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Survivor balance/ perks put too many restrictions on killer

For example,

  • Anyone playing this game for the first time will usually get advice such as “just don’t loop a survivor there” when chasing someone to certain structures like shack or main buildings on certain maps. This mindset is also drilled into you when facing certain perks.
  • Dead Hard - “just don’t lunge”
  • Decisive Strike - “just don’t tunnel”
  • Borrowed Time - “just don’t hit the person who was unhooked right in your face” or “just don’t hit the body blocker”
  • Unbreakable - “just don’t slug”
  • Boon: COH - “just don’t hit and run”
  • And now Boil Over - “just don’t chase a survivor to that tall structure” or “just don’t try and hook a survivor on the high ground”.

So then what happens when a survivor or group of survivors runs a combination of all those perks and plays around certain structures? Now the killer can’t lunge, chase multiple people or chase anyone to a certain place, can’t slug, can’t tunnel and can’t hook?

This is unfortunately the sorry state of killer at the moment and it’s no surprise more and more people are leaving the game. I think the way this game gets balanced needs a serious overhaul if the devs ever hope to retain new players, especially killers then things need to change.

I hope to see a future for this game where all killers are seen as a threat to even the most experienced survivor, not just the top 3

Comments

  • malibu_barbie_26
    malibu_barbie_26 Member Posts: 79

    Killers can kill by hooks, bleeding out, moris, or a number of perks/addons…tombstone, rancor, etc. Lets not forgot the one shots and second objective toting killers. Don’t forget killers already run faster than the survivors at base and run even faster in bloodlust.

    There are plenty of ways to kill and literally only 2 ways to escape. And pallets only get so many uses.

    So what do you suggest to make the game easier for killers to kill?

  • playhard
    playhard Member Posts: 279
    edited February 2022

    he just want balancing the game structure skill between survivor and killer, which this goal not achieving untill now even BHVR already launch SBBM.

  • Aidan_fowl
    Aidan_fowl Member Posts: 47
    edited February 2022

    Imagine unironically thinking at this point that survivors are still the power role... dude, you need to put more hours, you seriously lack knowledge of the current state of the game.

    Post edited by EQWashu on
  • Pulsar
    Pulsar Member Posts: 20,783

    Survivors do control the flow of the game.

    Power role? Idk. But Survivors are much more powerful than most of the Killer cast.

  • legrosporc69
    legrosporc69 Applicant Posts: 250

    Walk im not sure but im sure if the survivor would die on first hook it wont change much, most of the time when i play survivor the killer get his hook at the end and he get max 2 or 3 hook in the entire match and that because we ######### our rescue operation when the gen were complete

  • AngyKiller
    AngyKiller Member Posts: 1,838
    edited February 2022

    4 second-chance meta perks each, controlling the speed of the game via the gens, getting a free 6.25% (1 second) off the wriggle meter for no reason, another free 25% if the Killer drops 3+ inches with one of those second-chance perks, infinite healing with Circle of OP...


    But Survivors aren't the power role. Sure.

    Post edited by EQWashu on
  • CyberDragoon656
    CyberDragoon656 Member Posts: 960

    How about not making survivor perks so forgiving and weaker killers a buff to their base kits. Also for some of your options you can lose them easily tombstone even with infinite tier 3 can only kill one survivor cause after you do it decreases to tier 2,most hex perks atm are not as good as they used to especially thanks to boons now, rancor only works with obsession at game end simular to noed. Thanks to boil over multistory maps can make hooks useless,Unbreakable makes bleeding out an issue, Moris are prarically useless in most cases due to needing to be on final hook, only certain killers have access to instadowns while others do not, not to mention due to the game's broken balance now it also makes it an issue.

    While challenge shouldn't be a problem as of late there are good reasons to think survivor is easy mode and the challenge for some killers is fabricated rather than it being just because someone needing more experience.

  • Shenlong1904
    Shenlong1904 Member Posts: 293

    And killers have perks that do the same

    noed: Just waste time

    ruin: Just dont run away

    pain resonance: just dont get hooked

    pop: just dont get hooked

    thanatophobia: always heal when injured

    bamboozle: just dont use windows

    blood favour: Just dont use pallets

    Make actual arguments that only apply to one side, not both if you want to convince people.

    I do think some of those perks need nerfs, but this is not the way of conveying it

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Wait, you hook survivors more than once? What in the...


    Maybe you are doing something wrong, brother. I recommend not leaving the hook. You must secure it!

  • Oiry
    Oiry Member Posts: 218

    You forgot

    Soul guard: don't hit a survivor who was picked up from the ground

    Scyptic: don't hit a survivor who had his medkit disappear, BUT

    Syringe: hit them after the scyptic because it may be an instaheal

  • anarchy753
    anarchy753 Member Posts: 4,212

    In nearly all of those examples you get to see that the perk is in effect before it punishes you, or it is a reward for the killer winning a chase. In other cases you can outright remove the perks from the game.

    Unlike on the survivor side where the killer has to play like a good little punching bag whether the perks are there or not, because they're invisible until after the killer has already been punished, and you have to assume any given one is in effect.

  • Shenlong1904
    Shenlong1904 Member Posts: 293

    so is noed, so is pop, so is bamboozle, so is pain resonance.

    point?