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What is the biggest current issue in the games current state?

tech
tech Member Posts: 39

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

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Comments

  • miniwengsel
    miniwengsel Member Posts: 401

    Map Design, Map Offerings

  • Carth
    Carth Member Posts: 1,182

    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

  • solarjin1
    solarjin1 Member Posts: 2,170

    Suicide/dc by a landslide. almost Render solo q pointless.

  • NotAnotherDoctor
    NotAnotherDoctor Member Posts: 301

    Nurse

  • Pulsar
    Pulsar Member Posts: 20,792

    Matchmaking.

  • Bartlaus
    Bartlaus Member Posts: 1,027
    1. Map Design/ RNG
    2. Bugs
    3. Matchmaking
    4. Cheater
  • OrangeBear
    OrangeBear Member Posts: 2,803

    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.

  • JonOzzie16
    JonOzzie16 Member Posts: 203

    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.

  • Krazzik
    Krazzik Member Posts: 2,475

    Map design, along with tunneling being as effective as it is.

  • fussy
    fussy Member Posts: 1,648
    1. 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.
    2. Matchmaking. It's a joke that 300hr and 4000hr players may end up in the same lobby.
    3. 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.
    4. 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.
  • Blinckx
    Blinckx Member Posts: 426

    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

  • Heytherebigguy
    Heytherebigguy Member, Alpha Surveyor Posts: 226

    People who complain about everything

  • not_Queef
    not_Queef Member Posts: 829

    The lack of Shrek

  • Rulebreaker
    Rulebreaker Member Posts: 2,034

    Personally, we feel it's the players (cheats, DC/suicide, general toxicity) followed by maps.

  • maximo99ac
    maximo99ac Member Posts: 164

    spirit nurse blight being stronger than the other killers and solo queue being s h i t

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,794

    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.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    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.

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    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.

  • Shroompy
    Shroompy Member Posts: 6,711

    Maps and Items/Addons

  • Trollinmon
    Trollinmon Member Posts: 691

    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.

  • 1ettuce
    1ettuce Member Posts: 1,141

    Community, meta, and lack of solo/swf parity

  • LiunUK
    LiunUK Member Posts: 944

    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.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    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

  • DEMONANCE
    DEMONANCE Member Posts: 800

    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.

  • Halloulle
    Halloulle Member Posts: 1,347

    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.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,332

    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.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Also the game being stale... the only thing that changes is the perks used

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    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.

  • xPrinceHarlequinx
    xPrinceHarlequinx Member Posts: 180

    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.

  • Sylhiri
    Sylhiri Member Posts: 178

    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.

  • Malkhrim
    Malkhrim Member Posts: 989

    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).
  • Wilx
    Wilx Member Posts: 99

    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?

  • Header
    Header Member Posts: 308

    probably maps, but that’s hard to fix.

    the second one imo would be the loadout system, which is very easy to fix

  • appleas
    appleas Member Posts: 1,128
    edited May 2023

    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

  • ReikoMori
    ReikoMori Member Posts: 3,333

    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

  • xPrinceHarlequinx
    xPrinceHarlequinx Member Posts: 180

    I would like to second "the last two killers" because my god were those two GIANT misses

  • xPrinceHarlequinx
    xPrinceHarlequinx Member Posts: 180

    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?

  • 00berdisc
    00berdisc Member Posts: 96

    Skull merchant

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,428
    edited May 2023

    Man... there are so many to list. Let's just keep this short.

    Maps/ Spawning algorithm

    Matchmaking

    Console optimization

    Inferior perk redesigning

    Stale gameplay

  • Timmylaw
    Timmylaw Member Posts: 227

    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)