We need to look at both sides
What makes playing killer so frustrated? What makes playing survivor so frustrated? Both should have a fun and engaging experience but it's better to look at the perspective of the game and see what the core issues are.
So what survivors are mostly frustrated by are:
- Hook camping
- Tunneling
- Gen regression perks
- 3-gen strat
What killers are mostly frustrated by are:
- Gen rushing
- SWF
- Second chance perks
- Map design
- Weak addons/power
So how do we solve these problems? I don't know and I think it's just too much to solve all of it without redesigning the maps, objectives and all sorts of things.
Comments
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While there are some issues to be worked on and balanced of course, I think a lot boils down to one major thing:
Humans don't like things that are out of their control - more specifically to DBD, players don't like situations where their perceived skill level doesn't dictate how they actually do in a game. A lot of situations in this game cause a player to "lose" even if they feel they shouldn't have. But the fact is, this game is almost all RNG, from perk choices to player levels to map spawns, etc.
Once DBD players 1). stop taking this game so seriously and 2) come to terms with the random nature of it, they'll be a lot a better off. It's a mentality issue that a lot of people have to work on themselves.
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Maybe
Change Eruption to a perk that:
Locks all generators for 30 seconds and inflicts incapacitation for 20 seconds when the obsession is unhooked. When the obsession is unhooked, the survivor that committed the act, becomes the obsession. Eruption will only trigger if the killer is 24+Meters from the hook with the obsession on it.
The goal being to reduce camping and tunneling via incentive.
Change potential energy to:
Remove the start time hold, make the storage to output ratio 1:1, place a timer on the icon so that any potential energy stored can't be released for 45 seconds from when storage started. Display the flashing blue circular icon on the survivor's back when they move potential energy around. Stacks are lost in increments of 5 when hit/downed/hooked. 20 stacks max storage.
The goal being to make it easier to approach 3 gen situations.
For killers the Eruption change should slow down gen rushing. I'm saying this because its very few SWF teams that want in and out with max efficiency, but it does still allow them to do that by leaving one person on the hook.
Just some ideas.
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This is a good summary but I would like to add that there are some killers that just feel clunky and are frustrating to play as.
Something elseI I find frustrating is a consequence of the BP inflation we have now. Every killer could run the strongest addons and ever survivor could bring the strongest items every single game. You will never run out because there'll be another one in the next blood web anyway. Playing chill results in super short matches because the other side will always be able to stomp you with their preset loadout.
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The things killers do that survivors hate are a result of poor balance in the game. They need to make going for hooks much more achievable and rewarding in the time window they have than it currently is. IE camping/tunneling is the symptom, the sickness itself is poor game balance. As they make hooks more achievable and rewarding they can in turn make camping/tunneling harder.
Players in games want to feel like they have agency, something this game lacks a lot of.
At very high MMR there are many games as killer where you lost and there was nothing you could have done to change that outcome outside of tunneling someone out. IE you could play a perfect game and still lose. That feels bad for the player.
Survivors actually have tons of agency themselves, but where they lose their agency is when other survivors cost them the game. However this loss of agency is basically eliminated when you bring SWF into the mix.
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Comes down to a person's ego, imo. You see people in every walk of life, not just gaming, who can't handle losing and lash out. It's not healthy.
I had a best friend who was passed over for a promotion, and instead of sitting down with his boss and discussing where he fell short, he chucked a fit and quit. His dad went around to his place to talk to him, convince him not to throw his career away, and he punched his dad. Cops came and he got arrested. Later when he told me all of this, all he could say was none of this would have happened if he just got the promotion he deserved lol I was like dude....
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You can mostly distill the frustrations for both sides down to this: The strongest things feel cheap. There's not much counter to the strongest things unless you yourself have the strongest things or completely outclass the opponent. The power difference between the best loadout and an average loadout is way too much. There's zero consistency in the power level of your opponent's loadouts or competitive level, which means you can often win or lose from the loadout screen.
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I'd be pleased if they'd get rid of the iridescent add-ons on both sides, as they're either meme or overpowered tools that make the game lopsided in most situations.
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OOOORRR they reduce the rng to not be so impactful. Coal tower can be a really balanced map, but 5 long walls vs 2 lt walls and 3 4-lanes makes all the difference in the world. BHVR really just needs to get over their old game design philosophy. I'm not saying remove rng, just make it less game deciding.
"Oh I got a long-wall into best filler pallet into shack window" and you know the game's over vs majority of killers if they commit. Likewise you see 4 new trash tiles on auto haven after spawning in and you know the games over as killer. Cowshed vs Shelter woods ect. The maximums and minimums need to be squished in this game period.
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A playlist split would help with that. Casual and ranked playlists would be great for helping olayers find what they're looking for experience wise. Casual for sure would help take the pressure off.
Last thing I want when I wanna have a chill game with my deathslinger meme hex build or twins is to get a 4 stack of scoop ahoy Steves and neon neas all with flashlights to genrush the game in 5 minutes
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