What is currently bothering you about the game?
Comments
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Two things.
Primary, lack of any optimization or open discussion by the developers on the subject. By this I mean anything more than the whole "we care abd are looking at it" they keep trying to sell. How are you looking at it? What EXACTLY are you doing to make the game run better on consoles? Because after Binding of Kin and RE, the devs can say all they want they care but they are SHOWING me they do not, or at least showing the impression they do not.
I'm not expecting a magic patch that will fix everything forever, and even if I want and feel that dedicating an entire chapter purely to game health is the best choice, I understand BHVR is a business first and foremost and they need to sell product. Same reason why that even though I wish Fog Whispers would grow a backbone and actually showcase the state of this game I k ow why they don't. This is their livelihood for most of them, they need to pay bills to.
I do feel though BHVR would win so much EASY good PR if they just came out and said "hey, we've got problems, we are doing x to fix y" R6 Siege got plenty if good PR after Operation Health and remains a top tier game even with its own issues. Again, recognize they are different companies, but it's not like Ubisoft patented fixing broken games.
I just want to SEE more and HEAR less
As for a minir fix, I want more fun killers. Everyone bags on Trickster, but he's pretty fun for me to play. I get he's not S Tier, but does every Killer need to be?
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There's a certain elitism a small section of the dbd community has and it ticks me off
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Claire doesn't have a P3 cosm.
I can live with her having no unquie perks, but I mean c'mon, if you're going to go the extra mile at least style on 'em
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The massive disparity between killer and survivor objective.
-Killers need to individually outplay every single survivor and be in chase, interacting with them constantly, and ultimately outplay the team.
-Survivors need to hold M1 on inanimate objects, their mistakes are much less impactful. Their objective is too simplistic, and doesn't require them to actually be able to hold their own against the killer.
It is very annoying that most matches I struggle with, are not because survivors outplay me in chase massively, it's because they split up on gens and hold M1. Now that's not to say that killers are little babies that can't do anything against the mean survivors, and it's not to say that there isn't skill in survivor gameplay at all. There are clearly survivors who can destroy you with their skill and knowledge, however therein lies the problem. Survivors don't need to be skillful to give you a hard time, when they actually are skillful it just kinda breaks the game in their favor.
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The repetitiveness. Every game feels the same, and I am at the point where I feel like I building every Killer the same way, something to the effect of BBQ, Franks, Pop, and Sloppy - a few minor changes for Killers that can't utilize perks like Franks or Sloppy (though even most m2 killers still can use them against good survivors). Playing survivor feels like you always have to take 4 perks to clean up ally mistakes, and playing with friends you just run meme builds and get stomped on, or are forced to run BT, DS, SB, Unbreak.
Most of the maps are survivor sided, there are hardly anymore medium based loops, so you no longer have to mind game, it's just down to run the loop correctly for survivor and the chance you have when you attempt to hide your red stain (but hey if you're not playing stretched res with color blind mode, your playing at a disadvantage against everyone else because they are).
But hey, we got Pinhead finally, and the cosmetics are cool.
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The fact the game doesn't have a proper wincon is a trait that made the game fascinating. The game isn't a competitive Esport. You create your own perceived victory. Balance should be around fun, and not winning. ""Winning"" is not always equal to fun.
How did I even forget to mention the UI? Holy crap, it was REALLY bad before, but it's still pretty bad now even. It was so bad, I refused to play the game at all with it. The most offensive part, is why did they even do it? Literally no one asked, and I think the old HUD was perfect.
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The fact that last gen consoles still have optimization issues.
The devs not wanting to let us test Nemesis without the contamination speed boost. With so many people agreeing that it needs some kind of change, why not at least let us test it? Maybe we see something that you guys haven't.
When transferring from PS4 to PS5, the only trophies that automatically pop are the prestige ones. How does that work? I thought everything was stored on the servers, so why the hell does the game not recognize that I've already done a lot of the trophies and give them to me? The devs said they couldn't do it at the time due to technological reasons, but then why do the prestige trophies autopop? It doesn't even pop the ones for reaching levels 10 and 25 and getting a perk to tier 3. Does it just stop after looking at the prestige trophies? Are they the only ones eligible for transfer to the next generation? Is that not the case and the devs just didn't want to tell us the real reason? A lot of these trophies are a nightmare to get (and not in the fun way).
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Solo queue teammates that do nothing but mess around with the killer.
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All the crybaby killers are starting to get to me.
All they ever do is cry about how they have to tunnel and camp everyone all the time.
They cry about proxy camping and gen regression being their only options.
But no one wants to buff solo survivors they just cry about needing stronger killers and perks.
Buff solo to be on the level of swf and then you can balance for killers.
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"Balance should be around fun, and not winning."
That's a mentality that leads to terrible game balance. Which is why very, VERY few games actually adopt this.
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Crappy perks going un-touched for years. I expected Vigil to be fixed a year ago, the devs even mentioned in a stream that they intended to change it.
On top of that, perks are constantly being given the Gearhead treatment (mid-tier, reliable perk recieving a completely unnecessary nerf)
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The main thing that's bothering me about the game is how BHVR really isn't trying to shake up the meta.
Survivor meta is second chances and killer meta is slowdown. As a survivor you really don't have to run the meta to have fun.
As a killer you have to run slowdown to make the match last long enough to have fun, but when you deal with survivor meta perks it just makes you sweat.
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Small Game was nerfed, unless you have trouble counting to five, I suppose. I used to always run Small Game, and it just does not work the way it used to. I've stopped running it entirely because I regularly cannot find all five totems. That used to NEVER happen. Not to mention they removed its ability to detect Hag traps, snares and dream pallets, and Trapper's traps.
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It goes both ways. Certain survivor meta perks like DS and BT have changed to the point where they feel like they should just become base kit.
Being limited on second chances means your time in-game can be cut extremely short with little to nothing to show for it, especially with the increase in aggressive gameplay. I don't think that's fun for anybody.
With that being said, the game still doesn't force you to run any perks. The most meta I tend to get is having a build complimented by Iron Will or BT, and I get various results off of that. But I do agree that things should be altered for both killer and survivor gameplay to eliminate some of the sweat and to give the game more longevity overall.
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But you can "feel" sometimes the mouse. Some people are also good with controller but the mouse is a advantage.
And the grind is still horrible for me. I don't play much but I would also like to play with other perks so I have to unlock them first.
I would like to try Detectives Hunch or the perks from Nancy but first I have to unlock the perks.
So most of the Blood points goes to Dwight, David, Bill, Meg or Nea because I unlocked most of the good solo perks from them. Getting kindred is also sometimes a pain if you prestige a survivor.
I don't play much killer, most of the time between rank 14-16 and when I got a 4k, oh my lord that's a lot of blood points. And for survivors it's sometimes a "pain" to get 22K-25K (for example) blood points. Depends on your team and also the killer.
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Stealth nerfs to the environment: barrels, reagent offerings, less lockers, bad pallets, increased breakable doors, less windows, and purposely placed protruding structures at the corners of loops to mess you up as you look back- while trying to hug loops.
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And of course the daily quests. 95% only Killer daily's and for a surv main is this pretty bad.
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Balance isn't always equal to fun. TF2 is imo a good example of balancing around fun. Very few things are inherently broken, because valve does make sure to balance, but every class has crazy weapons, builds and playstyles that focus first and foremost on having FUN. If you start with a fun idea, and chisel it into something balanced, that's great. If you start with a balanced idea, and try to chisel it into something fun, it won't come out as well. Fun should be the #1 priority. That's why we had great killers like Billy and Huntress. Balanced, but more importantly, fun. And when I see characters like Nemesis, New Freddy, Demo, etc, I can't help but feel they weren't designed with a simple fun idea at the start.
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Often times I turn the game on and while making a build to try, I find myself getting annoyed at how limited killer perk synergies are; how many decent perks have insane cooldowns, and how 15-20 killer perks could be deleted and no one would notice. Then I start thinking about the pallet changes, and how they just moved the issue to be on the killer's end. I'll push through all the frustration built up over the years, do well in a match, only to have 2 survivors with 2 gens left go missing - I immediately knew they had a key and were looking for the hatch. Often times I just turn the game off after stuff like that.
To be frank, I genuinely believe BHVR feels ok with treating their killer players more poorly than their survivor players. They've tried to be more balanced in addressing the issues of both sides, but for the three years I've been playing this game they have always been reluctant to make survivor changes unless something was obscenely broken. Whereas they are willing to change killers for the worse at the drop of a hat. Obviously I have become cynical about a game I keep holding out for - hope springs eternal: "one day they will see their bias, if I just hold out a little bit longer they'll realize how important balancing is in a PvP game"
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I didn't say that balance always equals fun. I said that "balancing around fun" leads to terrible balance.
"If you start with a fun idea, and chisel it into something balanced, that's great."
This right here? This is not "balancing around fun." This is "keeping things fun AND balanced." Fun absolutely is important, but balance is an important part of keeping things fun. Because if things are an unbalanced mess, then it's just not fun knowing that opportunities for engaging gameplay are being stifled/overshadowed by balance issues.
You use TF2 as an example, but TF2 absolutely has wincons focused around it (at least, in servers that aren't just designed around goofing off). DBD does not have that. When you don't have a centralized win condition to balance the game around, you don't have a good way to make sure that achieving that win condition is fun because now everyone has different ideas on what winning means and thus all have different standards of what makes the game fun for them.
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Unoriginal builds and meta slaves, it's just boring after awhile.
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People’s terrible connection & servers
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Balancing around fun, balanced AND fun. Semantics. The term "Balancing around fun" is implying whatever fun idea we start with, will still result in something balanced in the end. It's not like if we balance around a fun idea, we somehow throw balance out the window.
When you don't have a centralized win condition to balance the game around, you don't have a good way to make sure that achieving that win condition is fun because now everyone has different ideas on what winning means and thus all have different standards of what makes the game fun for them.
That's the point. It was never a competitive game by any means, it was supposed to be an asymmetrical horror hide-and-seek sim. If we have nothing to balance everything around, maybe it's because we're trying to push balance so hard into the wrong game. Otherwise, the devs would have put in a wincon from the start. If you want a asymmetrical horror game that IS trying to be that kind of game, try something like Home Sweet Home: Survive.
In TF2's instance, look at something like a KOTH server. Sure, there's still a wincon, but in reality people just play for frags. Because that's fun. They don't even care if they "lose" in the end, so long as they got cool frags. The gameplay of fragging is still fun and balanced regardless of the objective/wincon.
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"The term "Balancing around fun" is implying whatever fun idea we start with, will still result in something balanced in the end."
That's only true if proper balancing is actually involved.
"It was never a competitive game by any means, it was supposed to be an asymmetrical horror hide-and-seek sim."
PvP is pretty fundamentally competitive. Hide and seek has a wincon, depending on which side you are on: Find everyone, or stay hidden long enough.
"Sure, there's still a wincon, but in reality people just play for frags."
That is an assumption based on what, exactly?
They don't even care if they "lose" in the end, so long as they got cool frags. The gameplay of fragging is still fun and balanced regardless of the objective/wincon.
Not caring about losing or enjoying the gameplay is not mutually exclusive from having a proper wincon to balance the game around.
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Yes, players compete against each other. By competitive, I mean it wasn't intended to be at an Esports level. The devs have said multiple times that that's great and all, but it's a byproduct of the game. There's a reason why of all the things to borrow from Hide n Seek, the wincon, was not one of them. It's because they wanted to make their own system. A system without an explicit wincon. Because in DBD's instance, it was irrelevant to the fun, enjoyment, and "balance" of the game.
You missed my point with your last statement. I'm saying having a fun and balanced game, isn't mutually exclusive to having a wincon. People will join deathmatch in arena shooters, just to have fun. And if the game ends because one team reached max points, it's not like THAT wincon is the catalyst for which the entire games balance relies on. Like as if, you played an endless deathmatch instead, and suddenly there would be no cohesive singular thing to balance the game around, so now it's just an unbalanced mess. The balance is in the details, from player interaction, to weapons, to map design, etc. These things can be just as relevant WITH a wincon, as much as WITHOUT.
Context is important here. Something like Overwatch will definitely try to balance as much as it can around the concept of objective wins and losses. Meanwhile something like an arena shooter, can be more abstract. These two can both be fun and balanced, and exist at the same time. So I'm saying, why try so hard to keep push push pushing DBD to be like Overwatch, when it was always meant to be closer to an Arena shooter? (Not literally)
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It doesn't have to be at eSport level to be balanced around a wincon, though. That's kinda just a fundamental aspect of a PvP game.
And I disagree very much with the statement regarding mutual exclusivity between balance and wincon.
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"Hit Validation" and the occasional lag shuttering into a wall.
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Console performance. Lack of cross-progression.
And matches go [BAD WORD]ing awful every time I or my friend burn a Sacrificial Cake. I'm earning less than when I burn nothing. I'm trashing the rest. I'll just use up my Escape Cakes before prestiging.
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"MaTChMakInG"
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BHVR's incompetence and idleness of accepting players' feedbacks (I.e UI, modeling changes). Neglecting Console issues.. no mention to say.
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