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Frank Questions Regarding the 9.2.0 Patch Notes

Regarding the subject matter.

In the long run, measures to reduce frustration on the Survivor side—which has more players requiring support—might be the right approach.

After all, that's how we've implemented base kit BT, the anti-three-gen system, anti-face camping, and HUD action visualization up until now.Even so, since it's a competitive game with opposing factions, depending on how the match unfolds or the opponent's strategy, one side will inevitably experience frustration or disappointment. If you can't tolerate any of that, you'd be better off playing a different genre of solo games.

Let's get back to the topic at hand. While there may be some buffs for the Killer side in the changes planned for this PTB, I'm concerned that the forced gameplay elements are far too severe.

Even something as basic as crawling becomes impossible when you can't carry survivors waiting under boards with their flip-flops ready. Against hook-breaking teams where everyone brings sabotage tools, your means of countering through blood loss are nearly eliminated.

Fundamentally, it depends on the park's equipment and gameplay flow, but what about slugging when you don't have the time to hook survivors who've been downed once or twice? Even just looking at this one example, I feel there are many overarching disadvantages that can't be fully compensated for by a few killer buffs.

Even previous anti-camping measures and 3gen have stripped away many killers' strategies under the pretext of "survivor frustration." This approach has likely been successful, as it maintained the survivor player base at the cost of sacrificing enthusiasts of specific killers like Cannibal.However, even just reading the patch notes makes it clear that this time the impact on all Killers' gameplay is too significant. As I've stated before, Killer players are a minority faction, but they are human too, freely playing for various purposes (like emblem ratings, BP, 4k kills, or activating specific perks). That diversity was one of DBD's strengths, but if the systemic constraints become too severe, it ruins everything.

Let me say it again. Measures to reduce survivor play frustration are necessary in the long term, but this update is far too sloppy. Beyond hook destruction, flip-flops, and the effectiveness of flashlight and stun grenade attacks increasing far beyond what's needed, all I can see is survivors who've just been hooked getting aggressive with the Killer, demanding, "Hook me and take the penalty, or slug me and let me get up on my own—take your pick!" and targeting themselves. It's still before the PTB launch, so there's time. Please reconsider after gathering feedback post-implementation. Don't further strip away the already diminished diversity in killer gameplay that numerous updates have already reduced.

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Comments

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Actually, it's mathematically more important to keep killer frustration low. Having too few survivors is bad, but having too few killers is worse.

  • crogers271
    crogers271 Member Posts: 3,246

    I'm concerned that the forced gameplay elements are far too severe.

    I'm still trying to figure out why people are using forced (and punish for that matter).

    You can still tunnel. You don't get eliminated from the game if you do. It won't be as powerful as it was, and other strategies will be more powerful.

    Even previous anti-camping measures and 3gen have stripped away many killers' strategies under the pretext of "survivor frustration."

    And things like WtP+BU and unhookable builds have either been weakened or completely removed from the survivors (which is an example of actually stripping a strategy, though it was the right thing to do).

    And while people argued over the balance merits of those decisions, I don't remember survivors complaining that the game was forcing them to play in a certain way because it was no longer as strong to run to a corner of a tall building with an unhookable build.

    As I've stated before, Killer players are a minority faction

    We all own the game that allows us to play both Killer and Survivor.

    I highly doubt that most players don't play both roles. People have sides they prefer to play, but its not true that these are two different groups.

  • SnakePVP
    SnakePVP Member Posts: 102

    Thats the thing this is a party game. Its important to keep survivors happier since most new players start as a survivor. Which is fine, but my problem with these changes is that they do not address why killers felt the need to tunnel. Only giving us little tokens so we will carry water for the survivors enjoyment and keep everything fair and by their rulebook. While SWF can use every dirty annoying trick in the book to drive killers enjoyment down. I'm sure it will be great when we're forced to watch more and more people t-bag at the door when we play low rank killers and try to make a "fair" experience.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Actually, it's more important to keep killers happy. Having too few survivors is not nearly as bad as having too few killers. Queue times are about to skyrocket for survivors.