http://dbd.game/killswitch
Some Dudes Rant about the New DBD Quality of Life stuff
I play killer and survivor about 60/40 percent of my time respectively. I'm more interested in having fun than winning, ergo I try to get 8 hooks before my first kill. If someone DC's in the early game, I will play for real, but I'll let whoever doesn't dc go unless I'm trying to build up MMR. Also, despite what a lot of killer mains have said, I've seen a pattern that I kind of like with Behavior: killer perks are being nerfed, but killer powers are getting buffed (ignore SM and Chucky). I prefer killer powers being buffed because that's the thing that has more skill expression, and perks are kind of a free boosts that most the time you don't have to get good with, or even can add skill to. What am I getting at with this?
The upcoming "Quality of Life" stuff involves anti-camping/slugging/tunneling stuff, which is great on paper. I think it should be harder for me to play in a way that isn't fun to fight, but I'm concerned about how they're going to do this.
If you give everyone one instance of basekit unbreakable, that means if I slug to avoid a flashlight/sabo/pallet save, I'm punished even though I wasn't slugging to be a jerk, it's just what the game has me do for counterplay. Meanwhile if someone is really going for slug only, no hooks, the one time unbreakable will help, but only once.
If you make it so the killer physically can't hook the same person twice in a row, then I can't even scare someone off a gen to buy time to deal with their teammate.
If you make it so the hook timer is even longer, than eventually slugging may become a quicker way to kill a survivor than hooking.
On top of this, the only thing I see for a killer buff is grouping survivors up at the start of the match, which I appreciate the effort to make it so RNG is less of a factor, but this makes it so high mobility killers are likely to get a lot of early pressure from Lethal, or by just walking into the crowd of 4 survivors, making it so the games will still end up super one sided, just on my side instead.
The point I'm trying to get to with this is that trying to reduce tunneling/camping/etc is great, but you guys tend to put in solutions, rather than fix the initial problem. Yes, anti-tunneling/camping/slugging perks can help counter that stuff, but a lot of times they have unintended consequences, and they don't actually fix the core game. Plus, every new chapter is a new paywall to get perks to keep up with the meta. There's also the fact that any basekit buffs for survivors need to have a killer counterplay option that doesn't involve perks or simply having more advantage already.
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bait used to be believable
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I still want to win, it's just not as much the goal as have fun. Getting pallet/flash/sabotaged isn't fun, but it's okay that those mechanics exist so that survivors can have fun. At the same time, give me a proper counterplay to it. If I'm wrong to pick up a survivor because I'll get stunned, that's fine, but you have to let me slug at least in that instance. If I was wrong for say, and no one was coming to do a pallet/sabo/flash save, then my slugging could be considered in the wrong and maybe should be punished.
I think a better way to put it is, I want to try and win, because that makes the game more fun. It's not like if there's any chance of a pickup stun I start slugging, but when I know players will probably go for it, I slug to prevent it. Do you get what I mean?
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I'm sorry for you man. I've had plenty of games where I go through that exact same stuff as a survivor and it sucks. But the problems there dont get solved by causing unrelated problems for killers. That just makes us both lose.
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