Dev Balance Mindset
https://forum.deadbydaylight.com/en/discussion/comment/523279#Comment_523279
So with the new patch going live on the PTB, we get confirmation that it was fully intended for downed/hooked Survivors to be able to reveal GF, including the Killer Instinct effect, despite GF having a massive cooldown of 30 seconds. I'm placing this in General Discussion since this is not feedback about Ghostface, but developer mindset in general.
Let's discuss the mindset of balance the devs are actually using here. This is a perfect example of the "fun not viable" mindset that was touted to NOT be the main idea they go with just a few days ago. This change was made to prevent camping, yet Myers can do this way better, and Hag can still place 10 traps around a hooked Survivor if she feels like it.
I'm really not understanding why the devs make the decisions they do. As it stands now, there is 0 reason to ever choose GF over Myers. This is just bad.
The worst part is that he has potential to be a great Killer, as do many others. But the devs intentionally make horrible decisions to limit this potential, creating artificial skill ceilings and just all around making Killers not fun to play.
If this is the trend going forward, I completely understand why they are adding The Rift. No one in their right mind would spend money on such a dull Killer who can be completely nullified by a Survivor they have temporarily dealt with. No other Killer has this weakness.
Comments
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I mean, I think fun should be the number one factor in game development, but viable should be there beside it as well. Fun NOT viable is bad. It needs to be fun AND viable.
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Agreed. Fun and viable are equal in terms of importance.
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For many people in this game and every other game out there winning and destroying your opponent/outplaying is fun. What is not fun to most people is losing yea they will have fun for the first week with the killer but nobody really enjoys losing that much. You can't truly make a killer that is fun and not viable...
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