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Disappointing, sad and frustating

This is how I could define my inner feeling at the balancing team. Dont get me wrong, as the rest of players who post discussions like this one, "I enjoy DBD and I respect the devs". But I can't be neutral when I see the desicions and choices made.

A good game when you touch his surface, but when you go deeper throughout the years, in my case (2019-2022). It turns in a fuRnace which slowly burns you down. That's a reality and a lot of people have left the game temporarily or permanently because of it.

My complains aren't about the matchmaking, the toxic comunity, the hacking and cheating, the bloodweb grind or the bugs. Of course those problems are important. But my priorities which it seems the devs have a very difficult and long long long, but long time changing and improoving, are the features inside the matches.

-Starting with the most big thing in my opinion, the perks.

There are 191 perks in total, 51 of survivor and 40 of killer that are either (weak/useless) or have a bad design. The worst part is that very old ones like: this is not happening, streetwise, up the ante, no one left behind, predator, bitter murmur, unnerving presence, monstrous shrine, etc. Have been in the game since 2016 and they are still the same, pure garbage.

A good part of those 89 perks only really need a numeric buff to become B+,A or even S tier. For example (Solidarity: from 50% to 100% / Premonition: from 30 to 25s, from 36 to 32m and from 45º to 30º / Shadowborn: from 15º to 25º / Remember me: from 16 to 24s ). That's it, nothing else. Maybe I don't know how to make a videogame, but I certainly know that changing numbers is a very easy thing to program.

When it comes to buffing perks, they only take less than 6 survivor and killer perks every mid-patch update. And at the end only 2 or 3 become GOOD perks. List of perks since patch 4.3.0 which are still bad after their buffs: technician, blood pact, slippery meat, forced penance, cruel limits (claustrophobia), self preservation, zanzhin tactics, for the people, no mither, distortion, buckle up, wake up, gearhead, remember me, coupe de grace and furtive chase. All these only the recent ones, since 2016 the devs have tried to buff other perks, but also failed a quite good amount of times. The updates and progress are so slow that is impossible to keep up with the new content of every chapter and that sucks a lot.

Another problem they have is while improoving certain perks they don't have any idea of what is the actual flaw. One perk can be buffed in three ways (changing numbers, rework or adding new effects and maybe also changing numbers) Forced penance needed a rework not a numeric change. Blood pact needed a numeric change not a rework (if a perk is only good for SWF, shows bad design). The new effect of boil over was completely unnecessary and it complicated the situation even more making it an abusable feature. They nerfed and buffed coupe the grace but still not understanding that you loss tokens even without surpassing the normal maximum lunge range. This continues with many other perks changes.

-Killer addons

I personally think that at least 2 or 3 addons should always change the gameplay or the mechanics of the killer power in some unic way. The best examples are: matchbox, spasmodic breath, trapper sack, tuned carburettor, lopro chains, vanity mirror, scarred hand, mint rag, interview tape, garden rake, fingerless parade gloves, wakizashi saya, prayer tablet fragment and trick blades.

Sadly a lot of killers, have been given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are for me the most uninspiring ones to put as iridescent ones and is sad to see that formula being repeat with every new killer. With more originality we would have more variety of gameplay when playing as and agaisnt the killers. For not to say that wraith and legion have the same red addon, and that still hasn't been changed, which is sad for your part balancing team.

Also AGAIN, like the perks, 89 (hasta pyramid head) addons are still the same, weak and bad since they were released. Having no decent improvement in their respective killer powers.

Some addons are need of changes to stop being so frustating, boring and unfun to play around. Good examples are: iridescent head, Myers tombstone piece, scratched mirror and red addons, redhead pinky finger, alchemist ring,

-Maps and realms

First of all, the pallets. A problem which is ridiculously easy to fix, if it is a god pallet is unfair for the killer, if it is a deadly pallet is unfair for the survivor. Actually I saw in Youtube a few times how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" in the maps should be between 10-15m to be balanced for both survivor and killer. In indoormaps, there are some small rooms which have two unsafe pallets, the change needed in those places would be, eliminate one and improove the other.

For the other common loops like LT walls and jungle gyms there is another problem. In colwind farm the jungle gyms have longest walls making them more safe for survivors, but the LT have shortest walls which makes it more unsafe. Also in autohaven wreckers both jungle gyms and LT walls are weak compared to the ones of the other two realms which is confusing. But the point here is the same, buff one thing and nerf the other.

Totem spawns are also another ridiculous problem. In the outdoormaps they can't be in places with no cover or in obvious spots. In indoormaps they can't be hidden at all or just a little bit. How easy, right balancing team? Also in backwater swamp, if the totem spawns in the edges of the map, it shouldn't be hidden.

Breakable walls are an interesting idea, but of course the devs implemented them in the most poor way. What I think we



There is another problem the balancing and the designing team doesn't realise, the generators model has an antena which makes it very easy for survivors to find them. With that the perks visionary, deja vu, clairvoyance, detective hunch and the map items gets their value reduced a lot in outdoor maps, which sucks.

Comments

  • GeneralV
    GeneralV Member Posts: 11,353

    Those 3 words describe my feelings for the game since late-2019.

  • Anniehere
    Anniehere Member Posts: 1,264
    edited March 2022

    I've been playing since December 2021 and I think I get the idea of the developers regarding some specific things in the game.

    For example, the spawn of totems, survivors and generators;

    I'm guessing the developers wanted the game to be depended on RNG and let that absolute randomness determine everyone's destiny in the match.

    The problem started when they added new characters and perks and almost completely ignored the old design mechanic of the game, which resulted in frustrating gameplay. And according to what they said, they wanted the game to be frustrating in the first place.

    It's a kind of emotional manipulation where you're addicted to something you like, but this thing hurts you. At the same time you find it fun too but at the same time it hurts you.


    Judging by how the game is doing right now, they probably have no plans to change the game to be fun but for a more frustrating experience than anything.

    The community has been asking for a change probably since the game has been in existence, 6 years they have not been making a change that the community is asking for. Why do we still insist on getting a change to the game the developers see differently or want it differently from us?

    We can't make a change if the developers don't cooperate, and we shouldn't play by force if we don't enjoy the game anymore.

  • Masterninja
    Masterninja Member Posts: 413

    Anniehere, you are right, they maybe won't do anything, but its entertaining to do this posts and anyway I will sometimes play the game regardless. But thanks for the comment.

  • Zozzy
    Zozzy Member Posts: 4,759
    edited March 2022

    We have a balance team? I assumed people in other departments changed a perk when they had some spare downtime.

  • Adaez
    Adaez Member Posts: 1,243

    The fact camping and tunneling is still a thing and they dont do something about genrush and hackers is still just depressing in a game that's so popular.

  • ElmosPayPig
    ElmosPayPig Member Posts: 128

    The game is designed with camping and tunneling in mind.

    Why do you think there are perks against it and if you've ever watched some of the devs or ex dev mclean play, they camp and tunnel alot.