http://dbd.game/killswitch
What's up with people thinking this is a 1 v 1 game?
It's not. It's a 4 v 1 game. So stop complaining if a killer has strong anti loop powers.
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I don't even know why people are against strong killers. I played survivor more than killer and I am still not opposed to that idea.
Watching even experienced killers get bullied and struggling is ridiculous imo but it is what majority wants it to be I guess.
Personally I dislike it. I wouldn't mind dying in 80% of my games no matter how good I am. I want killers to be intimidating.
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It's due to us as players deeming Skill to mean Chase and not everything else
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It's an APVP game, meaning it doesn't really fit into a neat paradigm. It's like lots of little 1v1 matches happening in sequence.
It's the main thing that usually results in me burning out and quitting.
The solo role in an APVP game is classically the 'power' role.
In DbD, survivors are the power role. The killer is the one that is permanently time-crunched and pressured to make things happen, as survivors can win by essentially holding a button otherwise.
The problem is that this has been the case since word go, and now every survivor goes into a game expecting to escape (which is why survivors DC so often the second you hook them, and why BHVR has to treat survivor perks with kid-gloves, while taking a flamethrower to entire killers).
Yeah, I'm bitter. Can you tell?
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They took a flamethrower to DS.
And to OoO.
And to maps in general.
And to Keys (finally).
I'm all for criticizing BHVR and their inability to actually balance the game, but it's important to be fair and to not misrepresent the situation.
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DS...what? No they didn't. They just stopped it from being used offensively in conjunction with lockers. That's not so much a nerf as it is a fix.
OoO is still crazy strong. It's former incarnation was essentially maphacks for SWF groups, and it took endless complaints from basically all the most influential killer players for...what? A year?.
Addons are a different matter. Don't even get me started on killer addon changes (or how many are still worse than an empty slot).
I really don't think I'm misrepresenting the situation at all. One of DbDs biggest flaws is that, historically, the developers have been absurdly survivor favored (remember the flashlight stun fiasco, how long it took to be reverted and how the devs constantly said 'no, we intend it to work this way and won't revert it' despite instant flashlight stuns being obviously broken?).
While they are better now, you only have to look at how frequently survivors DC the second they are hooked or even downed to see the problem. Survivors, especially long-timers, have been taught to expect to escape every match - and when they don't, they struggle to accept it. Especially from killers they've been taught not to worry about (hence Wraith nerf, despite him being mid-tier at best).
It makes it difficult to introduce strong, accessible killers. Especially when you consider that there are significantly more survivor players, meaning they have a direct financial incentive to keep those players engaged, even at the expense of killer mains.
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You're right, this is 4v1 game, not 1v1. So Killer design should be similar to Pinhead with passive slow down that requiring team work.
Not something like Nurse that can end chase in 10sec then process to tunnel them off in 2min. That's 1v1 (then v1, then v1, then v1)
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I agree with that....what's worse is that when you get hooked they wont come save you they instead finish gens before considering to walk or crawl to you to unhook you.
Or in my case I loop the killer for a good 3 mins and finally get hooked. No one else got hooked or hit so they were good......I look around and they are all on gens......I'm like I'm good I have some hang time.....then they pop their gens and never came to help me.....I got into struggle as they finish the last gen and after that they just left......the current state of the game is allowing Survivors to rush gens and leave teammates behind to get positive MMR while killers face camp and tunnel to try and get positive MMR.....
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When did you start playing? Because it sounds like you don't remember the things I do.
I remember Decisive Strike 1.0 and the actual meta it forced around it. Dribbling, yay. Oh, and you can still use it with lockers, fyi.
Funny, considering I don't see OoO at all. It's former iteration was simply too strong and this new version is pretty darn good and balanced.
We can look at Survivor add-ons if you like.
Med-Kits (Significant Changes Only)
Styptic Agent: Nerfed twice. It used to be only Green Rarity and instantly healed one health state.
Syringe: Nerfed twice, used to be only Purple Rarity and instantly and completely healed (ie two health states) the Survivor.
Flashlights (Significant Changes Only)
High-End Sapphire Lens: Nerfed twice. Used to be Green (iirc) and used to take less time to blind.
Odd-Bulb: Nerfed twice. Used to be Purple and used to take less time to blind.
Basically every flashlight add-on that made it faster to blind the Killer was nerfed and had that effect removed.
Keys
No Key add-ons have been nerfed to my recollection. I think they are fine, honestly. You could maybe make a case for Blood Amber, but that's it.
Maps
No significant add-on changes either, just like Keys. I don't think they need changes.
Toolboxes
Brand New Part: IT DOESN'T INSTANTLY FINISH GENS ANYMORE.
Wire Spool: Added 30 charges to the toolbox.
I can continue to go on about how Survivors items have also been nerfed. Toolboxes and Keys are not nearly as strong as they once were. That's not even getting into perks like Sabo or into mechanics like vacuum vaults or the maps themselves. However, I think I've made my point.
Survivors have received far more nerfs than Killers, and rightfully so. However, saying the game is Survivor-favored or that the Devs balance for Survivors is blatantly false.
Post edited by Pulsar on2 -
The thing with behaviour is that they last 300 years to decide.
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Problem is that if you look on top killers, none of them has basic slow-down.
All of them are good in 1v1 and they are fast enough to build pressure around the map.
Pinhead might be good, if they buffed his basic power, but as it is. He is good against soloQ, because you will have often multiple survivors running for the box -> waste of time, but it's not that good against SWF.
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I edited the post to be comprehensive.
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Yes, Pinhead passive should be stronger (faster timer & force survivors to constantly go for the box), but weaker the more survivor dies. And have solo able to communicate for team work. Then the game should be extremely fun right there.
Now swf can have 1 guy go for the box while solo usually has a 2nd guy pays 30sec to run there and 30sec to run back to Gen. That's almost 1 Gen time which is huge.
Nemesis also have passive slowdown with zombie, but inconsistence. Though I think they're on the right path with designing killers with passive power like the last 2. Hope they keep it happens in the next killer & future.
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You like it or not the "Chase" is the core of this game and most importent thing. All other things "hooks, gens, heals" are just to make the chase more meaningful. But if the chase is boring/easy/no counter/no mind game, the game will be dead in 1 month.
Its not about strong/weak killer, Why people complain way less on Nurse/Huntress/Oni but they complain against Spirit/Deathslinger/Trickster? Even tho 1st group are stronger, Its all about how Fun they are and how much of a mind games happening.
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This helps killers be good at avarage level, but they will never be good in high MMR.
If they were, then they would be super oppressive for avarage survivors and would get nerfed -> Deathslinger wasn't even top tier and look at poor old guy
Only killers that are able to get into top tier are killers that require more than avarage amount of skill to play them correctly, so they can dodge ban hammer, but have potencial to win even against good survivors, which is usually based on high mobility -> Blight, Spirit or special power -> Hag, Nurse.
Killers with weaker power, but passive slow-down might be better for overall game health, because they are not forced that much to stack slow-down perks, but they will never be actually good in high MMR for balancing reasons around avarage survivors.
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Lets see pulsar if something is broken you can nerf it 500 times and keep being broken.Right now im not happy with medkits and slightly with flashlights but maybe cuz flashlight function is to be annoying and if you need 500 years to actually nerf something while killers nerfs are in matter of months thats favouring a side.
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It took 4 years for Iri Head to be nerfed.
It took 5 years for mori's to be in an acceptable spot.
Tombstone Piece still hasn't been nerfed.
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One nerf is enought in killers case for surv they needed several ones.Btw I dont wanna "argue" while the real one who have to explain why it last to release balance is devs.
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The apex of my dbd experience was receiving a 1 vs 1 request against a Blight that facecamped the hell of out me 🙄
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Well some killers are 1v4 killers, like pinhead and some killers are 1v1, like cowboy. 99% of the games fun completely comes from interactions with the killer, so against a 1v1 killer 99% of the game feels like it's a 1v1
It's really simple math tbh
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