4 killers in a row of misses
Knight, Dull Merchant, Singularity and now Sadako, what is going on with the killer design in the past year?
In the process of trying to be unique or flavourfull this killers just introduced frustration for both roles back to back.
Knight just turns both sides into AI, removing all skill from both sides, it's just a matter of who gets to win
Dull merchant is mindblowing that the devs wouldn't understand what people would do with this killer and how unfun it would turn out.
Singularity is just Trapper 2.0, a killer with a power that if were just buffed a tiny to much on the wrong areas would make them broken, so survivors get to disable your entire power to ensure he won't be broken
And now Sadako that ignores the way people play the game so you either destroy solos that can't do much to stop your very fun strat of tp on cooldown and hit and run to turbo mori someone with 0 hooks. Or people pick up tapes and force you to chase them on a killer with no chase power.
It's kinda of amazing how all this killers have kits to be hated by both sides. Both sides get to feel useless and frustrated.
At this point just release speedy killers and projectile killers. I would take a bunch of Huntress and Wesker clones over this latest releases.
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Dbd players just never seem to learn that not liking something doesn't make it "badly designed" do you?
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I'd rather take all those 4 killers you call ''flops'' any day over another ######### Wesker, Blight or Huntress.
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I think "frustrating for both sides" has been the perfect description of the last year of balance. No one is happy.
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You are a DBD player, right?
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Then why do you think they are well designed?
I expressed why i think they are badly designed. If you think i am wrong, be free to give arguments to the contrary.
But i will probably keep my stance that this killers promote unfun playstyles and games for both sides. Both sides get to feel useless, it's just a matter of who.
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And you think all of them are well designed?
Wesker is well designed.
Low skill floor, high skill ceiling, interactive chase, counterplay, fun for both sides
Main issue of Wesker survivors have is they see him too often, that's how you know it's well designed killer.
I enjoy playing Knight and Skully, but I think it was mistake to release them in a row. They are similar with not really interactive chase for survivors, which makes it boring.
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You didn't give any objective reasons that they are bad other than to say you personally don't like how they are designed.
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The thing I find ironic is that they're all very similar in ways; there are elements of Sadako in Dredge, elements of Knight in Skull Merchant and elements of SM in Singularity- both visually (the map reworked to fit the SM looks a lot like the interiors of Toba Bay for example) and their abilities - tech based etc.
It really feels like they're on a conveyor belt with killers. The focus is quantity not quality. Its been said so many times but at this point they need to stop throwing killers out every three months and focus on improving what's already there. Two new killers and survivors per year is more than enough and would give them time to actually think them through.
How there is no Vampire killer in the game yet, for example, is beyond me and that would lead to some really inventive perks. They need to stop and be reflective.
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Quantity over quality for killer design sadly. I would say since Blight release we've only had 2 good designed killers come out (Dredge and Wesker) and I think in this fall Blight is 3 years old.
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"I expressed why i think they are badly designed. If you think i am wrong, be free to give arguments to the contrary."
They are clearly stating they're using their opinion here, but instead you're resaying this point as if it's some sort of new found information.
If you disagree with it, like they said, give arguments to the contrary. Why rely on "haha you used your OPINION on a FORUM thread. owned." it's giving big childish vibes.
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Something is either badly designed or it isn't. If they are stating they are then they need to explain why that is an objective fashion instead of just saying something like "Dull merchant is mindblowing that the devs wouldn't understand what people would do with this killer and how unfun it would turn out." that says nothing about the killer's design and instead is just a shot at the devs.
They call Sadako bad design because she plays differently than other killers. Since when is variety bad design? If every killer played the exact same I would get pretty bored. I think most people would.
They call Singularity bad design because he is hard to play and has counterplay. Neither of which are actually anything to do with bad design.
Something that was badly designed in this game was old Thanatophobia. Back when it used to slow down healing speeds in addition to the others. Or old Eruption that damaged gens AND incapacitated survivors. Things that literally stacked with themselves to make their effects stronger. That is what bad design is. None of this crap
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Are Killers not supposed to be frustrating to go against? This isnt a walk in the Park kinda game.
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"If they are stating they are then they need to explain why that is an objective fashion"
No, mate. There's no "need" to be objective in expressing dissatisfaction with the recent chapters. That is just... false. You can ASK for an objective perspective, but other people don't NEED to give you one just because they said something you didn't like.
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What do you mean?
If i found every killer frustrating to go against i would just stop playing the game.
I expect the killer to try and well kill me.
As long as the gameplay flow is enjoyable i am fine. They can be broken and way too strong (aka blight), but still enjoyable to go against.
I don't like killers that create non-gameplay. Skull Merchant stalls the game of resources and trys to prolong matches, knight just makes both survivors and killer to A.I. since there is no 50/50s or mind games either you get a hit or don't based on the loop, Singularity needs to have his gameplay shutted down, because his power removes all looping tools as well as a teleport with no cooldown and Sadako has a playstyle that prioritizes being passive agressive by spreading condemned and turbo Mory survivors while having strong tools to make removing condemned really dificult with certain add-ons.
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I don't think frustrating is what killers need.
Challenging, scary, fun are what they need imo.
Twins are frustrating to play as, is that a good thing? If it's not, then it shouldn't be for survivors either.
You don't really want either side to feel frustrated. That's a good way how to lose players.
Lately they failed at this on both sides, which is quite an achievement...
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Again nothing they stated as being "bad design" actually are so.
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and that's something you two can agree to disagree on, because you're getting into opinion territory now.
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Singularity has a good design his power just has a little too much counterplay for what it actually offers
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Yea I guess that's true that he's more of an issue with balance rather than design.
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