http://dbd.game/killswitch
BHVR needs to make more mechanically complex killers.
Seriously, the trend of straight - forward killers where you press power button and you get value is just boring for everyone. They broke this streak recently with Wesker, who (in my opinion) is the most enjoyable killer released in the past 2 years. Every other killer within that period has just been boring with no mechanical depth or room for skill expression.
I'd like to go over every killer released in the past 2 years and explain why they are problematic.
Chapter 27 : Tools of Torment
Interesting concept, but she isn't much more than an M1 killer whos only specialty is proxy camping. Her power has no depth beyond placing it at generators or totems.
Chapter 26 : Forged in Fog
Again, a new concept of having two killers at once, but ruined by their most effective playstyle being camping. As well as the general dislike everyone has for facing 'anti-loop' killers and the bugs that came with this chapter really stunk.
Chapter 25 : Project W
As I said earlier, this Chapter was honestly the best in the past 2 years, and maybe even top 5 of all time. A fun and fast movement killer that has a high skill ceiling and isn't overly oppressive for survivors. Having a power focused on chase and mobility and not just flat out shutting down loops created fun dynamics for both sides. Besides hitbox issues (which were thankfully fixed) this chapter was flawless.
Chapter 24 : Roots of Dread
I don't have much to say for this chapter because it is so forgettable that it is overshadowed by the midchapter balance patch which followed it. While the Dredge is a fast paced killer with good map pressure, he has the same issue of not having much skill expression due to the straight-forwardness of his power.
Chapter 23 : Sadako Rising
This chapter got me back into the game, and the killer concept was pretty cool. I don't have any problems with Onryo specifically, shes an M1 killer with map pressure and a chase power. Just a little underpowered.
Chapter 22 : Portrait of a Murder
Ranged killers are fun, but not in this case. While her chase power wasn't as bromidic as others, her only counterplay without a flashlight is baiting her to put crows up then just leaving the loop. Again, not much room for skill expression from either side.
Chapter 21 : Hellraiser
Don't get me wrong, pinhead does have skill expression in the form of mechanics (aiming chains) and game sense (figuring out where the box is). His problem is that his power doesn't feel rewarding to use effectively, and for survivors its not much more engaging. The combination of chains not doing much outside of a deadzone makes him feel slow and repetitive to play.
Chapter 20 : Resident Evil
Well designed killer, outside of his zombies, he didn't bring anything innovative or new. He's decently entertaining to play as, and theres nothing really noteworthy for survivor counterplay, as he is just an M1 killer with a bit longer range. Also has the recurring issue of no skill expression due to the simplicity of his power.
Chapter 19 : All-Kill
Decent amount of skill expression when it comes to aiming knives, finding little holes to hit survivors through, and controlling recoil. Trickster's design isn't bad, but his biggest problem is survivor counterplay and not feeling super rewarding. I'm not saying survivors don't have counterplay for trickster, I am saying that the counterplay that does exist isn't enjoyable and doesn't offer much in skill expression.
Chapter 18 : A Binding of Kin
Everyone likes to bash on twins, but I think they are pretty damn fun to play and do offer skill expression. They are very complex and their skill expression comes less from actually using your power but more from game sense and mind games. Yea, their encouraged playstyle is slugging which can be boring for survivors. However, survivor's counterplay also included skill expression.
Comments
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Haha, good one, you almost got me! Happy April day.
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Hugely agree. Nothing against console players at all, but it really feels like they're designing killers around analog stick limitations anymore. Killer kits do a lot of things, but with very little mechanical depth. Makes for a very boring killer IMO.
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Pinhead's power is useless outside a deadzone? I recommend you learn to play Pinhead, fam. His chains are a very strong antiloop and can shut down a lot of tiles and pretty much every filler.
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