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The Tutorials Are To Blame For Balance Complaints

DarkWo1f997
DarkWo1f997 Member Posts: 1,532
edited September 2018 in Feedback and Suggestions
I’ve been playing since mid-August, and I feel there’s a reason why there is such a huge skill gap in this game, and why high level and low level play complaints are so different. One side has stuck around through the frustration long enough to figure out what the hell you are supposed to do in chases to evade the killer when there is no pallets left. How to stun the killer who has a survivor in his grasp, how flashlight stuns work, how to lose the killer mid chase by crouching in certain areas or environments, etc. For both sides in fact, chases seem to be where almost all of the frustration is for new players. 



If there is one thing I have noticed, it’s that the tutorials are so vague, for both sides. 


Survivors and killers alike call for nerfs because they don’t know how to play against their opposition. They aren’t taught how they are supposed to do that. And given that the game really only lets you move in any direction with the closest thing to a dodge mechanic being dead hard, it leaves a lot of survivors absolutely dumbfounded and upset. It’s no wonder they think the killers are too powerful, they have barely any options without pallets. I’m not saying there should be some sort of dodge mechanic, I’m a one-trick killer main, but the tutorials are the equivalent of teaching an infant to doggy paddle and then hurdle him into the deep end and say, ”good luck little buddy!” 


For killers, it doesn’t teach them how to effectively chase targets, counter loops, or even introduce the mechanic that they can choose to either break or go around a pallet. The tutorial doesn’t even show you what you should be doing when you hook a survivor. It misleads some new players into thinking they are supposed to stay at the hook and guard it until that meter drains to zero.  And I can’t blame them, the game is telling you how much time they have left, so it must be important that it’s telling you that right? 

but it gets worse. Killers get a 10 second practice to chase an AI controlled survivor in an incredibly small environment with one single pallet and window.  The AI face pegs and drags along the walls when fleeing from the player and gets stuck on objects sometimes. When it’s working properly it runs in a straight line, literally what no survivor will ever do after they play three matches. The AI doesn’t utilize walls and trees to juke the newcomer and show him what he’ll be up against.  The player has no idea what chases will look like when they are given a bad representation in a program meant to help them learn to play the game by the book. 

This leads killers feeling frustrated and unsure of what to do when being looped in a safe route with multiple windows and pallets to favor the survivor too much.  This gets even worse when they try to figure out why they are doing so awful and think, “Gee, survivors can be a real problem, I should probably make sure that the next time I get one, I stay and make sure that they can’t get away.”

There are still killer mains to this day who defend camping because the tutorial doesn’t even discourage it. It’s so vague that it seems like either way will work and has been implemented by design to promote both play styles. Spoiler alert: it hasn’t. So it seems like a legitimate strategy to them.  

As for survivors, it’s not as dreadfully vague as it is for the killer, but still terrible. The whole crying over camping ordeal probably came from the fact that the tutorial even outright states that the killer will leave after hooking a survivor, suggesting that the game has implementations in place that are perfectly clear to the killer from the get-go to make sure the killer is encouraged to leave the hooked survivor alone while they are hanging.  

This again causes a huge problem, now survivors will flock to hooks at rank 10+ Under the impression that if the heartbeat is faint, the killer will not be looking at the hook. But the problem is the killer doesn’t know whether he should be watching the hook or not, and the killer notices the flock, and then guess what? He’s gunna stay near the hook because free hits and kills. Where as in the lower ranks survivors will wait for the heartbeat to be gone, and make sure they give the hooked Survivor at least 10 seconds before making the save attempt to make sure the killer has had enough time to lose interest and resume the hunt. 

When I run into groups of survivors that are clearly communicating, and I see the odd one out that has slower reaction time and isn’t very responsive during chases, I often only down them to give them numerous chances to learn and experiment with chases during the match. I am so afraid of destroying someone mercilessly and making them feel like there was genuinely nothing fun about that match. 

That’s right, survivor guilt is present because us killers pity the inexperienced. The contrast is clear as day when you’ve got 3 jukers and one guy that can’t even run from you without getting himself stuck in a corner or snagged onto something. We have no where safe and open to experiment and learn the game except through raw experience, and that raw experience is very frustrating when you don’t even understand what you did wrong or what you are supposed to do on certain maps when chasing or being chased. 

i didn’t even know that the entity arms around a player icon meant they were an obsession or had decisive strike, until well after my second week of playing. This is bad fellas. 

This forms bad habits for the killer, and the survivors to feel like the killer is playing dirty, when to be honest, I don’t think the killer has any damn clue what exactly he’s supposed to do in that situation. 

Both sides are frustrating for quite a while until you finally figure out the techniques that the game should have shown you when you first started. I’m not talking about doing 360s’. I’m talking about making sure you find pallets during chases, and other methods on how to widen the gap between you and the killer during chases. 

The game tries to emphasize that it’s important to be stealthy as a survivor, but again this doesn’t mean chases don’t happen. It’s just... Vague. All of it. 
Post edited by DarkWo1f997 on

Comments

  • Esheon
    Esheon Member Posts: 568
    I don't really understand this recent "blame the tutorial" trend. A tutorial should just give you the basics and let you figure out the rest on your own. That's what this tutorial does.

    As for blaming the tutorial for "Balance Complaints", the tutorial was added to the game in May of this year. Before that, there was no tutorial at all. I'm fairly certain we had balance complaints prior to May 2018.

    Tens of thousands of players learned every aspect of this game without a tutorial. Read the descriptions of the perks, items, and add-ons. It's all there.
  • Master
    Master Member Posts: 10,200

    Tutorial speeds up the process of "git gud" and even that is detatable.

    The problem DBD has that it is unbalanced at average/high level. I cant see how thats the tutorials fault

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    edited September 2018
    Esheon said:
    I don't really understand this recent "blame the tutorial" trend. A tutorial should just give you the basics and let you figure out the rest on your own. That's what this tutorial does.

    As for blaming the tutorial for "Balance Complaints", the tutorial was added to the game in May of this year. Before that, there was no tutorial at all. I'm fairly certain we had balance complaints prior to May 2018.

    Tens of thousands of players learned every aspect of this game without a tutorial. Read the descriptions of the perks, items, and add-ons. It's all there.
    I’m new and didn’t know it was added recently. I’m mainly talking about us console players.


    On Xbox it’s a 50/50 mix of people who know their stuff when it comes to learning games and what to expect with their tech, like FOV sliders, difficulty settings, METAs and what not, and then you’ve got the normies. People who play for fun and causally, to the point where they don’t even know that most games allow you to turn the music volume off in the options menu. 
    Post edited by DarkWo1f997 on
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  • DocOctober
    DocOctober Member Posts: 2,230
    edited September 2018

    An updated tutorial honestly wouldn't change much. Many gamers outright ignore tutorials or guides.

    And as was pointed out, they definitely aren't the cause as they were added with 2.0.0, meaning officially in June on PC and even later on console. The game has had balance problems ever since early 2017 or even late 2016, depending on the POV.

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532

    An updated tutorial honestly wouldn't change much. Many gamers outright ignore tutorials or guides.

    And as was pointed out, they definitely aren't the cause as they were added with 2.0.0, meaning officially in June on PC and even later on console. The game has had balance problems ever since early 2017 or even late 2016, depending on the POV.

    I agree doc, what I’m trying to say is if the game told you how to evade the killer more effectively, or how to chase survivors more effectively, they wouldn’t be so frustrated while learning the game. 
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    Back in my day you played the game to GIT GUD. Or if you were rich you would buy a Nintendo Power magazine...kids these days.

  • kisow244
    kisow244 Member Posts: 13

    I honestly think the tutorial has absolutely zero to do with meta.

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532

    Back in my day you played the game to GIT GUD. Or if you were rich you would buy a Nintendo Power magazine...kids these days.

    Oh I’m not bad at all, rank 1 killer, but I pity those that get frustrated with the game. It’s not fun to think someone isn’t enjoying the game while you are.