New Player Perspective and Feedback
Hey there.
So, I started playing DBD on October 30th, 2020, according to Steam. Since then, I've clocked about 109 hours. For context, this is also the first game of this genre (asymmetrical horror) that I've played and the second asymmetrical PvP game I've tried. (Breach being the first one.) With the time investment, the only Teachable perks I have access to at this time are Jake, Nea, and Hillbilly, so any comments about slotting in other perks is going to be moot.
There's two things that jump out at me:
1) There's a significant number of Survivors that are impatient, rude, and pretty toxic.
Survivor side example: We're on the map with the garage station, I'm on a generator as a Survivor, and I have Kindred, so I can see the Killer (Pig) starting to look around on where to go after hooking someone. So I'm getting ready to bolt if she starts heading my way. Another survivor runs up and starts spinning in a circle next to me. I'm about 2/3 of the way done with the generator and hoping to finish. So since I didn't immediately stop what I was doing to heal him, he runs to the nearest locker, does a quick entry and quick exit. Of course that gets Pig's attention and he gets slashed. I also run away while he's making noise because I don't want to get caught, but switch to walking as soon as I get behind a wall. He then tries to draw Pig over to where I ran after getting hit once, but I'm already out of sight and not quick to get to before he goes down. Once he's hooked, he immediately tries (and fails) to unhook himself until he gets to the struggle point, and suicides.
This is within the first 5 minutes of the game.
Yeah, we didn't really have a shot of surviving that, and yes I reported him.
Killer side example: I'm on Hillbilly. Given my limited perks, I'm running Lightborn, Tinkerer, Iron Grasp, and Bitter Murmur. I run into so many Survivors who love flashlights that Lightborn is a permanent perk. They also LOVE to swarm the hooked Survivor almost as soon as I hook them, to the point where I can walk away for about 4 seconds, turn around, and see scratch marks. At the end of one of these kinds of games, one of the survivors goes off on a tirade about being camped.
What exactly do you expect the Killer to do when your buddies make it very clear they are already there?
So here's the feedback for that:
- There should be a punitive measure for Survivors who intentionally suicide quickly in a game. I don't care what the measure is, as long as it keeps those players out of the matches. Maybe have a hope counter, tick it down by 1 each suicide, increase it by 1 to cap each daily reset, and if it zeros out, don't allow them to play Survivor for however many days it takes to refill it up to full (at one pip a day), with the meta excuse that they don't have enough hope to make the Entity satiated?
- While there is the incentive for safe unhooking, there should also be an incentive for fast re-hooking. If the same hook is getting constantly re-used quickly (like less than ~10 seconds between each hooking), the killer should get a buff of some kind. Movement speed would be great, but I'm sure people have other ideas of what could be good there without being broken.
2) There's a reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeally steep learning curve.
I lucked out, in that I do have friends that I play with when they have time, and they give me tips and pointers when they see me mess up.
They really shouldn't have to.
For example, I had no idea until this week that you can't hide in lockers against Huntress because she can see you in them. I haven't even gotten to playing her yet. Compound that with learning lockers block Barbeque & Chili because it's aura reading, and it sets the expectation that Huntress players are likely to be running Barbeque & Chili, so you should assume she's coming for you if you are not close by.
Unfortunately, I don't have a solution to offer for this that wouldn't spoil what each side is running to the other party.
Comments
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Actually, I just thought of something for the learning curve. For the Survivor, if after running into the Killer, interacting with something is detrimental, the action could be tinted any other color.
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From my understanding, when she checks the lockers for hatchets, she can see you in there. So Huntress as killer == don't use lockers at all. My survival rate went up significantly against her once I found that out, because she always seemed to know I was in one.
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Sorry, I had added an extra comment because I realized what I said wasn't very clear. Basically hiding in lockers against Huntress was handing her a free hook. I haven't leveled her bloodweb up enough yet to see it from the Killer perspective yet.
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I am still more of a stealth player than a looper, and only hide if I hadn't been seen already, so I can't testify as to if she was out of hatchets each time, but I just leveled up her bloodweb enough for 3 perks, and will see if I can tell.
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Welp, I keep forgetting to empty out her hatchets when someone's in a locker. On the bright side, I got Adept Huntress.
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