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[WARNING: OPINION] So I Recently Decided To Play A LOT More Survivor...

Boss
Boss Member Posts: 13,618

I always play Survivor, just more like a side-dish, i prefer my Wraith over anything and prefer Killer gameplay in general.

Still, i never really dislike playing Survivor, and i prefer it over some Killer Powers.

Recently i put up questions here, like if Repressed Alliance is any good, and Perk build suggestions for being purely altruistic.

So, taking a lot of advice in mind, i tried some stuff and also did my own thing inbetween.

And after a week of doing so now, i can very confidently say for myself...

Survivor gameplay is incredibly boring, or at least in longer play sessions

I don't think i'll ever be doing another week of just Survivor again.

Idk how Survivor-only players hold out.


I out-loop a Killer, making them give up at some point? Nah, don't feel any satisfaction during the chase nor when i lose them.

I manage to stealth all the way through? Kinda cool to pull off, but not engaging.

I repair all trial? I don't mind...for a few matches, but not for a week long.

I'm overly altruistic? I don't feel special at all, i'm just like everyone else. (Also, Altruism is just a different form of repairing: Healing progress bars instead of repairing progress bars.)

I escape? CAN be engaging, i felt excitement when this Huntress WITH HATCHETS was chasing me out of the Exit Gates, dodging 2 of 'em. Most of the time though, if i make it to the Exit Gate, i escape without the Killer in sight.

I die? shrugs 'Kay, never was one to care if i die as Survivor, whether it's a camper or the nicest Killer around.

Items? Barely change how you play, only sabotage-Toolboxes & Keys really do that, but sabotage just ain't my thing, and Keys just make the game shorter.

Add-ons? Don't really wanna get into this, it'd be a long list, but here's the short version: Don't really do anything engaging.

Offerings? Well okay, they weren't really designed to make you be more engaged during the trial, so they get a pass.


Perks? Same as Add-ons honestly, it'd be a long list, but there's barely anything here that's really neat.

I actually liked using Any Means Necessary, For The People, Head On, Red Herring & Repressed Alliance, with Deliverance as a honorable mention.

I know someone would mention Diversion: No! It's a lot of work, and all you can do is make a distant, loud noise.

I especially liked Red Herring, that one's way more fun than i thought it would be.

But other than these, there's nothing really new, y'know?

Aura Perks, healing Perks, sprint Perks, Generator Perks, it's like all Perks will be categorized, and every blue moon there's a cool new ability in a Perk.

And yes, this wasn't the long version of me talking about Perks.


I'm not saying this is problem #1, i would love to see performance be amazing on all platforms at all times. (As long as you hit the system requirements on PC.)

It's also not problem #2, #3, #4...

But once the problems with higher priorities are gone, what i would love next...

👏More👏things👏to👏do👏as👏survivor!!!👏

  • More primary objectives, preferably ones that don't make you sit still
  • More secondary objectives that don't reward you with just more BP (Dull Totems (Hex Totems are a good-enough interaction for Survivors currently) or with an Item (Chests).
  • WAY more Perks in the future that alter gameplay, like idk, have one that teleports you to a different Hook (that's further than 32 meters away from this Hook) once you get hooked, and the Killer can't see the Aura of the new hook you're placed on.
  • More Items, like one that, if you hold the button to use the Item, makes Scratchmarks not spawn while you run, but using it takes up charges of course. (A.k.a. a gameplay-changing Item.)

As things are now, i don't think i'll do a Survivor-only week again.

I still do like me some Survivor, but with a lot of moderation!


Whew, that's a story!

Congrats for making it this far.

Although, if you skipped to here for a TL;DR, you'll be disappointed.

Your opinion on Survivor gameplay?

I'm MORE than certain someone will feel the exact opposite of me.

Tagged:

Comments

  • Boss
    Boss Member Posts: 13,618

    I don't even see how being chased could even create satisfaction, as you don't do anything worthy of satisfaction: You're found and now you're being chased.

    Things that happen during the chase is a different story, like stunning and losing them, but the chase itself? I don't see it.

  • Nobsyde
    Nobsyde Member Posts: 1,288
    edited October 2020

    (the following is not a direct reply to you @Boss , it's just adding to the conversation)

    the interesting part of DbD (both as a survivor and as a killer) is the interaction between the two sides. The problem is that while for killers this interaction translates to almost everything he does in the game (may it be finding survivors, chasing, kicking gens, put traps for later interaction...), for survivors this is not true.

    Most of the time, the real interaction of a survivor with the killer is a chase.

    Of course there are other indirect interactions like hide/sneak away when the killer is approaching your area, saving/healing your team mates or tactical decisions like not getting 3genned or break totems vs commit to a gen, but it really depends on the skill of the killer to be able to share this kind of interaction and decision making to the whole team.


    More objective will not give, by themselves, a more interactive game, it will simply increase the chance for a killer-survivor interaction - if they artificially increase the time spent in a trial.

    If the added objective are just an alternative to the gens and/or take exactly the same time as it is now to power the exit gates without adding other risk factors (like... sound bubbles, new interesting status effects, injure states...) they will be absolutely worthless.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    As a killer main that main's Spirit, but play's all other killer's I strongly agree, and I think the reasoning behind it is because of the lack of interaction and the lack of skill in survivor gameplay in general!

    Not saying that rank matter's but ever since I hit purple ranks I've been playing against red rank killer's and weather I escape or die, I really don't feel any kinda of satisfaction or threat from killer's unless it's Nurse or Spirit because they are the only killer's that shut looping down and force you to use your brain and try to think from their perspective to outplay them!

    Idk how survivor mains/survivor only player's do it but I can't get behind survivor gameplay due to the lack of skill, and the fact that I'm outplaying some killer's due to the fact that I understand how they think and play is starting to feel unrewarding to me!

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    Because it's the point of a match where your skills are tested? And it's also the only point where you get to interact with the killer? If you don't see why it's fun that's fine but the more objectives you give survivors the more they're just doing dumb minigames and not doing the one thing that actually requires skill.

  • Seiko300
    Seiko300 Member Posts: 1,862
    edited October 2020

    I actually had an idea, or rather an addition on top of an idea that I heard before that I actually thought was pretty interesting that answers (at least partially) a few different issues at once. Addressing problems like generators being rushed too quickly, and providing survivors with new objectives that switches up some stale gameplay (or at least stale objectives).


    I think many of us have heard the idea of having missing parts from generators. It was an idea created to prevent survivors from rushing two or three generators at once in the beginning of the match when a Killer has no pressure, is busy setting up, or just couldn't find or catch anybody for any particular reason. So you have a generator you want to fix, you need to find the corresponding part that generator is missing which is somewhere on the map, pick it up and attach it on the generator before you can start repairing. You cannot begin repairing generators without the corresponding part that they're missing.

    It's a decent idea especially for what it is intended to do. Prevent nightmare scenarios of one or more generators popping at the start of a match when chases haven't even begun yet. Other than this it sounds like a great way to shake things up, give survivors a bit more to do, and slow down the fast from the get-go pace of the game. Although I think it falls a bit short of making the game engaging, since it creates the possibility where that just becomes a pre-game stage, where survivors don't do gens but instead find all the parts and attach them to all the generators before repairing anything, and then afterward DBD v1.0 of just doing generators and nothing else that's different really happens or changes later throughout the entirety of the rest of the match. Maybe I'm wrong, maybe it's a perfect and solid idea most everybody can get on board with but here's how I would change it:


    Instead what I think should happen is move this requirement to the 50% mark of generators, so after you've repaired a generator half-way you're hard-capped. The generator can't be further repaired until you get the necessary part that it's missing. What this does is it shifts the emphasis on changing and slowing down the early game and more just the overall gen. rush. This provides the killer with a short window of opportunity to defend and regress the generator before the part gets to the generator. The part only appears after 50% of the generator has been repaired, at which point even if the generator is regressed the part can be installed whenever so that the generator can be finished and fully repaired.

    7 generators on the map total so there are 7 different parts that will be created, each has a different animation for installing them. Instead of the traditional normal "hold Mouse 1" of Dead By Daylight fashion, the process for installing these parts will be Among Us inspired-styled mini-games and puzzles, since there's only seven they'll likely be more complicated and take more time, but don't worry about being expected to to finish a super lengthy or complicated task they should be somewhat more or less straight forward and not be super time consuming.

    Of course the option is always open to make these traditional normal "hold mouse 1" actions if people are more comfortable with that, but I figured that this would be far more interesting and appealing to players who want to switch things up after years of holding m1 already.

    If a survivor carrying one of these parts is downed, I'm caught between deciding whether or not the part is consumed by the entity and re-placed in a different part of the map, or if the part stays where it is, tumbled out of the survivor's grasp and laying there on the ground wherever their body fell.


    Anyway, it's just an idea I think is really interesting and worth looking into to switch things up in the fog.

  • Boss
    Boss Member Posts: 13,618

    I don't any amount of skill at all, whether i win or lose as Survivor.

    Interacting with the Killer is more than fine by me, but not in this monotonous manner.


    With Killer, the entire chase feels different, in a good way.

  • redsopine00
    redsopine00 Member Posts: 905

    Same here though I will say new mechanics or things what about say if you put in the no scratch marks item (btw I hat sounds really interesting) what about a mechanic or add-on for killers where if a gen is near completion they can break it and scatter parts about nearby like not to much say nocks off one of the leaver bits where you have to collect them or a unbroken part to finish fixing it

  • Kumnut768
    Kumnut768 Member Posts: 789

    i only ever found fun in survivor with a swf using meme builds but its not for everyone

  • xEa
    xEa Member Posts: 4,105

    I highly recommand every killer main to do this every once in a while (play survivor only for a few days). This would change a lot of perspective, especially why a certain killer is boring / unfun to verse.

    The problem with survivor gameplay after a few months or even weeks is, that the only interesting/exciting part that is left is the chase. And then you see killer mains here pop up and want us to explain how fun, excited and fair a chaise against a Deathslinger or a Spirit is (it makes sitting on Gens qualy excited as the chase itself).

  • csandman1977
    csandman1977 Member Posts: 2,358

    I feel all skill checks should be replaced with mini games. Or at least at 25% intervals. Add tension. Like i know im going to have to do a mini game, but where is the killer? For a couple seconds you wont be able to see anything but the mini game.

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    While It wasnt solel survivor Ive played around 80 or 90% survivor this week as apposed to the around 40% usually, my opinions are unchanged, I still think Oni is the only killer thats unfun to verse, and I also think hes unfun to play. possibly with hag, but her power can easily be negated

    And I would disagree, the killers I have most fun in chase against are Huntress,Deathslinger,Blight,Billy,Doctor Spirit, in that order.

    I still dont see many Demos or PHs and play neither of them myself however, so I cant speak on them for the enjoyment of either side

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    This is why survivor isn’t for everybody.

    I play both sides and I enjoy both sides. They are both stressful at times but they can both be satisfying.

    Survivor can be pretty easy if you are playing against less skilled players. Same with killer.

    I also have to disagree wholeheartedly with the chase being boring. It is probably one of the most satisfying things about this game. I do agree survivor could use something different, but more objectives is not it. You are basically going to give killers just more time to kill.

    What I would do is add more interactive gameplay between killer and survivor, so parts of the chase could feel more memorable. Instead what they are doing now is add breakable walls, and to me that is the opposite of what they should be doing because there is no interaction there.

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    I mean I can see the thematic reason, having to focus more,on the generator, and I can see how it could increase engagement, but would stuff like premonition stll proc if your camera was positioned towards them?

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    I agree on the breakable walls thing, it seems they make them so they need to be broken or theyre detrimental to be broken

  • xEa
    xEa Member Posts: 4,105

    What makes you think, a chase against a Deathslinger is fun? Not wanna start another discussion about it, but there are every once in a while indivuduals with those extremly strange claims that Deathslinger is fun in a chase so i take this opportunity and ask you about it. I am looking for the truth here, maybe i define fun or even chase different as those people.

  • Hex_Llama
    Hex_Llama Member Posts: 1,942

    I like the team play aspect of survivor. Doing saves is probably my favourite thing, especially if it's a really risky, crazy save to attempt (and we have no better options, obviously). I also like doing dedicated healer builds and just, like, emptying a med kit into someone in three seconds. I don't know why it's so satisfying, but it is.

    I do agree that the gens feel long and tedious. I enjoy the RNG scavenger hunt aspect of playing against Pig, and I'm always perfectly happy to get a hat because it's something different to do. I don't know how much it would mess up the game flow if survivors weren't stationary on gens for so long, but I'd love to have tasks that required moving around more often.

    Okay, but things that happen during chase are most of what chase is, aren't they?

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    Well I enjoy versing him because its a different experience from regular looping, having to consider line of sight, distance, considering what he would gain if he got a shot at the time. The fact that making him miss is difficult, but if you do it you can make a lot of distance from the reload, sorta high risk high reward. I also enjoy that alike huntress and nurse versing them and playing as them have transferable skills. in terms of how to play around certain, loops,buildings,terrain,etc. though this specific point is only tangentially related to the chase I feel its important to mention.

    What makes you think he is unfun? I like to see others perspectives whenever I share my own, to see where we agree and where we disagree.

  • xEa
    xEa Member Posts: 4,105

    I think there is no chase at all, thats why i think his chase is unfun. The moment you enter chase with him, you are basicly dead or in a dead zone which leads to first ;)

    His chase is simple: Drop the pallet and hope its one of these loops Deathslinger can not actually work around (which are extremly rare, even shake backside is unsafe against him).

    So yea. The reason i hate chase against a Deathslinger is that there is no chase but rather run before he is even close. And that is extremly boring to me. Interacting by not interacting with him.

  • Boss
    Boss Member Posts: 13,618

    Not to me, stunning Killers and vaulting vault locations & Pallets occupies way less time of the chase than the running.

  • DarkMagik
    DarkMagik Member Posts: 822

    My favorite killer to go up agains is pig because of reverse bear-traps.

  • DarkMagik
    DarkMagik Member Posts: 822

    To talk about secondary objectives i think your objective should change base on what map your playing on.

    Ex:

    If your in auto heavens repair the car.

    If your in the mid-which do the objectives that you will do if you were playing silent hill

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434
    edited October 2020

    @OllieHellhunter

    Some time ago, before they even announced they were going to create breakable walls, I made a post which was to balance windows at structures. Especially those that needed balancing.

    It would have balanced windows by giving survivors the option to use the window but also have to be mindful since it would get depleted (crumbled down into a doorway) as shown in the pics.

    Like, I wouldn’t even be mad at these breakable walls but I do feel like survivors should be able to break them as well. Maybe they have to find an axe on the map that they can use, or could be an item that they can bring via the bloodweb. Just something more exciting.

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    That window Idea seems good tbh, I assume it was before the Ironworks window was nerfed since you give that one as an example. I like the idea of strong things remaining strong yet having limited uses.

  • Seiko300
    Seiko300 Member Posts: 1,862
    edited October 2020

    The way I imagined it in my original post, it wouldn't be as drastic as you say where you wouldn't be able to see "anything" I'm thinking of a textbook Among Us mini-game that makes sense for generators, for example like connecting wires or something. Not that I think DBD would be lazy and literally port duplicates of those mini-games into DBD, I think they'd probably take the time to think of their own unique mini-games, puzzles, activities, whatever (that make sense for the 7 different parts you're working with) so this is purely for the sake of example.

    That would take up a solid chunk of the center of your view. It wouldn't be Huge, I think in Among Us it basically takes up the entire screen so you can only see the very edge, I wouldn't want it to be like that in Dead By Daylight. (I double checked just to make sure and that is true relatively speaking, only compared to the size of the rooms that you're in, since Among Us is more of a top down view and DBD is a 3D view, I think this would be less impactful in DBD [as it should be considering the different pacing of both games]). It should be maybe just a solid 25-50% of the center of your screen, with plenty of room to see your peripheral vision if the killer is coming right up from your side or something. Maybe I'm wrong and it should be more, I don't know, but that's just how I imagined it initially.


    Regardless, either way, obviously as you mentioned this introduces a bit more tension to the experience of repairing a generator, you really don't want to be caught in one of these mini-games when the killer is close by. So, my idea in my original post is one where you really want to take a second, survey your surroundings, see if anyone is being chased, before you get to work on installing one of these missing pieces. You'd be far more vulnerable not only because you're vision is limited, but you probably wouldn't be able to look around either (these mini-games would require you need to use your mouse and click different things and such). At which time a survivor would likely be far more susceptible to getting snuck up on by a stealth killer, or maybe hit from afar by a ranged killer like Huntress or Deathslinger, or surprised by a suddenly materializing Nurse or Spirit.

    Either way of course whatever happens, if you get hit or grabbed or vomited on by the plague, whatever, the mini-game immediately closes obviously so you have an opportunity to react immediately, whether that's by running away or wiggling or something.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    @OllieHellhunter

    Yes it was before, that’s why when they announced them I was excited, but quickly disappointed because it felt like they didn’t really keep interaction between players in mind.

    I also agree with the idea of things remaining strong yet with limited uses. I think there is so much potential with this game that I felt like my idea was only scratching the surface.

  • malatruse
    malatruse Member Posts: 784

    I play about 50/50 Survivor and Killer, though my first 50-100 hours were all on Survivor. A lot of what you're describing as boring seems to come from being too good at the game. If I manage to loop a killer so well they leave me, I feel amazing, because it so rarely happens. Heck, if I survive the trial I feel pretty good. So while your suggestions are interesting, it's important to keep in mind that new/returning players might have trouble with things like more objectives being dropped in their laps.

    I like the idea of an item that hides scratch marks though.

  • Boss
    Boss Member Posts: 13,618

    Maybe.

    It's one reason why i like Hex: Devour Hope lots, cause it doesn't happen often.