Open Feedback on the Direction of DBD (Developer Update March 2023)
To preface: this is the result of a conversation with my friend in reaction to the removal of flashlight interactions, and it touches on the healing changes. But, it's really just feedback on the overall direction of the game based on my 5 years of experience playing it.
🤦♂️ the small details behind survivor-to-killer interactions were the reason I started playing this game.
And, here the team is removing some of them,
- Albeit—the thought process likely revolves around how the wraith burn/stun can be annoying (but any experienced wraith knows how to weave and dodge flashlights, lockers, & play pallets for uncloak. You learn immediately after experiencing it once… hopefully).
- And, it’s worth noting, that it’s okay for this to happen once, even twice. As long as survivors then don’t create a full reset or snowball, you’re fine. A 1k/2k isn’t difficult to achieve—even in those situations. That’s likely why many players are so focused on 3k/4k.
- On flashlights: You can probably still block power w/ flashlights, I’m guessing (no blink nurse, no dash wesker if blinded, spirit husk disintegration), bc they didn’t seem to touch on it. That’s my hope at least…
But, taking away from the game just leaves an awful feeling behind.
Simply put, it’s lame that they’re doing this. They should instead find ways to add to the game. Maybe expand the utility of keys to counterplay/interact with powers? If flashlights are too strong because of their all-around utility (even though the in-game universe idea of a flashlight’s light burning the cosmic entity’s proxy makes it cool in feel), give the extra functionality to keys since their functionality & play rate is way down. Alternative: add something on the map to UPGRADE items—maybe using 2022 Halloween event rift devices or blight serum?
Ever since the original Halloween event, I expected an add-on or an upgrade during the match to power boost killers with additional mechanics (instead we got the blight serum addon…).
It feels like the team is trying far too hard to make the base game comp-ready. Players don’t play comp-level matches in 90% of pubs… make rule sets in kyf for this stuff since it’s been essentially untouched. That way it’s self-imposed like some sort of queuing option without affecting the overall population.
MORE interaction is what this game needs—not loop refinements bc some of the player-base lacks the experience/skill in certain specific interactions at the time. It might create a pain point, but it's a controllable, avoidable one. Interaction-removal/single-player mindset playstyles have always been the real pain points in our not-so-little asym game. Just look to cases where people complain one-sidedly or the overall resentment for killers who essentially afk at the hook/survivors who urban evade around the map edges. It's honestly funny at times, but we reach a point of contention when players actively or passively remove the ability or utility of interacting (That's why locker saves had to go--regardless of how fun or unfun they were (in that same line of thinking current locker grab saves are perfectly fine because they cannot be forced)).
This game thrives off of a bare minimum of fun, dynamic interaction. The community as a whole, for the past 6 years, has continued to find ways to take even slight adjustments (provided in updates and new releases) to create hours of fun interactions. For example, I suck at wesker and Oni, but I’ve seen how cool they can be thanks to players who’ve put the time to learn their unique power interactions. We really have players like the billy/sky killer part of the community to thank for this kind of experimentation (which is why it's heartbreaking to see an engravings nerf again--meanwhile adrenaline vial is still at large).
Players can only create new interactions in a response to certain counterplay if given the tools or environment to do so. Half of this roster can be so enthralling if a player takes the time to really learn them with newer playstyles. It’s REWARDING, that’s why I’m bothering to learn these killers. I would’ve quit for good after the 6th anniversary if it wasn’t for the game changes & fun design of wesker. And, I feel that sentiment in a lot of other players too. A Wesker rebounding, urobending, or v1/hug teching into you is the coolest thing to experience. A wesker staring up into your eyes at the hook and pummeling your teammates into you as you’re unhooked is not.
But, unfortunately, BHVR’s design methodology remains mostly unchanged 😔. I’ve attributed it to people freaking out too much after the team finally tried to change things up. I’m talking about boil over, coh, otr, and mori changes. I’ve seen the glimpses of creativity offered by the designers, devs, writers, and product managers crushed by overreaction (and a point I bring up next). They’ve mostly stuck to a pattern of designing perks for situation & synergy these days (hence the player feedback survey questions). Please do keep that mindset for perks; it enhances synergy and encourages situational interaction & strategy.
But, these unique changes only failed because they either forgot to or didn't address counterplay enough. Early on this wasn’t necessarily the case. Noed essentially only existed originally as a 1:4 adrenaline/hope. Another, later example is probably built to last : franklin’s demise (post changes). Another real, big issue plaguing design is the focus on perks instead of mechanics. Sabotaging traps (if it didn't remove his power permanently, it'd be fine) and, now, burning wraith with flashlights are gone. That means breakable walls are the most innovative mechanical change left… other than boons. (I say mechanical because the love poured into the midwich golden toolbox easter egg remains the most innovative thing in the game). I know the team has far more creative things to offer us if given the right environment.
If time is the issue though, here’s some feedback for managers & execs: give the most important part of your game’s continued survival some breathing room for delivery. The community has already expressed their desire for you to dig into the cash cow that is purchasable lobby backgrounds & other customizations. Releasing half-chapters every 1.5 months is a strategy based on profiting off of sudden player influx (mostly through purchases of the new skins). If the game is designed in a fun, interactive way, that player count would never dip. It would grow progressively after an initial sudden massive influx. You can look at Epic’s massive successes for pointers even after multiple periods of massive player loss.
Also, with this said, if things must remain how they are: please see to it that Autodidact, empathic connection, and many other perks see deserved attention. Slight adjustments to these untouched healing perks during a patch that massively restricts healing may qualm the community a bit. These medkit changes, in particular, make this an opportune time to address autodidact.
Wishing the community, including the diligent team behind DBD, all the best,
—a concerned community member
PS.: Some of my assumptions or beliefs from a perspective outside of the company/as a casual player might be incorrect or construed as rude. My words come from a collaborative, responsive place with limited information. So, I hope that this open letter of feedback primarily encourages similar, productive lines of thinking for the betterment of everyone’s experience