Killer is way too powerful (From a Solo Queue opinion)
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TT is a killer main at heart and survivor mains therefore don't like him. About one year ago TT said : we should push for hooks not kills. Otz said nah kills are better. Look at the state the game is in where only kills matter and Tunneling the first person is the normal. True was right.
Also isn't it just dumb how terrible some of the people Otz play against compared to True? That seriously makes me think the devs have waved a magic MMR wand to make OTZ have different MMR.
If you make him look good as a fog whisperer then more people are interested in buying the game - which makes the company more money. BHVR can prove this doesnt happen whenever they want by letting players opt in to see MMR after a game's conclusion.
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i disagree. but it's okay that you feel that way. since it's an opinion after all. let me share an alternative view.
swf is too powerful. killer is fine. solo survivor is fine
solo play as a survivor seems weak because you're supposed to be weak and scared thematically.
swf takes all of that away because you're being given a ton of resources you wouldn't normally have. teamwork and communication weren't supposed to be part of the game initially and are still no technically part of the game (no voice chat. players have to use discord or party chats)
as a solo player (which is how the game was originally designed) youre meant to have trouble determining what the other survivors are trying to do. that's the intended purpose of aura perks. playing certain characters can also give your teammates an idea of your own playstyle. however, it's likely to be ignored since most players are going to be concerned about the cosmetics aspect (cough cough - jane'strunk and david's washboard). this is why it's so important to run perks like empathy, bond, and kindred - at least one. or dont 🤷🏻♂️
there are also solo survivor builds designed to aboid everyone and everything and just get out through hatch, but the thing about this game is you're not gaining anything from hatch seeker builds. at the end of the day all you really have for progression is bloodpoints, xp, and emblems. tomes in the archives give a fun way to earn them and daily challenges give some quick cash ones.
surviving against a killer isn't mandatory to make progress. so i'm honestly curious how you spend your time in a match if you're not breaking 30-40k in score a match.
-as someone with +700 hours on one of multiple accounts and plays primarily solo.
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300hrs on a mix of survivor and killer? That means you're basically still new to the game. I doubt you have even encountered all killers in 300hrs. Some are so rare. I have 1800 hrs (around 450hrs on survivor I think) and even I have barely faced all the killers.
Let's break down why killers feel so powerful to newer survivors. When no one knows how to loop, where to find gens, what to look out for and how to take the killer away from their team mates or other important things, the killer is an absolute monster. An unstoppable force slaying through survivors left and right with what looks like minimal effort. That is because the skill floor for most killers is very low. Even if you have no clue how to use a killer's power you can (mostly) just run after the survivors until you catch up and get a hit. However, as soon as survivors learn how to play their part and how to delay the killer that will no longer suffice. There are many, many, many compilations out there of survivors looping killers for eternity with nothing other than a single window and pallet. That is why all killers have at least some kind of an anti-loop. All of them, no exceptions. To be able to force survivors in lose-lose-situations and guarantee a hit eventually.
As soon as you become better at looping, navigating and tracking of perks, survivors and the killer you are a force to be reckoned with. SoloQ relies on at least 2 people being good with the other 2 not throwing or the killer being new and not knowing how to capitalize on survivor mistakes.
TL;DR: Survivor is hard at low levels but as soon as you get better, killers will have a rough time going against you.
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Killer isn't too strong, it's that matchmaking sucks. If you get four survs of similar skill, solo really isn't bad (provided MMR didn't hook you up with a 10K hour killer).
The new changes coming will help, but the really boogeyman for soloq is the matchmaking, not OP killers.
Barring some major changes that probably aren't coming, this game is never going to feel fair/balanced to everyone.
But as others have said, 300 hours is just dipping your toes in the water. I'm over 3K hours combined (almost evenly split) and I have many moments when I get frustrated by imbalance and my own shortcomings.
If knowing that's it's gonna take thousands of hours to proficiency seems like too much, I might bail now as well. I'm not sure I would have stuck with it if I knew how much of my life DBD was gonna eat, tbh.
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It's impossible to balance the game that well. Without totally removing killers that are ineffective or OP. In an ideal world evrytjing would be perfectly balanced but asymmetric games the blance is going to be a nightmare. Especially since bhvr needs to release a new killer every 3 months. They can't really do much work on older ones.
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Not saying we need to balance solely around new players. But the game does need to be accessible. Atm the skill ceiling is crazy high for a new surv.
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The thing with Survivor is it only takes 1 bad move to snowball the game into a loss. And in SoloQ, when you aren't aware of what your teammates are doing, it's a lot easier to run into that one bad move. That's not necessarily the killer being too strong though.
I think the new update with icons will help a decent amount.
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I would say that's not true. If there was an exemption that killers without movement powers only played on maps 9200m² or smaller then that would make them a lot more interesting to play.
Or if we added a killer only teleport that might fix certain maps. Imagine for example if the killer could teleport from one end of this map to the other end by moving through some kind of "gate". See the yellow dots? What if every killer lacking serious mobility could use a teleport like this on "large" maps.
If you are familiar with Monster Hunter World you know that the big monsters could take shortcuts the player (who in this case would be survivor) could not.
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honestly i wonder how people still follow otz after seeing what survivors he will face compared to other people (don't get me wrong, he's good at entertaining people, but the amount of BS that he says sometimes is astonishing, especially with builds that normally it won't work aganist DECENT people)... me and him are playing 2 completely different games under that aspect...
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I already gave up after 3,150 hoours. (last played 19. Jul 2022) and why? It's not about making killers strong, it's about nerfing survivors to unplayable state. For me? Last step was nerfing Iron Will. Only perk, that make this game fun and intense.
Check my funny videos, and see how many times it saved my life and what funny tricks i could do because of that. :)
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The game isn't balanced for solo queue currently.
The variance in skill level is too large, paired with the constant killer buffs to account for SWF. Solo queue is a waste of time with how often your teammates throw the game, act selfishly for no real reason, or disconnect when you would have won. The game encourages killers to camp and tunnel, granting an easy victory should you remove a survivor before three generators are done. The meta is stale on the killer end, with too many synergies on a single aspect of the game inflating kill rates.
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Its so sad to see that so many people think or know that Freddy has reached the floor of the Tierlist 😭😭😭
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This is a man that had his movement speed slowed when using his snare.
I mean wut.
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That's an interesting suggestion. I prefer the teleport gate idea. Locking certain killers out of certain maps isn't ideal, especially when you look at map offerings.
Would need to make aure the teleport gates arent too near a gen to avoid more gen situations. It could make a loud noise prompt so survs know killer is teleporting and have a few seconds windup and cool down.
Could definitely benefit trapper, doctor, artist, deathslinger, bubba, nemi. To name a few. Deliberately leaving huntress out because she can snipe from silly distances.
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Lol try play killer at top MMR, and then you can speak. And don't play only nurse, blight and spirit, try playing at top MMR with sadako for example and let us know if it's easy.
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Turning the camera with a controller is wayyyyy slower than with M&K. It's not that we don't wish to look behind, it's just so sluggish and time-consuming to do.
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this is not true, i played probably 1k hours on controller before switching to m&kb and was able to look behind fine in chase, if you aren't looking behind you in chase then you are not playing the best you could, you probably look like a noob to the killer and get tunneled thinking you are the weak link, i've heard many killer streamers mention players not looking behind them and how easy prey they are and i agree, if i see someone like that, chances are they are new or lost, you just have to suck it up and stop being lazy or hover in low mmr forever
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I did the same to be honest - but that was a time when Billy had better steering with the controller than he did with mouse.
Now to be honest we used to change the controller sensitivity back in 2016 by editing files. We asked the devs and they said it was fine.
You can't really do that on console.
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I would be fine with huntress having no teleport.
And for sure the teleport would have a sound and likely a 45 second cooldown.
Locking people out of maps would not be an issue. The offering would just get tossed out unless the killer used the addon and chose to be sent to that realm. Trapper plays just fine for example on the Ironworks of Misery.
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It is much slower on Xbox, the input lag & dead zones for the joysticks is noticeably worse, especially when I play killer. M&K support isn't coming for this game on the consoles, and the $250 adapter doesn't function correctly on Xbox, although I apparently does on the PlayStations.
Members like @BloodShade have written small novels on this forum about how awful the controllers work for this game on the consoles.
This link https://forums.bhvr.com/dead-by-daylight/discussion/comment/2497517#Comment_2497517 brings up some of the limitations of playing DBD with a controller on console, and there are many more.
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IMHO I did not start getting paired up with survivors of equal skill level until nearly 1200 hours into the game. So there is that problem of MMR as stated before, but keep in mind a close mmr match is usually not possible when you are trying to balance the amount of time spent in queue as well. That being said, when playing g solo, you need to balance what you wanna do. Build around information perks that let you know what your fellow survivors are doing. You can't play solo and expect group perks to work well. There are definitely other options for use on solo queue. Also, the more you play, the higher your mmr typically gets naturally and you will eventually get to a level where solo queue survivors are able to break ankles. There are plenty of solo queue streamers that break ankles. And run killers. Can watch some of them and learn from their tactics. I watch other people play as much as I play usually.
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TOTALLY AGREE.
SWF and comms isn't the game changer everyone makes out. I've always played with at least 2 and I escape the same amount of time as when we played as a 4 man on comms with 2.5k hours average as when I play as a duo.
SWF is extremely broad term and there are huge degrees of efficiency between them.
Scott Jund literally just did a vid a couple days ago and he said he went from soloQ average escapes at around 2/10 games, then to playing as a 4 man SWF and his escapes went up to 7-8 or so on average - HOWEVER NOBODY WAS ON COMMS. It was purely that they were efficient and playing to a higher level. The comms weren't there so didn't affect anything.
SoloQ is weak as i'm sure we will find out from the new HUD because randomers are too busy doing nothing or the 'wrong things' in the game at the 'wrong time'.
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Yeah it's weird. People always complain about 4 stack swfs but the game is designed so accurate callouts are pretty difficult to make. Bully teams need 4 high skill survivors to make things hard for killer. My usual swf is certainly competent, I'm the newest with 21 days play time and we have people who have right up to 225 full days of play time. And we still die very frequently. 0k games are very few and far between.
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The problem is bad matchmaking.
I wouldn't wait on the developers to fix it. The best thing you can do is every so often when you notice a good/amazing player, send them a friend request! Try to SWF with them. From there they might invite other good players, and so on.
I often SWF with friends, but often SWF with no comms. Think of it as fixing matchmaking yourself, especially when playing against an equally skilled killer.
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Survivors are the power role in the game. Unless you are playing extremely sweaty and with stacked gen kicking perks (especially eruption) survivors that know what they are doing will most likely win. If they are gen jockeys it literally doesn't matter how short chases are because the survivors can just power through the gens. The exception being here the Nurse ofc but she is the main excuse why this game is pay2win (BHVR is just going to say: It's not p2w the strongest killer is available for free). and god forbid if survivors are getting a map like Badham and decide to play the long game by hiding whenever the killer comes close. Then you either waste time searching the building for a survivor or you move on to the next gen in hopes to find someone. If you don't have aura reading perks you are going to lose.
B-but the killrate. That's only because of eruption and killers camping 3-gens. If they don't use that tactic there is nearly no way you can win against strong survivors that are being efficient on gens unless they play Blight or Nurse. A killer like Leatherface stands almost no chance in todays meta.
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if you want to know what the other players are doing.....run BOND
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Play killer some, then delete this post. You're welcome
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I just had game where I was stomping survivors at 4 gens and 3 were on death hook. But then I started to "tunnel" jill because she was only one not hooked twice. I could went after others but decided to give them chance and I didn't want to yet finish someone off at 4 gens. But jill had otr, ds, adrealine and dh combo and all those second chances let them make comeback and finish all remaining gens.
She got away while teammates came to take her hit while she was coming to exit. I did get what 3 hits on her while she was injured. I only chased her roughly a minute After game I got messages from survivors EZ. Im thinking finishing off now one survivor before giving mercy I would want to watch replay though how they did 4 gens in just bit over minute. Survivors response seems that they just want try hard killers who don't give an inch.
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I maintain the policy of tunnelling is a fair strat if there is less gens remaining than survivors alive.
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I have thought about a possible teleport for low mobility killers as well but I'm affraid of the ways people would use it. Camping from across the map with MYC is just one of the issues this could cause.
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After over 3800 hours, and as someone who primarily plays solo queue, I can firmly say that Killer is not too powerful.
The majority of Killers are far too weak, in fact.
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For real. The new HUD buff is already decreasing weak killers kill rates. Behavior needs to get on buffing the weak killers in the roster, or all survivors are going to see is Nurse and Blight.
It is good that they are finally buffing solo queue to near SWF levels, but they needed to buff the weak killers simultaneously. Behavior can''t wait 6 months to a year to get around to buffing the weak killers. If they don't get on top of it before the next chapter, they will see a dip in overall playerbase and decrease in the next chapter sales. If next chapters killer is weak, its going to be a flop, like the Knight.
Huntress and Trickster took a substantial L with this patch. The time to reload and locker locations on a good portion of the maps, take far too long and the additional inefficiency of survivors before this patch is gone. It takes longer to reach a locker then it does for solo queue survivors to coordinate a heal, unless you are right next to a locker when you run out, which is unlikely. Anything less then 7 hatchet on Huntress, just feels bad now.
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You mean like people already do with killers like Ring/Demo?
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Yeah, just worse. You can turn off Sadako's TVs and destroy Demo's portals. If BHVR were to implement a counter for this as well it would be more or less pointless. So I figure this could cause more issues than it solves.
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The "easier" solution is to make all maps 9000m². Wreckers Yard is the largest fair map in DBD.
This would mean however you need to change like half the maps OR make it so non "mobile" killers dont play maps larger than Wreckers Yard unless they use an offering to visit that realm.
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Either that or fix the core issue. Killers with low mobility aren't necessarily bad. Just look at Plague and Pyramid Head. The problem is when a killer like Myers or Trapper with low mobility, bad time management and a weak chase power loads in on a large map, they can't end their chases quick enough to make up for that.
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-"Killers with low mobility aren't necessarily bad. Just look at Plague and Pyramid Head"
Killers without mobility are bad when you compare them to Nurse and Blight. That really is the problem is that two of the killers actually work and the rest do not. The best plague in the world is hot garbage compared to just an "good" Blight. That's stupid.
Myers and Trapper could rather easily be fixed with very simple tweaks. Make MM start in what we now consider "t2" and remove the "t1" completely. Alternatively make him +5% speed after leaving T1 to compensate for his slow start. Either of these would make him suck a lot less. Change his power to work like Oni so that you fill the bar and then tap it again to trigger instead of the 99% nonsense. Restore the ability to multistalk more than one survivor. This might have been "too oppressive" in 2016 but it would be fine for 2023.
Trapper is an even easier fix:
1) restore old trap "width" from 2016 (the trap hitbox was made way smaller - which can be abused)
2) Have the trapper start with 4 traps in hand and 4 around the map.
3) Change purple trapper sack addon to +2 traps max/+2 traps in hand.
4) Change Bloody Coil to be "default" so that disarming a trap hurts you. Change Calm spirit so that disarming a trap with calm spirit does not hurt you. Rename Bloody coil to Shadow Coil: Bear traps become invisible. Now Trapper can play maps without grass. Allow flashlights to reveal shadow coils in a similar fashion to Hag traps.
5) Watch trapper be a fearsome killer again instead of a laughing stock.
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For me that debends how many hooks I have if only 1 hook and 2 gens done quickly tunneling is way to go usually or at least one is targeted. But if I have 6 hooks I can just chill at that point. Well if everyone happens to be still alive at 1-2 gens I take someone out (not tunneling). But that one game I tried 8 hook before finishing someone off and I had to tunnel to try achieve that but that then backfired massively for me. I would easily 4K that game if I would not tunneled. 7 hooks at 4 gens would think that is easy win. But somehow they did 4 gens in about minute. So what I learned don't tunnel if you try 8 hook and you should not try that in first place unless you know their exact gen progress. 4vs1 and 3vs1 difference is mind blowing though in that situation survivors struggle to even fix one gen but in 4vs1 they can do finish all 5 gens even if everyone is on death hook if killer gives them too many chances.
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