http://dbd.game/killswitch
What sucks most about this game
4ks and 0ks.
And unfortunately they are the most common results. As surv a 4k is usually a steamroll, and it sucks, you can tell maybe a third of the way through a game that gens are not getting finished and at that point, why even bother? Aside from trying to squeeze a few more BP out of the match?
Likewise as a killer, 0k games are immensely frustrating, you can't touch anyone and when you're on the back foot survs will move heaven and earth to prevent you getting a single kill in endgame.
Some of the best games I've played, as killer and survivor have generally been 2ks. The game experience would be improved by shifting game results in this direction. Give killers advantages in end game if no survivors are dead, and make it easier for last survivor alive to get hatch.
Comments
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Yeah games have, for the longest time, seemingly swung from one extreme to the other. I enjoy spreading hooks because it takes me back to when the game could go either way and it wasn't already decided early game, but even then I'll absolutely steamroll sometimes. The game needs the matchmaking update already.
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The matchmaking won't matter, in my opinion, because the new player experience is so awful for survivors. I have multiple friends who uninstalled because of "strategic" gameplay. They did try killer and found it easy and boring. But since they bought it to play with friends, they just uninstalled. They wanted to play with friends, not the killer side of the game. Matchmaking can't exist when the game is heavier on one side. People don't want survivor solo queue. And to keep queue times lower, everyone that can fill a lobby is thrown in. My friends and I have 2.5k, 6k and 2k hours and we get a random with 100 to 500 OFTEN. As far as killer advantage goes. In my games, the doors tend to spawn INCREDIBLY close, if not on the same wall. The new trickster map was designed so that a killer can stand in a single spot very close to the doors and watch both. The hatch, if it doesnt spawn at the survivor, is in favor of the killer, because they can move freely. The last survivor has to be very cautious to find it. ButI agree that it needs to be fixed.
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Game needs a proper equalizer mechanic where things change when one side is clearly performing too well compared to another. Unfortunately devs refuse to do that and delegate that to ''randomness'' of everything and it's MM system.
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Pretty sure its highly related to how MMR functions and a lot of perk balancing would be easier to balance out if they just had a proper MMR system that works really well with diminishing returns the upcoming system in play.
Because i see a lot of survivor teams sometimes play like their irl life depends on it like they are playing for money prize pool, and sometimes i get 4ks and then i just play according to that but no its not fun at all getting 0ks when you play ideal cut corners and cant outplay full vc cordinated swf that plays like there is money on the line.
There is a clear difference between regular swf for fun and the ones that tryhard and the tryhards are more often as of lately.
Praying the diminishing returns + upcoming mmr changes prevent that and balance the game more around 2K than 0k and 4k.
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Of my last 30 survivor and killer matches there was four 0k's and one 4k so that is 1/6 of these matches with those results so at least by this small sample 4k and 0k are not the most common endings even when counted together.
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For you. That doesn't mean that every player sees those results. Take a broader sample and you'll see they are a lot more common.
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Yeah I've suggested this before, something to bump gen speeds when killer gets lots of hooks/an early kill, and to do the ipposie when killer has 1/2 hooks states and 3/4 gens are done.
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This is my biggest bugbare with the endgame, how last survivor alive after a 3k can just end up in an absolute unwinnable position. It's been a tiny bit better recently, with the secret hatch offerings. Killers always assume you bring hatch offering for shack so bringing the one for main is actually kinda handy, plus if you bring a key then you're almost guarenteed out unless killer is particularly clever.
But unless you dedicate your offering AND item to it then it's a crapshoot. Even M1 killers have the advantage in a hatch serach. And a lot of killers have basekits that seem tailor made to deny the exit gates opening in a 1v1. Even weak killers like twins and trapper can make it practically impossible to win in that situation.
Imo the gates should always spawn on opposite sides of the map, low profile should be basekit and in endgame opening a chest should guarentee a key.
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Very unrealistic numbers. Logically 4Ks and 0Ks must be the most common results.
How many of those games were 3Ks with Hatch escape? Those would have been 4Ks if the Killer would have slugged.
How many of those games were 1Ks with just a Kill in Endgame because the Killer camped?
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Yh the mmr thing is an issue. More finely tuned mmr would take forever to make a completely even match. Personally i prefer the idea of a playlist split, one ranked playlist with extra prizes to incentivise ppl to play hardball. And a casual playlist where ppl can take it down a gear, and not feel the need to always run meta builds or tunnel.
And yh killer 4ks do get incredibly boring. I practically always let 1 or 2 survivors go in my killer games where I'll win. Unless I'm going for an adept or the surv team are being particularly toxic I have literally no motivation to play for the 4k. Like when i have 2 players dead and the other 2 double hooked at 2 pr more gens left, I know I've won, so do they. It doesn't cost me anything, except a paltry amount of bloodpoints and maybe a couple minutes to allow them to finish gens or look for hatch. And it makes the game way more pleasant for them.
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I have to fine tune my own killings as a killer to not raise my mmr sky high or else it goes from 4ks in 5mins to 0ks in 5 mins.
And at this point ill rather have split playlist even if it makes queue times longer since right now this is absurd..
Like ranked should be fully unfiltered while casual playlist should be proper diminishing returns fully like not allowing premade tryhard swfs to stack perks and synergize that well.. while in ranked they can go ahead because im never touching dbd ranked if it ever becomes a thing lol.
I work fulltime 8 hours sometimes 12h shifts, i dont have time to just practice killers or main specific one with specific meta build at that time or follow perk builds all the time.
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I am only telling you what my last 30 matches were they are realistic numbers in that fact that they are my last 30 matches. For your question can't say for 100% certain as the stats don't reflect if its a hatch escape or normal but six are 3k still some of those can be door escapes. That would still make the number about 1/3.
There is eight 1k's and that also does not mean they camped the last to get the 1k even if they did not get more than that.
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The matches I enjoy the most are the ones where everyone is alive but on death hook with around 1 gen left. At that stage, everything has been pretty even and anything could still happen. These are tragically uncommon though.
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Yup. Those are the games I live for when it's down to the wire.
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Mood. I work long shifts too. And am often away for 4 days at a time so my dbd game time is severely limited
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I don't think it's a solveable problem. Matchmaking changes (quality changes) will/would help even out the experience but the game is snowbally by design no? I don't see how you can fix that without changing the gameplay flow drastically.
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Solvable? Probably not. Improvable? Yeah, I think they could do that.
Basically you'd either have some sort of catch up mechanic, or just a basekit slow down to the survivors when 4 are alive, but a speed up after the first is dead, to even out the balance. How it would be done is a subject of endless arguments and you'd never solve it entirely, but I certainly think there are ideas that could make it better.
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Definitely. There's no greater thrill in DBD than when you've got the whole team on the ropes but know they could slip through your fingers any second. It's the most addicting part of the game tbh
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Addiction is the right word. I'm always hunting for the high of those tight matches.
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when i swf it is basically 4 or 3 outs with the ocassional cracked killer that mught actually tie or get a 3k .
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