Since removing old Ruin, the game has become a time management simulator.
There's pretty much only one way to win now, and that is to never commit to chases for too long, and to always make sure you're applying the most efficient amount of pressure. It's not terrible, and the game can still be fun, but it gets repetitive and old pretty quickly.
With the old Ruin, every once in a while the totem wouldn't be found quickly and you'd be able to commit to long chases without completely forfeiting the match. But, that's really not possible anymore. If a survivor makes it to killer shack, or a god loop, you basically have no choice but to turn around and go find someone else. Granted, a lot of god loops are being removed from the game.
Also, to a lesser effect, second chance perks can be used by a lot of SWFs in certain order to maximize their benefit, and in ways I don't think they're intended to be used. Like, hitting the person who rushes for a hook save with borrowed time, and then the person who was unhooked runs in front of you to make you hit them and eat borrowed time. There's also the whole jumping into a locker with decisive active, even though you weren't tunneling that survivor.
But the point isn't survivors exploiting things, or having an advantage. I don't think the game is terribly imbalanced like it was, say, around the time curtain call came out. The pallets then were insane. I digress.
Basically, my point is that it doesn't feel like a horror/killer/survival-ish game anymore, and I think that changing Ruin is what caused this. It feels like a game themed around entertaining survivors who enjoy the idea of escaping the killer. That's not to say the killer doesn't ever win; I win a lot, I 4k regularly in red ranks (probably cause survivors are getting 'dedicated'). But I feel like I only win because I play the game like a time/resource management simulator, more than I play it like a killer/hunter horror game.
I miss playing the killer like I'm an obsessed fiend that wants to eat your insides. Now I have to be a responsible and tactful killer, who is punctual and considerate of the costs and benefits of my actions from one moment to another.
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Loops are getting removed.
That's exactly how perks like BT are intended to work.
I assure you, it is not a game centered around survivors.
Old ruin is still frequently used, like you described old ruin, when it's not cleansed, it's an end-game nightmare.
I'm sorry you have to be more strategic about how you play the game. That must be terrible.
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I wonder how many survivor mains are going to say "just apply pressure" of "ruin didnt change anything about match duration"
It doesnt help that every survivor runs to the same place when in a chase. I hate bedham because everyone runs to the damn school.
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The user and all related content has been deleted.3
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To your point, yes, it's absolutely about managing time. The second it's not about managing your time, there's something seriously wrong. Both sides have a limited amount of time to do their obective; the killer needs to kill people before they finish the gens and escape, and the survivors need to finish the gens and escape before they're killed. The moment either side doesn't have a time constraint and has the luxury of doing their objective at their own leisurely pace, that's a red flag that something is not balanced.
If you don't want to feel like you're up against the clock, that's perfectly fine, you definitely aren't forced to. If you'd rather play the game more casually and not focus so much on winning, you'll naturally end up in the lower ranks with other people who are just looking to play for fun. If you are hanging around the red ranks and expecting a casual match, that's not very likely and probably shouldn't happen.
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DBD has always been about time management. The difference is that now the devs are focusing on changing things that skew the time management game in favor of one side or the other too much.
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I actually just had a game with a spirit who was downing everyone really fast but she made one mistake ..chased someone for a minute and that one mistake costed the game my point is if the survivors are good and you make one little mistake as killer then you lose but if survivors make a lot of mistakes they can still win ..that’s why I play more survivor now killer is so frustrating at times
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Don’t forget that survivors still have 4 second chance perks each that they can bring even if god loops are gone good survivors won’t really be affected
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How is going on a super long chase one little mistake? Also what qualifies as a mistake for survivors, because in my games if they make mistakes like going down early or making an unsafe save then I'm going to snowball off of it and make huge profit. Do you mean mistakes like dropping the pallet one loop early or missing a great skill check? Those mistakes aren't nearly comparable to wasting over 30 seconds in chase.
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Going on an extended chase isn’t one mistake, it’s a series of mistakes. Every missed swing, every failed mindgame, and every time the killer thinks about breaking off the chase to check gens but doesn’t. One killer mistake would be something like moonwalking at the wrong time, not an entire minute long chase. It’s like saying three genning is one little survivor mistake. It’s not.
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It’s one mistake
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We wasted a lot of time taking hits and going down at killer shack also I wasted my ds while a guy was slugged and used the pallet lol it was funny but a huge waste of time for us
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You have to understand that survivor's control the game tempo of the game. They control how fast the match ends. If survivors are low on time, they can "make" more time by playing loop correctly. It is what allows survivor to have legendary comebacks and be very skill expressive. in some sense, survivor can control how intense or relaxing their match turns out to be.
Killers have no such luxury. I would go as far to say that time for killer doesn't have same weighting as time for survivor. a 30 second debuff for survivor isn't the same as 30 second cooldown for killer. The killer feels it twice as hard. I would say that killers were always in a time crutch. Survivor can only feel like they're time crutch if they're not confident in their looping skills or if their team is really weak. A lot of killer really is time management and applying efficient pressure. It is really easy to play survivor when the killer is very tunnel visioned and your just sitting there watching a survivor run the killer around while your repairing a generator 15 meters away. you can tell the game is pretty chill for survivor when you have time to learn how to moonwalk and still win.
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But Thats exactly what survivors with ds have 60 of free time
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The game has always been a time management "simulator" on the killer's part. Even with old Ruin. But with the removal of old Ruin, now they are scaling down the survivors and their gen rushing, so it's balancing out alright over time.
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Dead By Resistance.
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With all do respect ranks don't matter there are plenty of terrible players at red ranks which kinda invalidates what you just said red ranks might as well be casual it's very rare to get a team that does not have a crouching blendette or worse a crouching bill or david and these players are red ranks.
You can argue yes its the matchmaking system and even quote what was said on the dev stream today that's fine but red ranks is 100% casual at the moment it takes little to no time for survivors to rank up if you are talking about killer that's totally understandable but it's also because you guys made survivor ranking braindead and made killers actually have to work to rank up.
Not saying it was a bad thing to attempt to help matchmaking but we can't really ignore the elephant in the room either there was a point in time where this was not a reoccurring problem and it was right after the emblem system came out and you guys slightly tweaked it now whats happened is you guys have tried to make it see skill which failed and then you guys said welp we give up and now here we are waiting on a skill based system which in all fairness i doubt can be done in a game based on rng and the fact there's things that can mask someones skill Cough Mori's and Addons.
In all fairness to you guys you're trying i get it and im not going to try to blister you guys for it i'm simply pointing out the facts when it comes to dead by daylight it's a party game with slight hints of competitive aspects point being skill is never going to be able to be reflected through a ranking system there's to much that will mask it.
Also the OP has a point changing ruin has 100% effected the game's health and its very alarming that you guys are not seeing this games go way to fast i remember a time where ruin was actually a decent game delay it forced someone off a gen to go find it and that right there gave the killer more time even if it was just seconds. Now when i play survivor and see ruin i chuckle because i know no matter what it's useless unless you camp a generator until it regresses and survivors can just simply hop back on and continue doing it with no downsides atleast with ruin they had to actually be decent at the game and hit great skill checks and even then they didn't hit every one.
Even with Corrupt intervention games still go way to quickly and it's just not fun it almost feels like you want games to feel like a speedrun over a match to be honest.
Post edited by MonsterInMyMind on0 -
I mean it's only a problem if the survivors put themselves in a three gen and even then if they just spread you can't stop all the gens at once i disagree with your fourth comment it's not very good with survellience its even still meh.
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I wonder if less skilled Call of Duty players complain that Multiplayer is too fast paced for them. No, they don’t. Sure, they may rage because they die more than they kill but that’s normal and the nature of a game.
DBD, although asymmetrical, is the same in the sense that killer is a fast(er) paced role where you have to maximize your time or you will lose. If you don’t try to improve at time management (dropping chases that last too long, slug when needed, etc.). Like a CoD player has to learn what guns/play styles/vantage points work for him, a Killer Player needs to learn how to patrol their map & gen layout, use their power/perks effectively, and learn to read how survivors play.
There will always be players who are just not as good at a video game who will be quick to blame the devs and balancing. If Killer is as ridiculously stressful as some of you say, stop playing it (lest you get a heart attack, God forbid)!!! I enjoy the Killer role as it is a change of pace from the Hold M1 Simulator that playing survivor can be.
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This is why they are reworking maps, to cut down chases. Finally they are aware of the issue, so.. this is a good time to come back and play killer again. Im waiting anxiously for the updates.
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The issue I see with your last few sentences is I do want to play more casually but it is so easy to pip as a survivor that I am in red ranks before I know it. To be honest I used to use DC to stay in green but that is no longer an option. So I would champion it to be harder to rank up as a survivor, because I want to be a 9, not a 4.
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I don't feel like Ruin needed a nerf not even for new players it was actually a good thing.
When I started playing I was abysmal at hitting greats my games sucked of course but it fueled me to get better to change the outcome of my matches by actually getting the timing down. When I got so good at it I started running the Killer and now I'm amazing at both.
Nerfing the one great training tool for survivors was stupid a d the reason they gave was utter crap. If we go by the same logic they gave have the perks in the game should be changed by now.
Bhvr made a decision that made the game way to easy for veterans and way to boring for new players and way to hard on new Killers.
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Isnt it RE:Resistance?
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