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FUN is the key to this game staying alive

I feel like if you want to keep this game fresh and alive, you have to start prioritizing FUN over anything else. Yes, there are things that are too strong and need nerfing, but there are 2 ways of doing that: the way that keeps the fun, and the way that removes the fun.

1) Pain Res was fun to use because each time I'd pick up a survivor, I'd have a mini challenge (striving for something) to find a white hook and see if I can make it there. It was somewhat exciting. Now a lot of times it doesn't matter, because the person has already been hooked on a white hook. This ruined a lot of the fun for me. The nerf to Pain Res could have been done differently: if someone's dead, reduce the regression from 15% to 8% or whatever. It would still be fun to play killer, because I'd still have a mini-goal each time I go hook, which is fun, but the hook would be more fair to survivors. Not to mention that losing 25% of progress on a gen instantly is such a bummer for survivors. 15% of loss was much more manageable.

2) Circle of Healing was fun to use, because it would feel good knowing I was helping my teammates. And if I paired it with Shadowstep, it would feel good knowing that whoever heals in it will be protected from aura reading perks. Now there is no fun with CoH. Also, a person who can't find anyone to heal them for a while cannot help themself, unless they brought a method of self-healing. And people won't just drop their objectives to go to the boon to heal a person.

Yes, CoH needed nerfs, but the fun should have been kept. I feel like self-healing should have been kept. That would have kept the fun of CoH. And then yes, nerf it. My suggestions were: snufifng a boon totem triggers a 30-60 sec cooldown for the survivor who booned, which would make it more fair for the killer, but also make the survivors actually strategize on when and where to boon, instead of just mindlessly, rampantly booning. Also make the healing speed drop with the distance from the totem, so the healing isn't as strong 1 floor above/below the totem. And optionally, make the boon snuff itself and trigger a 30-60 sec cooldown when 2-4 health states have been healed within the boon area. It would be much more fair to the killer, but it would still be FUN for the booner and anyone who self-heals within it.

Additionally, add to Zanshin Tactics the ability to see auras of totems that are not hexes, so killers can use it to track boons. Voila!

3) I haven't really used Dead Hard much, but when I did, it would feel so satisfying when I managed to pull it off. I got rewarded, it felt fun to use. Now it's strictly only 2 uses, and it doesn't feel fun to use. A lot of killers can bait out Dead Hard easily anyway. And many times it fails due to latency. It hasn't been a reliable perk to begin with, so now it feels akward to use. People have suggested a different kind of nerf to dead hard, where you have to "charge" it, by doing objectives, like gens, etc. This feels much more rewarding to players who are good.

Dear devs, please start taking into account the fun that players have with certain perks etc. If things need nerfing, then please try to nerf it in ways that keep the fun for the side that uses them. I'm not saying it's easy, but it certainly can be done. Just talk to players and ask them why the use certain things.

Other than that, Scott has posted a video where he talks about the future of DBD and what you can do long-term for the health of this game. Very interesting points, I hope you watch it:

https://www.youtube.com/watch?v=7s0RkLPSfYw

Comments

  • Hex_TunnelBait
    Hex_TunnelBait Member Posts: 36

    I think fun should be the primary concern for killer powers *on both sides*, but add-ons and perks should prioritize balance. I enjoy playing against scratched mirror Mikey for the jumpscares or Huntress for the thrill of dodging hatches. The killers are fun, even if there are perks or add-ons that can really sour the experience.

    However, killers like Knight and Skull Merchant are miserable to play against, regardless of what perks or add-ons I/they use. Those two killers feel like they were designed around a spreadsheet of kill rates rather than a sentient person considering the concept of "fun".

    I also wish BHVR had kept the flashlight interactions with killers and instead implemented more fun ways for survivor items to interact with killer powers. Like maybe toolboxes allowing you to silently disarm Trapper's traps, being able to use Medkit charges to pause the buildup of Plague's infection, or having increased vision in Dredge's nightfall if you are holding a map, etc.

  • Marius1234456918
    Marius1234456918 Member Posts: 106

    7 blink nurse was most fun i ever had on killer pls bring it back

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    You know there are two sides, right?

    What is point when one side have fun and other is suffering, because of it?


    Object of Obsession was fun to use, it was hell to play against.

    Well, old Mori was an ultimate fix of everything.

  • Crowman
    Crowman Member Posts: 9,570

    If the game wasn't fun, it would have died out already. Despite all these doom and gloom complaints, the game isn't dying and has manage to keep a stable playerbase over the years.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Game is definetely not dying and I hope it will never do in far future. But fact is fact, game is more dull.

    • Survivor's experience was horrible and now even worse, don't wanna go in there
    • Killer's experience got more dull. No more tricks, no more mindgames, just "Hulk: smash" and speedrun against inadvertant genrush with perks. If you want guaranteed win: please camp and tunnel. If urge for self-assertance is fun, well, maybe it's fun. Gameplay-wise... Duh...

    BHVR really need to come to terms with themselves and decide if this game is for 1% tournament players, or for everyone.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,331

    Honestly I just want more interaction between the killer and survivor which makes sense. Less of the one sided interactions people consider "Fun".

  • Emeal
    Emeal Member Posts: 5,298

    I would not call that fun, I think what you have here is you take comfort in strong broken perks.

    And taking fun and comfort strong broken perks should NEVER be considered above balance.

  • Sava18
    Sava18 Member Posts: 2,439

    Majority of the killer roster doesn't really facilitate both sides having really interactive experiences at the same time though. I wish a lot of them did have real interaction at the same time but I don't think any amount of bhvr reworksTM will allow that to happen.