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Be glad we have the hassle with the performance right now, cause tofu posted a new vid...

and oh boy is it the ever same 'the new killers are boring and unfun because they totally have no counterplay if you try to run your loop-juke-genrush MO' spiel

Comments

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    nemesis and trickster I agree.

    Granted:

    With Nemesis I have to agree with pixelbrush's assessment that he's a killer for new players to show them the ropes, in a way.

    Trickster is a mess. He's all the weaknesses of Deathslinger, Huntress, Clown and Plague combined without their strengths, and he's be better of with a complete overhaul giving him a different power on the whole.

    But Deathslinger and Twins?

    To me they stay the prime example of people's unwillingness to change their loopy-jukey-genrush MO. Slinger's main counter is in his map and backstory: He's a bounty hunter, the counter is stealth. Will the matches take longer? sure, but it's a killer where you can show off how well you know what killers can see, where to hide etc.

    The issue with him is more that we don't have dynamic map creation, nor are the devs brave enough to bar killers like him from using perks that make him unfair (like M&A)

    And twins? similar issue: people are not used to killers they can't face with one MO, and Twins also do get some unfair advantages on some maps (while on others survivors get unfair advantages against them).


    So, the fault isn't on these killers, it's on the community and on the devs unwillingness to really shake things up (maybe out of fear of the community)

  • Crowman
    Crowman Member Posts: 9,597

    We don't really have a killer whose power is to be good in the 1v4 aspect. The closest we have is Legion who can run around and attempt to spread deep wounds on an entire team of survivors at once, but it's easy enough to split up against him that it really fails to live up to much.

    But also I just really hate the term "guaranteed damage". Being good at a killer should net you being able to use their power for hits and for killer powers that can quickly end chase then they should lead to to quick downs. Saying a killers power is "guaranteed damage" to me just sounds like dismissing any kind of skill component and I hate that mentality that seems very prevalent in the community lately.

  • GeneralV
    GeneralV Member Posts: 11,722

    They have counters, but that doesn't them fun imho. They are unfun because their powers are unfun, not OP.

  • WeenieDog
    WeenieDog Member Posts: 2,184

    Then you get people saying a killer's power is weak because the counter to the killer is to hold w and never let them use their power in the first place.

  • Red_Beard
    Red_Beard Member Posts: 550

    They have change their MO though. It is changing to shift w and pre drop pallets. As a killer, I find this style more boring to play against than someone you tries to loop that I have a chance to mind game. And it is boring on survivor too.

  • Nebula
    Nebula Member Posts: 1,400

    Deathslinger is so unbelievably unenjoyable to play against I’d honestly rather play stridor spirit

  • GeneralV
    GeneralV Member Posts: 11,722

    I would take 1000 Spirits at the same time before going against Ghostface.

  • Pilot
    Pilot Member Posts: 1,158

    Is it because of the constant leaning back and forth behind walls so you can't reveal him or because the reveal mechanic is kinda iffy?

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
  • GeneralV
    GeneralV Member Posts: 11,722

    Both. And much more.

    There is just somethin about him that gets on my nerves, ever since his PTB.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited June 2021

    So, I do disagree with a lot of what he said on which killers are unenjoyable, but it could just be me.

    For example he said they have unenjoyable 1v1s. But, I actually enjoy playing against Doctor and Nemesis. Twins fun to kick the bebe. And I prefer to be slugged over hooked. And twins suck at hooking. Although yes Deathslinger can be oppressive in 1v1, but he kind of needs it because he has no good mobility or snowball

  • Brokenbones
    Brokenbones Member Posts: 5,229
    edited June 2021

    He's wrong about Doctor, a good doctor is oppressive but certainly not unbeatable and there is counterplay. You can do something against him, even if it's just pre-dropping pallets.

    Nemesis I think it's too early to say, his power can be oppressive at pallets/windows but...So is Huntress? I didn't see him complain about her? They legit have the same power with respect to pallets and windows. They're usually death sentences if the killer has a brain

  • lucid4444
    lucid4444 Member Posts: 682

    I like making deathslingers miss their shots and kicking the twins baby in the face. I'm not sure why so many struggle to wrap their head around the concept that some things can be fun for some people but not for others..

  • White_Owl
    White_Owl Member Posts: 3,786
    edited June 2021

    I agree that lately we're getting a lot of 1v1 killers, but people have been complaining about looping for ages. The general consensus has always been that survivors should be scared of the killers and not be able to loop them for ages. Saying "fix maps" is easy, but overall it makes more sense to make killers stronger in chases.

    Also there were attempts at killers who were weak in weak in the 1v1 but strong in the 1v4: the original Freddy and Doctor, and they both had to be reworked because killers couldn't stand being weak in chases and survivors couldn't stand being pressured while outside of chases. (I'm over-simplifying of course)

    In the end I can't say if the evolution of the game is good or bad, but I don't think it's out of the blue: it's happened/ing because that's what people want.

  • KateMain86
    KateMain86 Member Posts: 2,374

    I think DBD needs a non ranked mode where players don't give a crap about evaluating every part of the game on whats good in any particular situation and instead just care about playing a scary horror game.

  • DarKStaR350z
    DarKStaR350z Member Posts: 765

    Fun is completely subjective and what is fun for one side is not necessarily fun for the other.

    I hate going against SWF, flashlights and all the stun perks but I just accept its part of the game and if I really found it that 'unfun' then I would just have to play something else.

    I love playing against Spirit and the stealth killers but not the chainsaw ones, and as much as I kind of hate Hag\Trapper I also kind of enjoy the uncertainty these killers bring.

    I think the most 'unfun' thing I can imagine is if all killers end up homogenised and feel the same to play against; running pallet to pallet. I like to have to adjust my playstyle depending on the killer I'm playing as or against.

  • M1MASTER
    M1MASTER Member Posts: 352

    Yeah but look at the prime killer that's deemed "most fun"; Billy. He's been extinct for basically a year now. No one plays him anymore, new players don't care about him, and the only content creators who cared enough to bring the topic back again of his nerf were Otz and Scott.

    I haven't really seen any survivor main asking the devs to change him, all i see really is complaining about the next trendy killer. If you gut Billy which was a very pick before the nerf, what do you think people are gonna go play?

    Otz put it very well last year: "if you're a survivor main and hate Billy, you don't want him to be nerfed too much because you're gonna see a lot more Spirits"

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    That's not changing the MO. That's adjusting it slightly. People try to face these killers by engaging them in chases, which... They point of them is that you don't do that.

    Changing MO would mean you show off how well you know the map and the killer's field of vision. no slightly altering your loopey-jukey routine

  • Devil_hit11
    Devil_hit11 Member Posts: 9,163

    I don't think his statement that the killer he named have no counter-play are true.

    Just poke at few of his claims.

    Deathslinger is ranged killer, this means the entire point of being a ranged killer to hit ranged shots. It is true that deathslinger shot is unreactable at 10 meters.... but keep in mind that a lunge is 8 meters. so if he is in distance to shoot you with his "unreactable shot", he is most certainly in range... to also hit you with M1. The entire point of deathslinger is to save time efficiency by taking 12-18 meter shots and at 12-18 meters, his shot has leading... meaning it isn't hitscan so he has to shoot where he "thinks" your going to be in next 0.5-1 second. Also if your looking behind you, you can see deathslinger's hand motion when he lifts his gun and there is also a sound cue that plays when he is ADS and there is time to move left or right. In a sense he has 1/3 chance in guessing right, he either shoots at you, to left of you or right of you.

    Generally, deathslinger tend to shoot at you, but if they notice your always dodging right, than eventually they'll shoot right and you'll walk into his spear. So its not deathslinger has no counter-play, its that reads you have to make against him are different from other killers.

    Its sort of the same logic for other 3 killers he names. Twins is about predrop pallets because victor cannot break them and playing the pallets. some of which are very safe like long-wall-short wall. victor also cannot vault windows so long wall windows vaults tend to be very safe. Making distance away from charlotte is key to defeating them. This is because if victor cannot win the loop, twins has to recall and walk to the loop and break it or abandon that chase with victor meaning your effectively wasting the killer time. Victor also has charge time-up time and he has travel time for his pounce, so forcing chalotte to do longer range pounces is often more risky than doing pointblank ones that are very easy to hit. It also pays to understanding how far victor will pounce when he misses, so you can walk to him as he is flying+recovering so you can be ready to kick him.

    Nemesis is like short-range huntress, he is all about hitting survivors during animation lock of vaulting a window or animation lock of putting a down pallet. so basically his game is all about bluffing the intention to drop a pallet and doing extra loops. his attack is quite hard to dodge out in the open because dragging-tentacle strike technique but realistically, every killer will make you lose health state when your out in the open with an M1. if nemesis continues believe that your bluffing and will not put down pallet, he will eventually walk under pallets where you can vacuum drop pallets on top of him.

    all the killers are loopable, it's just that they have a lot more to their gameplay compare older killers like (Myers) where it's just loop 2-3 times.. drop pallet, break rinse and repeat.

    I know he's been saying that he would wish developer rework loops to make them less safe, but they've reworked every map except for swamp maps, red forest maps and haddonfield and none major safe loops have been changed as survivors find these loops "fair". I doubt they want to do that because if all the loops were unsafe, every map would look like dead dog saloon or Midwich elementary school. I am not sure what he means by the time efficiency, some of their time efficiency are good like deathslinger missing shots rewards the survivor for predicting shots... where as other ones like nemesis infection is just drawback for no apparent reason. Twin's is design issue which sucks because twin's had good potential to be strong killer that ended up being nothing.

  • DBD78
    DBD78 Member Posts: 3,470

    I find Twins a bit fun to play but most new killers is boring to play and boring to play against and it's not good for the game. But as Tofu said changing maps could be the answer, but not gonna happen is it.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,378

    Except that you dont make them miss their shots, it is them missing. There is not really input on the Survivor Side against Deathslinger, if they are good, the Survivors cannot really do anything.


    @Topic:

    Tofu is right with his video. If we look at the Killers released after Oni, they all have the same pattern - except for Blight, who is branded as one of the most fun Killers to play and play against, because he does not follow this concept.

    But I would say, it is too late now, now we have the Shift + W - Meta and way too many Killers with oppressive Chase Potential.

    I also agree with Tofu on Maps. Maps should be desigend with TONS of unsafe Pallets which are playable for both sides and just very few safe ones.

    This would have multiple advantages:

    • Killers would not be forced to kick Pallets right away, making Chases more interesting
    • Good players can actually utilize those Pallets, making them more skillbased than just running structures
    • Because there are many of those Pallets, bad players cannot really screw their team by wasting all the ressources. A Rank 15 Meghead blasting through multiple Jungle Gym Pallets will hurt her team more than the same Meghead playing unsafe Pallets

    BUT for this, obviously, Bloodlust needs to go, however, we all know how much handholding Killers need and that nobody can expect them to play without their free Speedboost for playing badly.

  • FengisKawaii
    FengisKawaii Member Posts: 309

    I wanted to give you an upvote up until I read your last paragraph. It strikes me as massively ignorant. In the 15s it takes BL to kick in, they didn´t even gain 10m on you, so unless they get a jumpscare on you bc you were listening to music they are bound to get it whether they play well or not. Let´s also not pretend that tons of tiles weren´t 100% save even when they reach BL3 (at which point the game is over anyways).

  • Jasix
    Jasix Member Posts: 1,245

    Well if Tofu said it then it must be true!! (sarcasm)

    Eyeroll

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    look at the post above you.

    Look at them agreeing with the following sentiments:

    • There should be no killers that are strong in chases
    • because no killer should be strong in chases there should be more unsafe pallets
    • chases are the only fun part of the game
    • all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking.

    I don't see much of a difference between holding w and running up to a loop and hoping the killer will actually let one indulge in one's little superiority complex

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    People don't understand that OP and oppressive are two different things.

  • Jasix
    Jasix Member Posts: 1,245

    I wasn't replying to anyone - I was making a statement that Tofu's opinion on this game means no more or less to me than anyone else.

    Just because he streams and plays a lot - doesn't validate his opinion over yours or mine, but some people on these forums take his and other larger streamers opinion as facts and gospel.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,378

    Dont you see how you are contradicting yourself?

    • "because no killer should be strong in chases there should be more unsafe pallets"
    • "all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking."

    Unsafe Pallets are not "loopy-loop without thinking". Players actually have to outplay the other side (except for Bloodlust of course, this allows to make it "without thinking" for the Killer).

    And if the Killer cannot run unsafe Tiles, they are not good enough.

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742
    edited June 2021

    no contradiction here:

    Tofu wants killers like Deathslinger gone for good/not be able to cut chases short. Thus removing his ability to end chases especially at unsafe pallets.

    So, the demand here is pallets that give the killer the feeling they might have a chance, but really just make the surv feel good about their 'looping skills'


    exactly. that was what I was referring to. the post above you did exactly that. take some BigNameStreamer's (tofu in this case) word for the ultimate truth

    EDIT:

    I think the CORE issue is that all these videos boil down to one thing:

    People's definition of what is 'fun' in DbD. And looking at videos, rants and posts of this kind, it would seem that, as mentioned, the definition of fun (for them) is being able to engage the killer in a chase.

    All other kinds of 'fun' are the 'wrong' kind. You find fun in playing cat and mouse with the killer/survivor? Wrong kind of fun.

    You are bad at chases as survivor? Git Gud, you are 'ruining' everyone's 'fun' because you can't do chases.

    and so forth

    Post-Oni killers (and heck, even pre-oni killers like hag and nurse) are meant to shake up the gameplay and provide variety. Variety that people like tofu apparently don't want because it let's other people have fun instead of catering to their idea of what's 'fun'

    Post edited by MeltingPenguins on