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Killer is the 'power role' so it needs to kill more
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All of those things you mentioned for the killer is simply part of a single task. Mindgaming? That's simply chasing a survivor. The survivor has to also mindgame but it is harder for the survivor because you have to always react to what the killer is going to do, and is always moving faster and variable speeds. Don't forget killer is rewarded for playing badly on top of the already having the advantage in chase: Bloodlust!
Why should a single person versing 4 have a much easier and less tasks to do that the other side comprising of 4? Why does the killer win when all 5 are playing at about the same level?
The 4 survivors requires a PHD in DBD school for all 26+ killers. Why is it fair for survivors to be at an inherent disadvantage at every single level on top of requiring learning how to play against all of those killers? Every killer player has to only learn one survivor because survivors have no abilities, only weak perks that turn off at the killer's convenience. Killer perks are way stronger.
Not only do survivors have to finish extremely and painfully long 90 sec gens, they have to save teammates, be proficient at running the killer with bloodlust, loot chests to be able to heal since self-care is horrible, find hex totems, bless totems, open gates, heal teammates, and so much more.
People DC because the game is unfair and unbalanced. The game is too hard for survivor to win while not requiring the same amount of effort from killer. This shouldn't be that hard to understand.
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If the devs said they where okay with these numbers then so be it, what good is complaining?
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You make a fair point.
I wouldn't want it to be a killer curb stomp every game either.
I also agree that overall kill rates are a rather poor statistic to base much on other than an interesting side note. Relative stats say more than blanket stats, but we don't really have those.
Even with this in mind, you'd probably still want to see a slight killer bias in outcome, as it demonstrates at least on a surface level that the games primary threat is real and has a tangible impact on games.
I'd say the sweet spot for DBD would be median range that lay within a 2K-2E to 3K-1E predicted outcome.
One death should be pretty typical, in fact almost expected, so the ever present threat of elimination is tangible but 1-2 escapes is not out of the realm of possibility, making escape a realistic outcome but also a high stakes reward that may pit the survivors against each other at some point too.
Like a real survival horror.
I guess the goal is to attenuate the snowball effect that happens, often very rapidly, when one side starts to overtake the other.
How they go about that... well I'm not sure, it all sounds good on paper but how to put it into practice??
Maybe progressive mechanics that change based on player objective i.e as gens get done killers gets stronger as the entity angers like a built in fire up, while as survivors die their team mates are emboldened to escape out of desperation, making faster gen repairs or maybe easier skill checks, shorter debuff durations etc. Maybe?
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Get used to it. We're a mostly competitive community, whether the devs meant for it to be a party game or not. They're all over the place with their balancing, sometimes balancing for high level and sometimes balancing for casuals. Sometimes casuals want to talk about balance while also claiming to be casual, and that's what causes problems: people who don't understand the game deciding what's balanced and what isn't. Side rant aside, this is a competitive game. It's not balanced for eSports but it should be.
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