Anti-loop killers and new perks
It seems safe to say that BHVR decided to make anti-loop killers frequently. Boon totems and Overcome is "just run away" (and heal) type of perks already. It feels like devs want to make this game less fun for both sides (yes, even more than usual). Among other questionable decisions this disappoints me the most.
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I'm sorry the newest Killers are too hard to run forever by hitting them in the face with every conceivable pallet on the map.
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As the W meta increases in frequency. Killers with hold W potential will go up in tier lists etc.
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I consider this a good thing.
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Sure, because holding W, predrop pallets and heal with boon totems is far more fun for both sides.
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Means I spend less time staring at walls and spinning around, it's a plus.
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BHVR have an impossible task balance wise.
SWF vs. solo is hard enough to balance in a way that is fun for killers, solos and SWFs.
Then you watch some very high level gameplay, where survivors know how to abuse pseudo-infinites and safe pallet loops - and killers without anti-loop can barely get hooks.
Anti-loop 'skillshot' killers seem to be their answer - which essentially encapsulates almost all the new killers after Blight. I don't like this, as it turns the entire game into an arms race between looping and anti-loop tools, and leaves more traditional killers (Wraith, Pig etc.) in the dust.
The solution...I have no idea. It's going to take a complete shake-up of the meta for survivors and killers.
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Don’t leave legion out of this lmao. Not to mention the only viable killers in tournament ignore core game mechanics. At the top level of play. You literally have no not play as intended to win. As seen in Hexys BOTB tournament, tunneling, camping with nurse and spirit are your only options at the top level of play. That isn’t fun for any player, killer or survivor.
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The shake up is when a streamer or two (or three) come up with what's the best (minus the 6-7 "meta" perks) on both sides
Or not directly Buffing/Nerfing perks but changing Maps, Spawns (Survivors, Killer, Totems, Gens and Tiles), Gen Regression
I do have a few ideas to get the ball rolling... but I'll keep that in mind (Unless someone asks for them)
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This game never was and never will be balanced. Because of this, I've never understood why some players take this game too seriously. I would like fun game at least. Fun is subjective, but in my opinion holding W is not fun. Even more, it kills existing fun like looping or snowball.
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It is for me. I'm DONE having every single game just turn into "run around the pallet a hundred times".
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Tourneys are weird because they often have entirely different rulesets. I'll admit that I haven't seen a ton recently - but if I recall, certain maps, addons, perks and killers are banned.
Fun to me is when I feel like both sides have an equal chance to win, regardless of skill level. This is what SBMM is trying to do, but it's really difficult.
If I was in charge of balancing the game:
Rework maps.
This is the biggest problem right now, imho. About half the maps are at least moderately 'survivor favored' and there are several tiles that are just too strong vs killers without good anti-loop tools (House of Pain on Badham/Haddonfield, the 'barge' infinite on Swamp, certain spawns on Gas Heaven etc.). There are also a few (DDS) that need to be easier for survivors.
The reason that a lot of killers are considered 'good' often comes down to their ability to shut down these loops and/or traverse large maps easier.
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SBMM is a different topic, however "skill based" matchmaking makes everything worse and out of place IMO.
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From a survivor point of view i find most newer killers extremly boring to play against. And that has nothing to do with how weak or strong they are. It just seems that looping and mindgames get more and more irrelevant for the gameplay. But that's what makes DbD fun. Pre dropping and running as far as you can is just boring as hell. When i face a Nemesis for example my brain always goes into ResidentSleeper mode because he always will have this win-win-win situation at paletts. You don't drop -> get hit. You drop -> get hit or he destroys palett with short recovery time.
And tbh i don't think it's healthy for the game to release a new Killer every few months. I would much rather see more performance/bug fixes and QoL changes. But i think thats a different topic..
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Exactly. From a killer point of view I think it feels even more boring. Drop the chase = player will heal with boon, for example. It's like just run and eat some pallets until survivor is downed and if team is efficient enough gens will fly.
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Maps... yes... Of course
They do need to be fixed
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