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DBD Is Simply At Odds with Itself

I'm a self proclaimed fundamentalist. I often speak about individual pieces that make the whole and what core elements make the reality. With that being said, DBD is simply a ball of contradiction, or in other words: a series of unfortunate events.

The recent announcement of the well awaited 'Project Health' is a much needed breath of fresh air for many but I can't help but see many core issues at play like a Chex Mix of Disaster that severely undercut progression. I'll probably make this a series to cover all my thoughts.

  1. DBD has a never-ending existential crisis that bottlenecks creativity. It's called a horror game but it usually plays like a horror-coded action thriller where the characters are always tasked with beating Goliath. Do you want me to be scared or invigorated? Some things in the game exist for 'The Scary' like Hag's teleport, Dredge's nightfall, scratched mirror, etc. Wesker, Demo, and Doctor are for the fun close stuns and near misses. Those that are immersed stealthers hate the chase, and those that only have fun being chased hate the hit and run or gen managing. This changes how people attack the game, leads to particular outcomes people may or may not hate, and subsequent buffs or nerfs. Variety is GREAT but some casual people want to know what they're queueing into. Is it a true horror scenario or a test of decision making; leading to my next point.

2. The gameplay is simply 'too' streamlined. When addressing the speed of the game and how fast gens fly, you have to realize there is quite literally nothing else for a survivor to do. 2 options: Gen or Loop. Killers get their variety in attack. Preventive Strategy like Trapper, Loop killers like Dredge or Artist, Down hill brutes like Oni, etc. Survivors just adapt to how the killer wants to attack a game but still must resort back to a gen. It's in a killer's interest to deter me from doing a gen so some have powers that aim to waste our time or need to rely on a perk to which many complain about rightfully. Its in a survivors best interest to not waste time as no pallets is no bueno. And the powers aren't inherently fun to interact with. They're chores. RNG pig boxes, bear traps, and Singularity EMPs? Yawn… TCM has its issues but being able to escape in different ways as an individual (Solo Q) or as a team has its merits. Needing to outright rely on potential 3 others YOU CANNOT SPEAK TO against a killer that requires actual conscious strategy like how Skull Merchant was, or rely on the success of chases because otherwise you're a mechanic, will inevitably lead to resentment in games like GOING NEXT. Killers suffer because they get out-genned and those survivors don't really have fun cause they just did skill checks most of the game... LOSE: LOSE.

DBD is already built and has been for years and has seen success other titles in the genre haven't so something is being done right, but the game is fundamentally odd leading to being forever in balance limbo.

I would've suggested a much more horror-like story mode with no perks, more lore-based storytelling and gameplay, scares, etc like co-op Outlast but with killers who chase u.