can enjoy other games just as well 😋.
0 -
Make Unbreakable basekit. Slugging shouldn't be a valid strategy.
Why should it? There are perks that counter slugging (unbreakable, flip-flop) and perks that promote slugging (Knock out, deerstalker)
Make the survivors only produce scratch marks while in a chase (it makes sense if you watch horror movies and see the chase scenes where the survivor is desperately trying to escape against a killer), when you lose the killer it should give you a "window of opportunity" to actually evade the killer.
That would be a good stealth buff, but any speed boosting exhaustion perk would basically give you hoodini build for free after going around a corner (chase mechanic is kinda wonky)
punish a toxic survivor
Yes im nitpicking one quote but how the hell you know there's a toxic survivor before being in a match? Just because they have a flashlight? Because unless you have, future vision, you're just taking a mori because you want to.
Make the killer gradually lose vision while he/she is facecamping (it returns slowely while getting out of range of the survivor)
What range? (still wouldn't "fix" it still curious)
Remove the timer on DS but make it so that it stays active until another survivor is hooked with the exception if you're the last survivor then it doesn't activate at all. This in combination with the Unbreakable in basekit should completely eliminate tunneling. The tier of the perk determines how many times you can activate DS : 1/2/3.
You can only get unhooked 2 times. But it does become true anti-tunnel
Nerf flashlights even further by removing flashlight blinds when the killer is destroying pallets (it's stupid and provides no purpose other than annoying the killer and being toxic).
Why? It provides with 2 other things (not only being "toxic" as you suggest): Boldness points and a chance to confuse the killer giving you more time to escape.
Also no one would use flashlights anymore and if someone wanted to use one they would have to do the last second switch.
Make Gens take a lot longer (80 seconds solo -> 120 seconds and nerfing effects of cooperating even further) to complete so Hex : Ruin is not a requirement for winning.
1st no one wants to hold M1 and sometimes space for 120 seconds in a row. 2nd ruin would still be probably the best anti rush perk, along with Pop Goes the Weasel (instead of 20 it would be 30)
Make Gates longer to open (20 seconds now, should be 1 minute).
You already answered that above me
Make the killer see if someone has DS so he can avoid picking the survivor up by mistake (but only if the DS survivor buff is implemented)
Oh, so you mean like that make tunnelling obsolete.
Let the killer see how which survivors are SWF and which aren't (honestly they can do this right now by looking at your friend list or matching survivor names) (but only if the Ebony Mori nerf is implemented)
Sure?
Completely scratch or rewrite the rank system so that a game where everything is stacked against you (Mori, 5 stack Devour, camping or tunneling killer) doesn't result in deranking if you give it your all anyway -> will significantly reduce D/Cs
I doubt people would dc less without a punisement for doing it multiple times. I'm sure people don't care about rank when they dc, otherwise they would just wait out the animation to lose 1 pip or safety pip instead of double depipping
provide a fun unranked mode (other than KYF) which you can play with and against randoes (maybe also 2 or more killers vs 8 or more survivors in this mode).
Do you mean just 2v8 mode? If so go for it might see some play. But i don't think we should have 2 diffrent ques for same mode (1v4) The ques would go bonkers imo
Remove rank reset or adjust the time limit (I want to play DbD to relax and not to get put under pressure to get a certain rank before a certain deadline, I have a life outside of DbD too)
If rank really meant something (like giving you rewards) then i would gladly take it lasting 1 more month. Otherwise i don't really see the point.
0