What is the biggest current issue in the games current state?
there seems to be a lot of different opinions on what the biggest problem in this game is like BNP, gen rushing, healing, camping, tunnelling, slugging just to name a few so are they all the biggest problems in DBD or is it just some people complaining?
just trying to find out what is the biggest issue in DBD in its current state
Comments
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Map design.
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Map design. Resilience/ adrenaline hard gen rush squads don't even have to heal and there's no fear because the maps are so ridiculously safe. The healing nerfs did nothing vs teams and killers got their gen regression absolutely gutted for it
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Matchmaking. Games are all stomp or be stomped, it's super rare to think after the game "that could have gone either way".
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Map Design, Map Offerings
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Giant maps full of god windows and safe pallets
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The power spike on both ends at their "peak". Survivors are too strong when all 4 are up and all resources are available/start of the game and on the flip side as soon as 1 is dead the teams power drops drastically
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Agree with Shalo. The amount of games that are over in the first two minutes is by far the biggest problem in this game. The game is almost always a slaughter regardless of who wins. Every game plays out in a limited number of ways.
- Someone DCs or hook suicides in the first two minutes which is gg.
- The 7000 hour killer tunnels out a 200 hour Dwight at 4-5 gens and the game is effectively over. This often causes people to DC as well.
- The killer is so bad that he gets 1-2 downs over the entire course of the game. Even worse is the matchmaking put him in a game with a team that has a combined 25k hours.
I rarely see games that are close. Maybe 1/4 or 1/5 at best. It's just so often you get into a game and feel like "That was a complete waste of my time". This is the best argument for why anti tunnel and something like basekit corrupt intervention should exist. Games shouldn't last 45 minutes but they also shouldn't be over before they even start.
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Suicide/dc by a landslide. almost Render solo q pointless.
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Matchmaking and map balance.
Outcomes often feel contrived due to the wild difficulty variance from game to game. You can win 9/10 killer games with a random perk selector and Netflix on the other monitor, and then you'll be properly matched out of nowhere on the 10th game and get destroyed if you didn't run full meta and sweat from the jump. Solo survivor often feels like a pre-determined cutscene due to teammate skill variance. If the first chase is the teammate that shouldn't be in that game, the game is over right away. It's a cutscene. I feel like a broken record, but this is not a survivor horror game or power role fantasy to a lot of the playerbase. It's a PVP game. I think there's a disconnect between how the devs view the game and how the playerbase (vets in particular) views the game.
RNG needs to be dialed way back on maps so they can be properly balanced. You can't effectively balance something with as much as RNG as DbD maps. At a certain point the RNG ceases to become a feature that promotes interesting variation and instead becomes a hindrance. It doesn't seem like there's enough communication happening early on with the map design people. There's just no way a map like Shattered Square should be happening in year 7. This is a solved problem. We moved past the ginormous maps and went to more compact designs like Dead Dawg. They were working. And...then we went back for some reason.
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Nurse
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Matchmaking.
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- Map Design/ RNG
- Bugs
- Matchmaking
- Cheater
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I think it's the quality of new content.
New perks are always underwhelming and never being used.
Killer is hit or miss and new survivors rarely get used because it's easier to just use old survivors that you've got loads of cosmetics on.
New maps are rarely received well. Out of the last 4 new maps 2 of them already got reworked.
I think the game would not feel so dull if new content was exciting but atm new content just seems to make the game worse with knight and skull merchant making very boring matches.
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Early game DCs or suicides are the main thing plaguing the game. But it's much deeper than that as we all know. My next main concerns are slugging and face camping. I hate being denied the opportunity to play. I'm okay with being tunneled because I honestly don't know how that would even be fixed and it makes me better at looping.
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Map design, along with tunneling being as effective as it is.
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- Map design. I made sure that the developers responsible for the maps design were not playing their game when they released garden of pain. Then I was convinced even more when they released borgo.
- Matchmaking. It's a joke that 300hr and 4000hr players may end up in the same lobby.
- Community. It is too spoiled by the broken state of the game before, so it takes any good changes with hostility. It also doesn't want to get better at the game, it wants developers to lower the required skill level to them. It takes time and patience to change this.
- Lack of developers' time to make the necessary number of balance edits. At least half of killers require a overhaul of their addons. They are also very attached to statistics, which very rarely reflect the real state of affairs in an asymmetric game.
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There is not a single problem but there are many, too many, problems at the moment
1) map design is AWFUL
2 ) The game is balanced around SWF and Tier S-A killer, everything else like SoloQ, M1 Killers, many addons and perks are totally abandoned and forgotten.
3) Cheaters.
4) Transparency. It is extremely ridiculous that there are no official statistics available, kill rates, use of perks and a thousand other information that should be present IN GAME but are mysteriously absent.
In the end, the real problem for DBD is the BHVR itself, the DEVs having a limited view of their own game, the total lack of communication with the players and the limited management of the game. They look like a little indie companion but they are not, if everything was excusable when the game was launched years ago, now this way of working is harmful and detrimental to the game
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People who complain about everything
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The lack of Shrek
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Camping
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Personally, we feel it's the players (cheats, DC/suicide, general toxicity) followed by maps.
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spirit nurse blight being stronger than the other killers and solo queue being s h i t
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The tempo of this game is awful. When a killer hooks a survivor, it can be so difficult to find a different survivor, and so time consuming to get into a close ranged chase with another survivor, that it’s often more efficient to proxy camp than it is to patrol the map.
If people want killers to stop camping, there needs to be a more reliable way for killers to get into a closed ranged chase with a different survivor, so that leaving a hooked survivor can be more valuable than proxy camping.
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Map design and Objective stagnation.
Map size, gen placements, and both killer and survivor spawns aren't as good as they need to be. The overgrown maps are basically nightmares for over half the cast to deal with. Gameplay objectives have become extremely stale and hyper optimized to the point of lacking fun for players who have lots of hours in the game, but being almost too simplistic and unengaging for players just starting out. The game sort of lives and dies on chase interactions, but killers and players who don't function well or aren't designed for chase interactions sort of don't have a true place in the game. Converse survivor objective has been too simple and isn't particularly interesting on top of having too much of a time variance between minimum and maximum time it takes to complete or fail.
It is just as common to find players who flat out refused to engage with going generators as it is to find players who only want to optimize doing gens as fast as possible and the game doesn't have any regards to time gating the pace in which such a simple objective gets done. SInce the game has median time investment that it is balanced around it should probably be difficult to push the game as fast as it can be pushed on both sides.
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Imbalance between SWF and killer at higher levels. If a SWF team is efficient in completing gens and survivors can last more than 20 seconds in a chase, killers have little chance of securing more than one kill because it’s mathematically impossible. And they will have to camp/tunnel for that one kill. The only reason killers get more than one kill against SWF at high levels is if the SWF team is overly altruistic to get 4 escapes or wastes time trying to taunt/loop the killer.
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Maps and Items/Addons
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The biggest issue currently has been the biggest issue since day one of this game launching- the maps. Sadly this problem will never truly be fixed since it's been 7 years and they still don't care about how maps flow, chain, dead zones, or god windows.
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Community, meta, and lack of solo/swf parity
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map design.
killer addons being inconsistent as hell ranging from near useless on some killers like pyramid head and nemesis to unnecessarily strong addons on killers like nurse, spirit and blight.
tunnelling of first hook is on the rise but can be fixed by just giving decisive strike its 5 second stun back, the threat of the perk will dissuade most tunnelling and considering it disables when the last gen is done it would still be fare.
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The foundation of the game being what it is....
5 Gens at 90 charges per Gen with 1.0-2.2 charges of progression
12 hooks with chases, injuries, downs and finding a Hook
Hooks being permanently destroyed after a sacrifice... it would be fun if Hangman's Trick worked to change this
Gens that are completed can't be kicked... it would be fun if they could be kicked if Pop also had a token system to allow this
Maps being what they are... being one sided isn't good for the game
But I do understand why certain things are in the game... Like destroyed Hooks and Untouchable completed Gens
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map design and camping
both really need to be addressed in the next year
a simple aura reveal on killers near hooks would go a long way to discourage camping and give Survivors a chance to work around it.
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Loadouts. More specifically: The huge power difference between loadouts.
Even "the weakest" killers have synergies between add-ons, perks and maps that make them unbeatable and pretty much guarantees them a 4k. And even "the worst" survivors can bring 4BNP with good toolboxes and by virtue of pure speed should get a 3-4E. Meanwhile even "the best" killers can come with a chill build and get a full meta surv squad --- or vice versa.
Granted, it's halfway into matchmacking; you could either normalise all add-ons, perks and killer mechanics or you could factor loadouts into matchmaking.
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For me, I feel matchmaking needs to be reassessed. Recently, my trials have had no consistency with who I oppose and recently I just hit a batch of disconnects. From what others have been saying, this appears to be a major concern.
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Also the game being stale... the only thing that changes is the perks used
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Tunneling and camping. Even killers that are able to cover huge distances in mere seconds do that. I think it was around 6.6 when I started seeing players with Nurse, Wesker or Blight camping.
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I agree with the stagnation of objectives. It’s always kind of bothered me how this game actually punishes its veteran players for supporting the game for so long. SBMM is the best example of this along with balance changes for making the game more new player friendly that effectively make the games impossible for higher mmr.
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The playerbase itself. Seems like most people just queue up to make others miserable. Solo queueing is legit unbearable these days.
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Base game design. At its core, if the foundation has issues you will always end up issues down the road no matter how much new flooring or paint you add.
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Very this
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Map design.
What worries me the most is that almost every new map that gets added or reworked comes with issues that should be being fixed instead of increased:
- Way too many safe loops with no room for mindgames, a lot of them interconected;
- Pallets way too close to each other and ridiculously well aligned;
- Lack of grass (why is grass being removed from every reworked map? That's pretty much an indirect nerf to Trapper);
- Way too small number of lockers and bad distribution across the map (terrrible for Dredge, but also bad for Huntress and Trickster).
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OP add-ons (I'm looking at you, Blight) camping, tunneling, gen speeds, map layout, poor perk designs, matchmaking, MMR, 3gens, the last two killers, slugging, invisible game objects, hit boxes. Did I miss anything?
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probably maps, but that’s hard to fix.
the second one imo would be the loadout system, which is very easy to fix
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this so much
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Maps.
I would say matchmaking should be dialed back too but that’s an issue with game balance. If 10 minute queues didn’t exist one year ago because no one wanted to play Killer then, matchmaking wouldn’t be this bad
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I still remember when queues could be as long as 60+mins once you started to get really high in rank. That sucked greatly compared to how matchmaking is now. It's more all over the shop which is a problem, but at least you can get into games fairly quick
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I would like to second "the last two killers" because my god were those two GIANT misses
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I remember when they removed double pallet loops. Now with how close together some of the pallets are, it might as well be double pallet loops. Like, what are these devs thinking lately?
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Skull merchant
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Man... there are so many to list. Let's just keep this short.
Maps/ Spawning algorithm
Matchmaking
Console optimization
Inferior perk redesigning
Stale gameplay
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I run 4 info perks and the only teams that give me problems are the ones that don't heal. If you sing heal and play every tile safe while the other 3 survivors hard focus gens, the vast majority of killers do not stand a chance. But what can bhvr realistically do when there are 3 killers so far at the top they can't bring many meaningful changes without breaking the big 3 even more. Spirit needs some tuning in both base kit and add ons, no add on should increase speed by a whopping 40%, increase her base speed in phase and duration by like 10% and nuke the add ons.
Blight just straight up needs a full add on rework and to finally fix all the bugs he has.
And nurse is nurse, she can't be fixed without a rework. She's in such a precarious position any nerfs will make her non viable (which is arguably better than brokenly OP but bhvr would never do that)
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