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Secondary Objectives for Certain Killers, Addressing the State of the Game from Survivors POV, etc.

MandibleCalavera
MandibleCalavera Member Posts: 1
edited September 2024 in General Discussions

Basically the title. I know plenty of people will disagree with my opinion, but as a strictly survivor player, I think that's strictly because of past executions. Many of the killers released recently have had little to no expressed counterplay, making their overall interactivity sorely lacking. As much as I do enjoy their execution, killers like Vecna, Chucky, Dracula all have gimmicks that are largely unpolished to play and use. This may be a long post, sorry in advanced.

The chest mechanic, as a Dungeon Master, I absolutely loved for Vecna. My issue is, however, the lack of variety in fighting him. His kit is, aside from Flight of the Damned, anywhere between inaccurate and boring. He already had FoTD and (arguably) dispelling sphere for anti-looping, did we really need to give him Mage Hand, a spell that is lackluster even in DND itself? I believe he should have addons that function similarly to Legion's mixtapes or Doctors chess pieces where depending on the addons he takes, he receives different spells. As a secondary objective, I would've liked to see more emphasis on the magic items us survivors have, as they're generally pretty underwhelming. Perhaps Mage Armor or Shield would give injured survivors endurance on-hit, Armor of Agathys inflicts the brief debuff received from Chemical Trap when hit, or even receiving items to craft with from chests to create various potions found within D&D. This has nothing to do with the above, but I also think it would be dope to have Strahd Von Zarovich as a legendary skin for Vecna as well, as much as it makes more sense to be a Vlad skin (and all three of them are already very similar in nature), it'd likely cause a licensing issue with Konami and WoTC.

Speaking of the Lord of Darkness, I'd like to say for the most part I've enjoyed facing him. I still think the visual and auditory aspects of Hellfire are unbalanced and require a bit of tuning. This mostly means making it louder and the fire brighter as forcing survivors to choose between getting hit by an unforeseen ranged attack or run head first into a wall isn't much fun, not to mention it's already very low cooldown and how its nigh impossible to hear during chase. I love the direction they're going with killers having more tools, but it's not balanced from a gameplay or enjoyment standpoint to leave survivors without the tools to stand a fighting chase. This would have little impact on BHVR's desired kill rates, as good killers will still be dominating, but it will now be based on their own merit and skill rather than gimmicky powers that lack reasonable counterplay. To emulate the feel and accuracy of the Castlevania games, I suggest the addition of holy water as a means of slowing Dracula down temporarily OR preventing him from using transformations for a short duration.

Minor things like this can close the ever growing rift and dissatisfaction survivor mains feel towards the games current state. You can make Survivors feel like they're at a disadvantage but still give them tools to defend themselves. It would have built in downsides such as A. having to search for it and B. having a finite amount on the map like vaccines/first aid spray. Lore wise the entity doesn't want the survivors to just die, otherwise it'd just kill them itself, the inclusion of these mechanics would increase game duration, thus maximizing the amount of fear survivors generate.

I'm aware killers feel this is the "most balanced the games ever been." and from their standpoint that may be true (albeit a subjective opinion), but I'll tell you from the survivors pov things have been droll. With survivor haste perks largely gone (MFT being dead, hope being situational, exhaustion perks no longer giving the distance they used to), minor hits to a killer movement speed would not do any considerable damage to the characters kill rate. Our good perks get nerfed, the hardly used ones get buffed, seeing killer sentiments rallying around the gutting of perks like Distortion and WoO, at some point BHVR will have to realize the larger portion of their player base is being neglected and punished for their own shortcomings and mistakes. The time it takes for things to be addressed is downright unacceptable and, as much as I partake in the Us vs. Them argument myself, I believe there is still common ground to be gained when we realize the way the game feels for either side is the fault of the company and not either community.

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,734

    Vecna is very mid killer. Mage hand is his only real chase power and it can be mind gamed and outplayed by Survivors.

    You don't need any more counterplay to him. His kit is just avarage of avarage.

  • radiantHero23
    radiantHero23 Member Posts: 5,061
    edited September 2024

    The game is objectively in the most balanced state it has ever been in. This is clear when comparing this version to older versions. Sure, there are some extremes still, but it is by no means as bad as it had been a few years ago.

    Edit: if exhaustion is that bad, why do I see sprint burst and lithe every game, regardless of the role I'm playing? Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use? No. In my honest opinion, these perks still dominate in games.

  • SpitefulHateful
    SpitefulHateful Member Posts: 446

     Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use? 

    But there is nothing else to use. Aside from Oppression, most of other gen slow perks suck.

  • radiantHero23
    radiantHero23 Member Posts: 5,061

    From personal experience, surge is all i need. Great perk that can become not just good, but very strong in certain situations.

    Im mostly playing m1 though.

    I think a good build consists of one or two slowdown, one or two info and one or two chase perks. Worked the best for me over several years. Stacking slowdown makes one weak in other areas.

  • The game IS in the most balanced state it's ever been in. That's not just Killer Mains telling you that, that's everyone and their mom telling you that.. because it's the truth.