12 minutes of everything wrong with DBD
I randomly stumbled across this video and i use it as a base discussion point since it is for me so far the best summerization of DBD's problems, without me having to write a big wall of text. Its only 12 minutes long, so it wont go super deep, but manages to bring the issues to the point. I will add some notes at the bottom tho. Feel free to give your 2 cents, no matter if you agree or not.
Note #1 Maps in DBD are overall poorly designed and it gets worse with every update. Borgo and Nostromo being the current low. The core issue is besides that the range within the mappool can shift between very survivor sided to very killer sided that the maps are now designed for killers with no anti-loop ability. In a game with Anti-loop killers.
Note#2 SBMM sucks the fun out of the game. It encourages to play as sweaty as possible. Former ranking system encouraged players to actually go for many hooks and genpresure while on the other side, survivors had to be constructive within all categories.
Note#3 Anti-Loop is not enough. Killers like Knight, Dull Merchant or Artist are designed for not only anti loop but basically guaranteed hits over time. Sounds familiar? Original Legion.
Note#4 Loosing the tention between killer and survivor completly. Because of the design problems, we have the situation that its all about genspeed vs killspeed. This used to be somewhat always the case, but now we are at the absolut worst that has ever been.
Constructive feedback to help the devs fixing the issue is very welcome. I will later on when i find the time add my thoughts on that. The issue is, that this game is not fixable with the bandaids we get from update to update, but rather with some fundamental changes.
Kind regards
Comments
-
I'm just gonna copy what i posted last time someone reposted this video.
-
Videos like these are usually only good for pointing problems out rather than bringing up solutions to the issues.
It's easy to say that we need to remove SBMM, but what are we gonna replace it with instead? Bringing the old ranking system back is not the solution as it will just bring back the same issues people had with that matchmaking back when it was in place. If we bring a new system as a replacement, then what is this system gonna prioritize instead that will make the experience better for all parties involved? How many variables should this system focus on compared to SBMM? Questions like these needs to be answered first.
As far as map design goes, i think the main problem is that there is no general consensus shared amongst the community as a whole on what constitutes as good & fair map design in dbd overall, as you'll have divided opinions on that as different people will claim any map is either bad design or good design depending on who you ask, Nostromo Wreckage is the latest example of where you'll have some claim it's either the best map design we've had in a long time or that it's the worst one yet. So until the community comes to an agreement on what the game's map design standard should strive for to be, it'll be hard to tell the devs how to fix maps in a solid way that makes them feel fair for both sides.
10 -
Yeah some map designs are genuinely embarrassing
some windows make me think the people who designed god loops 6 years ago still make maps
and then some maps are just deadzone bonanza
0 -
are designed for not only anti loop but basically guaranteed hits over time
And? What's wrong with it? You should get hits in the game where killer should give hits. I know many players expect to run killer 5 gens by predropping and tbing in every pallet, but fortunately it's not DBD years 2016-2019.
Balance of the game is built around a 45-second chase, but for some reason some players are sure that they should be able to prolong the chase as long as they want, as long as there are resources on the map.
10 -
Sure, solutions are appreciated, thats why this:
Constructive feedback to help the devs fixing the issue is very welcome. I will later on when i find the time add my thoughts on that. The issue is, that this game is not fixable with the bandaids we get from update to update, but rather with some fundamental changes.
But to be fair, the players showcase the problem, the DEVS job is to fix it. Still, cant hurt to add some ideas - will do that later.
1 -
Nobody expects to run the killer for 5 gens, unless the survivor is much better then the killer. Then it should be the case. Skill expression is actually a thing.
And? What's wrong with it?
Becaue of gameplay reasons? Its a video game. Why asking this strange question?
7 -
No.
A Killer should not be guaranteed a hit on a Survivor no matter their skill difference.
It lacks any meaningful counterplay and is EXACTLY why old Legion was so ass. Was he going to win? No. Was he going to chase and down people with nothing they could possibly do about it? Yes.
Having anti-loop is fine. Being an anti-loop Killer primarily is not fine.
14 -
Skill expression in extending chase as much as you can and it's still a thing, like it always was. Even with these killers with "guaranteed hits" you can prolong chase, especially if killer is bad.
Bad Knights are almost always M1 and shut down loop with guards at his best, you just run to next loop as soon as you see the animation.
Dull Merchant pretty much the same, but i agree there is not so much skill in her anti-loop. There is more in her macro plays and map pressure.
Bad Artist will never land a hit with bird against good player. Almost every Artist i went against are also mostly m1 and sometimes use their crow just to deny pallet. If you get i hit from Artist like this, it's only on you.
Even with Nurse, which probably best example of "guaranteed hits" killer, it works the same. If player is bad, he never will land a hit against good survivor. And if both are good, survivor should prolong chase as long as he can.
-> What's wrong with it?
-> Because it's video game
Very reasonable.
Same to you.
5 -
But that's the thing, he's just saying that it needs fundamental changes, he doesn't come up with any ideas on how that should be done, only pointing out that it needs changes, saying ''fix these issues'' is not giving solutions.
It may be the devs job to fix things, but there is a reason feedback & suggestions exist, which is to provide feedback and ideas on how to fix and improve issues exactly like maps and sbmm, however as stated before, it's kinda hard to change things like maps when the community are not in an agreement on what a good map design standard is to begin with.
2 -
He does not, probably for the same reason i have not added any solutions to that matter, because this will be a serious wall of text and a lot of work. And it will still only cover the survace.
The issue is, the game is already so deep in trouble (fundamentaly) that it will be extremly hard to get out of it.
How do you change a map when you have a killer like Pig and a killer like Knight in the same game? Or Nurse? Or Skull Merchant? Its at the current state litteraly impossible to come up with something decent.
The argument in the video might be a little bit dramatic saying that this is the beginning of the end of DBD, but he has some strong points. When the best licenses we had in years actually lower the playerbase, something has to be done for sure. And his optinion makes sense, at least in my mind.
3 -
The issue is, the game is already so deep in trouble (fundamentaly) that it will be extremly hard to get out of it.
How do you change a map when you have a killer like Pig and a killer like Knight in the same game? Or Nurse? Or Skull Merchant? Its at the current state litteraly impossible to come up with something decent.
You can't change maps to fit all killers, some maps would have to either be changed entirely to how they play, they would no longer be the same maps they used to be.
I am of the opinion that you shouldn't aim to change maps to fit every single killer, instead what should be done is change how many loops & tiles there should be on one map, what should main buildings be like and how big should maps be in general.
I also think you can't fix the way maps are structured without removing alot of map variety in general, which i believe is a bad thing for the game overall.
The argument in the video might be a little bit dramatic saying that this is the beginning of the end of DBD, but he has some strong points. When the best licenses we had in years actually lower the playerbase, something has to be done for sure. And his optinion makes sense, at least in my mind.
Except the playerbase wasn't lowered, it got a small boost for a period from what i saw.
His video felt more like a rant rather than being some objective talk and some of his points i don't agree with.
1 -
So then it can be inferred that you think Old Legion and Old Dull Merchant were healthy designs
2 -
Old Legion simply had no gameplay. You just waited when mechanic does work for you and survivor just can't do anything about it. You can't say it about any current killer.
Old SM wasn't a healthy design, but at least there was some gameplay against her. I can say, it was even entertaining show, when some comp SWF tried to outplay her strategically. She was called Chess Merchant for a reason.
And Chase Merchant never was a problem at all, just most boring variant of "leave a loop".
1 -
We're just using the notes so if were missing anything please tell.
1: Maps are a mixed bag. We feel Nostromo is actually pretty fair and done well, then theres Garden of Joy's mansion, then current borgo which has a few good loops clumped together with deadzones at the rest. The price for dynamic veriety is that some maps will favor one role over the other, otherwise maps would be mostly the same. Maps should have some consideration for killers with no full anti loop power and most anti loop powers can be played around. Only fix is reworking the maps again and again.
2: SBMM does't do ****. Its innocent and trying to find a fair game. Its not a true ranking system, its a "ok you don't belong with this group of players because that match was to easy, try this". Its the freaking players who are trying to suck the fun outa the game. To many take this game like its their own lives on the line. Its the players who tunnel at the get go, its the players who will try to try to make others miserable, its the players who keep doing things that make the game less fun. SBMM is trying to do its job, and while we all can argue if it does it well or not, its not throwing fun out the window. How to fix people (nicely) we don't know.
3: ...we're calling bull. Before we go ranting about "guaranteed hits" we'd like a definition to work with. We do however know how to loop a knight and artist for decent periods (map provided as we can only do so much with nothin to work with). We're also probably gona get burned for this but we liked old legion (baring the moonwalking). Survivors couldn't sit behind a pallet or window to loop, they had to duck, dodge, weave, and keep moving or keep getting stabbed (which we thoroughly enjoyed [he has issues]) with the most bs being the moonwalking and arguably frank's mixtape (admittedly abit biased here).
4: While its not just design problems, the only thing we disagree here is its not the worst its been in our opinion, that was when unbreakable and ds gave effective semi invulnerability. Least now they don't have that comfort net and need to worry about the killers abit. Any solution we can think of would lead to outcries of "killer main" so we'd like to keep our traps shut.
0 -
You could've said it about DM.
And likewise, presenting Survivors with a single option, holding W, is literally just as bad from an engagement standpoint.
Half the Killers are, "I either leave the loop die or stay in the loop and die."
7 -
The one that hurts the game the most is the way SBMM made the game all about winning. This mindset is why people tunnel out players immediately and do gens as fast as possible, because they NEED to win. Having it be a points based system wasn't perfect but you had to earn it by playing as much in the match as you could, compared to just needing to kill/escape, which just pigeon holed everyone to sweat and run the best perks/addons.
I'd argue that the other points don't matter as those are things that can and eventually change, but the root problem is SBMM and it seems that won't be changed at all.
1 -
For me personally, I feel like the SBMM is the core issue. They also upped the cap and I feel the more they do this the more unfun the game will be.
I get that for those of us with higher hours will win the majority of old red rank games, but it allowed for us to also chill out a lot more or try some new builds etc without feeling like we are under as much pressure. With the new matchmaking a lot of my games feel super close and I have had to do more to win, the sad part if you can just bring stronger builds to get yourself a higher MMR anyway even if your skill does not reflect it.
Overall I actually miss old red ranks, back when I felt like I could actually try out variety without the pressure of queueing into survivors/killers who are playing to win.
2 -
"leave a loop or get hit" really sounds like no gameplay to me since looping is a core interaction between players. what do you have left to do as survivor, hide? i guess, sure.
9 -
Honestly? He’s right. When he said if two gens aren’t finished by the time the killer gets their first down the game is pretty much over for survivors he was saying something. At the start of the game both sides are basically in a mad dash for the end. Good survivor teams will send a sentry (hopefully a good looper) to find and distract the killer with the understanding that survivor may not make it to endgame, but three others might. And it’s a byproduct of anti-play killers who are a byproduct of poorly designed maps.
3 -
People complain about survivors hiding too. When I see the argument that survivors basically exist to die I wonder if the people making it understand that there are gamers playing as survivors. Few people want to play a murder simulator. Even fewer want to play a game where their entire presence is to entertain some random other person with little reward for themself.
4 -
Is SBMM really the problem, though? Or is it the ultra competitive attitude of the player base that's actually the problem?
I personally don't get too many sweaty lobbies as either Killer or Survivor and I think that's because I'm not sweating either. In most of my Survivor lobbies, nobody even bothers to bring an item unless it's a med kit.
My Killer games can sometimes be tough, but mostly I find myself matched with wannabe bully squads and very rarely against gen rushers. Bully squads can be a nightmare to face for very inexperienced Killers, but since I dedicate half my build to countering their shenanigans, they don't really bother me anymore and I can win most of my games against them. I don't see many gen rushers because they probably win too many games to be in my MMR. Most of my matches are against (or with) uncoordinated SWFs and Solos running the off meta perks they like or find fun. I suspect I'm somewhere between low and mid MMR on both sides, which is where most of the fun in this game seems to be found.
The system is not perfect by any means. It struggles to put together a reasonable Solo Q team. It breaks down badly when player numbers are low and there aren't enough sweats for the other sweats to be matched with. And from what I've heard (though this is pure speculation), for players who take a break or pass the soft cap, MMR doesn't decay (at least not very fast) and they can never really go back down in MMR, no matter how often they lose. So in that respect, I think the system may have failed these players as well.
Some players expect to have multiple 4E and 4K trials, but then seem to be surprised when the MMR system puts them up against opponents that are willing to sweat just as much as they are.
I had a Wraith today who saw a lobby full of med kits and decided to bring Franklin's, Sloppy Butcher and a Midwich offering and I sincerely hope they got nothing but cracked SWFs on comms for the rest of their play session. Face it, if there is sweat in the game, it's because the players are bringing it on themselves.
0 -
This is a slippery slope. If you give survivors counterplay in every situation (meaning killers can never guarantee hits), then you basically give them unlimited chances to make a right play and counter the killer. But it should be closer to "whoever plays better will have the upper hand in chase" with the scale leaning towards the killer because they have to go for multiple chases (sweet spot is about 10-12), if they want to win. A mistake should put you in a bad position.
Against many killers this is the case. But against others, the worst thing that's going to happen is that you need to leave the loop or drop the pallet sooner, which isn't really a huge detriment because you have so many resources to work with.
That being said, I do agree that there are some killers that really take away the back and forth of the chase. Trickster, Hag (different play style but still) and Slog Merchant come to mind. This isn't good either. It takes away the interactivity from the only part of the game that is actually interactive.
I'm inclined to agree with you that a killer that is primarily anti loop is not fine but then what is Huntress? Her power certainly counts as an anti loop and she doesn't have anything else either (arguably she has map pressure thanks to snipes but even in lower skill lobbies she is not an issue). Yet she is not usually considered a badly designed killer. The same goes for Nemesis and Bubba.
5 -
Because making a misplay with those Killers is PUNISHING.
You miss as Trickster? Nah, not an issue. Misplay as Knight? Meh. Artist? No biggie.
Nemesis is punished for missing his Tentacle hard. Huntress is punished for missing a hatchet. Bubba is punished for hitting objects. All of these things can be reasonably done by Survivors. You can dodge Nemi or Huntress or Bubba (maybe not Bubba but you get it)
3 -
Fair point and a criteria I definitely agree with. Chase powers should be rewarding but also punishing. But you understand why I don't think that chase powers (or anti loop) are the real problem. It's more their design. Though there needs to be a balance between punishing and feeling terrible to play. Live Billy is a good example of the latter.
Trickster is a killer that even though he isn't the strongest makes you feel like you lose at every turn. He hits you again and again and again until you go down. That wouldn't change even if he needed to hit 15 knives to injure you. So that is definitely a design flaw that makes him unfun to play against by default. He would feel a lot better to play against, if his power didn't come down to "spam until you win".
1 -
I still don't see how maps like Borgo or Nostromo are killer sided. If anything those maps are some of the fairer maps in the game now.
3 -
I wonder what your concept of strong for a killer is. To use your example, Trickster is strong precisely because he (currently) has RNG-based counterplay—which is to say practically none at all.
An important distinction Choy made in that video is that anti-gameplay powers, not anti-loop abilities, are problematic. New Trickster is an example of a killer whose abilities disrupt gameplay in a profound way. Nurse is another.
1 -
then explain bloodlust mechanic in the game. This game has bloodlust 1, bloodlust 2 and bloodlust 3. each level of bloodlust supposedly increases likelihood for a survivor to get hit. The game is definitely designed around guaranteed hits for killers.
every killer gets punished. the metric for how they get punished is chase time. The longer a chase is extended, the more likelihood there is for killer to lose in gen-time. even though trickster supposedly doesn't get punished for missing, if his chases are like 60 second long, that is still getting punished.
you can have nemesis who misses 1 whip and gets down in 30 seconds but nemesis who misses is still punished less then trickster because 30 second is lower chase time then trickster who had 60 second chase.
Post edited by Devil_hit11 on4 -
I did not say that Trickster is weak and I didn't mean to imply that. My point was that he isn't unfun to play against because of his strength (like Nurse and Blight with addons) but because his power is fundamentally flawed.
I know what Choy said in his video, but in most cases these 2 things are interchangeable. The exception being Hag (as I said, different play style). Nobody cares, if a killer is really strong outside of chase as long as the game plays out normally (look at mobility killers like Wraith, Xeno, Billy and Dredge for example). Sadako in her current live version is in a weird position where she isn't good in chase but at the same time she keeps her chases short because she never commits to long chases until someone is fully condemned.
Also, it was Pulsar who started talking about anti loop abilities in specific On which we agreed that they become issues when they are easy to use but aren't punishing enough to prevent spaming.
I don't think the term anti gameplay power is a good distinction either. Because then you can argue what the actual gameplay should be like. Every secondary objective could be counted as anti gameplay (even though it's something players have asked for) because you do something different from the normal gameplay loop. Iirc he explicitly mentioned Xenomorph and Singularity in that context.
0 -
That's a MMR issue.
BL2 and 3 shouldn't exist.
2 -
SBMM sucks the fun out of the game.
Wrong. SBMM prevents people like Choy, Hens or Otz from destroy new players with their high level gameplay, nothing more. This would be like a professional athlete complaining that they can not play an official game against an highschool team as playing with other teams of the league is "too sweaty". Also, no matter what system you would use to matchmaking, you won't stop people to play to win (or "sweaty" or "hardcore" or whatever buzzword you want to use) in a competitive PvP game.
Now, the way SBMM is implemented in DbD, that's a point worth discussing. In other games, with proper brackets, ranks and modes, it would be nearly impossible for a new player to face a max ranked player unless they played in a mode where there is no SBMM (usually called "casual match" or "player match"). That's not what happens in DbD, as basically every player above average is in the same bracket when they reach 1600 MMR, meaning you can basically face someone with 20K hours played and 2200 MMR when you have 200 and just have entered the bracket.
That's the problem with DbD's SBMM, not SBMM itself.
Post edited by Batusalen on1 -
At survivor's POV, there is still 50/50 game play.
Note that they just make Trapper exactly like this, put a trap at loops mid chase. Either stay at loops and get hit, or leave loops and catched with his Haste.
5 -
It doesn't even do that half the time lol.
The amount of times I've played against sub-100 hour players is far too frequent for it to be working like that.
The best part is that I've gone from a team of combined hours of around 400 to playing against OhTofu and having a combined team hours close to 25K
1 -
Do you want to know why they are trying to make every killer better at chase (with loops obviously being the chase extender per excellence)?
Because survivors don't stop saying that chase and interaction with the killer is the fun part of playing survivor, while doing gens is the boring part, and BHVR is trying to do whatever it takes so they don't have to simply make generators take longer (i.e. the healing nerf alongside the regression nerf) even if gen getting repaired too fast is a problem for killers. With this in mind, the best solution is simply make chases shorter, so they don't have to make gens take longer. Technically, it should be a win-win for everybody: Survivors get more chases and interaction with killers while killers don't get that much affected by gen repair times being low without having to make longer what survivors claim is the worst part of their gameplay.
But apparently what survivors meant by "chase is the fun part" obviously was "being chased for 5 gens while having advantage in loops is the fun part", not "having more chases in the game and having to really be good at mindgaming and wasting the killers time is the fun part".
So, here we are, with content creators now claiming that "anti-loop" is the problem with the game without asking themselves why every killer is getting better at chase and anti-looping.
Post edited by Batusalen on4 -
I never see anyone in forum say a chase should take 5 Gens.
But I have seen alot killers say survivors to play better after they make 5 Gens chase but did not escape. Or "just dont get hit 4head" an entire game.
So well...being chased for 5 Gens is killers' expectation of a normal game, not survivors.
7 -
I think you missed the point completely, but aside from that what you said doesn't even make any sense. How is "being chased for 5 gens" going to be a killer expectation when the problem killers face is that in your average game you lose 2 to 3 gens before you do your second hook?
Seriously, I think you should re-read what I said, and maybe not take it so literally.
3 -
I mean what can we suggest that can be implemented
They have to hand design each map... each loop, each Gen spawn, each Totem spawn, each Pallet spawn... everything
And will they... no... not as specifically as it needs to be
Maybe getting rid of SBMM... especially cause it only take Kills V Escapes
Or changing the way SBMM to incorporate Hook and Gens with Chase times
And grading each individually... wait that's kinda what BP rewards do... that's odd
0 -
From my POV, the underlying issue is that BHVR concerns itself too much with what the community feels is good and/or bad.
Peanits has been quoted on the fact that different regions see different metas, because the game isn't played the same all around the world. That's not sustainable! A game must be something, and then people must decide if they like that thing.
To quote famous architect, Louis Kahn,
"You say to Brick, 'What do you want, Brick?' And Brick says to you, 'I like an Arch.' And if you say to Brick, 'look, arches are expensive, and I can use a concrete lintel. What do you think of that, Brick?' Brick says, 'I like an Arch.' And it's important, you see, that you honor the material that you use. [...] You can only do it if you honor the brick and glorify the brick instead of shortchanging it."
Dead by Daylight wants to be something.
Designers are suppose to figure out what that something is, but that is not how BHVR is operating. It's a shame.
1 -
Old Legion had pretty much the same gameplay as the killers we are talking about.
I remember in the days this argument also poped up for old Legion, i can only hope in a few years, we can say the same about artist, DM, Knight ect.
"chase" Merchant is arguable on, if not the worst of the worst.
2 -
BHVR is one good Asymmetrical horror game away from losing half of its player base. That's how starving people are for good game design. This game is fun thanks to its unique playstyle and licensed killers and survivors, but it's not gonna hold when everything else around it is so badly designed and unbalanced.
1 -
In theory, you have a solid argument. In practice, the SBMM created a problem to solve something that was not an issue anyway. Maybe an issue, but nobody had a problem with it because it worked. My beginner/noob me and also friends and communities i am around never had a matchmaking problem at that time.
On the other hand, the day SBMM got implemented, people changed from chill to tryhard, and it has not stoped ever since. I completly agree with what Choy says about this in his video.
2 -
So I watched the video. It's filled with bad logic and poor arguments.
20 seconds in to the video I've already got huge problems. He says Chucky and Alien flopped hard and could have doubled the player count.
First, no license has ever gotten a growth like that. DbD player count slowly climbed over its first two years from ~10k to ~20k players. It then stayed at ~20k players until COVID hit, were it saw substantial gains over the next two years, and then has seen a decrease from a high during the summer of 2021, which it only maintained for about six months, to a fairly standard ~30k players as the average steam count since then.
Secondly, its a misunderstanding of the live service model. While DbD would love to attract new players, the basic way they make money, especially at this point, is continually selling new content to the players that already exist. While sales numbers don't get released, I think we all saw enough Chuckies and Aliens to say that it sold well.
At around 1:20 we get the following: "BHVR has never understood the fundamentals of creating a well balanced map."
Respectfully to a lot of people who have criticisms of the game, the critics don't understand what actually makes the game successful. DbD is not designed to be a perfectly balanced game, its designed to give players unique and interesting experiences with every game feeling different.
Around 1:50 - complains about The Game and it having lots of god pallets.
Yes, and it has very few windows. He seems to mock the idea of 'hey, what would it be like if we had a map with a lot of A and not a lot of B". But that's exactly the variety that DbD goes for.
Around 2:30 talks about the idea of devs telling people to stay in their lane.
I'd say something that is much more common is critics who think they speak for the community, which is almost impossible given the game exists across multiple regions of the world that play the game differently. Like anyone, I have my criticisms of the game, sometimes major, but without some type of data point no reason to think that opinion stands for the community. Way too many critics take the idea of the devs saying anything along the lines of 'I think you're wrong' as some type of deep personal attack.
Around 3:10 he talks about his hatred of the anti-loop killer, and starts with the deathslinger and highlights Pyramid Head as the worst.
Let me be clear, he's now destroying his own argument. He starts out the video by talking about player numbers as a metric of evaluation. The problem with his argument about these killers: they came out right as the game exploded in popularity. Now I think the explosion of popularity is more linked to COVID, but if your claim is that we should evaluate the communities take on game design by player numbers, these killers were an overwhelming success.
Also, at this point he's now saying DbD has been dying for close to 4 years. Is DbD dying, or has he just never liked DbD?
We then get a few minutes of him talking about how he dislikes basically every killer but Sadako.
At 7:20: Survivors always rushed gens, it was not this extreme.
This is a non falsifiable argument. X has always been around, but I feel like X is more common now.
Overbrine and CoH went away. Players are still trying to do gens, but the killer can't slow them down as much and players don't have reasons to break away for slow heals (at least on US/European servers, watching a Korean twitch were all four survivors self heal is wild).
But I'd say the quicker games are a huge improvement of the old slog fests.
At 10:55 he is deceptive. He throws up a list of peak player counts, this is different than the the average monthly counts he cited at the beginning. Peak counts are far more variable - especially because some of the huge numbers correspond with free weekends, but even we look at them we see a different story than he lets on. December 2023 had a peak player counter of 50,431 - December 2022 had a peak player count of 46,470.
The issue is, the game is already so deep in trouble (fundamentaly) that it will be extremly hard to get out of it.
"Already so deep in trouble" - the standard for success here is wild. To stay within the genre, TCM has a steam player count of ~1k players. That's a game deeply in trouble. DBD is a game approaching its 8th anniversary in an industry were most games are lucky to remain popular for a few months. People talk about DbD like we're still in the beta stages of development.
People confuse elements of the game that they don't like with the game dying. DbD's is old, some people have grown tired of it. That's inevitable and nothing wrong with it.
4 -
I'm inclined to agree with you that a killer that is primarily anti loop is not fine but then what is Huntress? Her power certainly counts as an anti loop and she doesn't have anything else either (arguably she has map pressure thanks to snipes but even in lower skill lobbies she is not an issue). Yet she is not usually considered a badly designed killer. The same goes for Nemesis and Bubba.
The reason Huntress is a well designed killer is interactive gameplay. I dont see how Huntress is the anti loop killer, since she actually can be looped. Survivors can use terrain, loops, unique pathing and pretty much any other form of chase related stuff. Yet, she is still strong and the definition of skill expression. A strong huntress is scary and powerful, but still fair (if the RNG allows fairness).
We can not exactly say this about the killers mentioned in the Video.
1 -
BHVR took a steamroller to their own gameplay and flattened it all the way out. Healing was bad, so it got dramatic nerfs. Boons were introduced and removed again shortly after. For some unfathomable reason, Ruin got absolutely decimated, making all totems permanently irrelevant. DS got gutted, providing a huge buff to tunnelling, thereby massively increasing killer efficiency on top of the basekit killer buffs. Gen times taking longer was a solid buff to camping. Nowhere to Hide, Ultimate Weapon effectively removed stealth as an option. 6.1 also deleted the subconditions off WGLF and BBQ.
I remember thinking around the time of 6.1 that 'I used to goof off and do some totems for BPs', but anything that isn't rushing gens is just throwing at this point. The gameplay has become sweaty, and it's starting to grow mouldy.
'Competitive' and 'fun' are basically opposites, IMO. The more competitive DBD gets, the less enjoyable it becomes to the average player. This works for MOBAs due to the insane thrill you can get out of a 'hard-carry', where you become the star of the show, but DBD cannot bank on this.
Looking back on it, I think the rank system and WGLF + BBQ were actually pretty solid contributors to success. It's incredibly good for the gameplay loop of an asymmetrical multiplayer if a player's 'win' is not dependent on another player's loss. Back then, if you died on hook with 4 WGLF stacks, you were happy to have your BPs, and the killer was happy to get their kill. Even the rank system helped in this though, as getting sacrificed at the end of a long game where you cleared two gens, held a long chase, did a totem and got a safe unhook would count as a win for BOTH killer and survivor.
Honestly, thinking about it, the rank system was genius, at least for survivors. The win condition was getting the full breadth of the game experience. That was how you won.
2 -
Running a baby killer for 5 gens around in The game by predroping every pallet is not nearly as fun and interactive as 60 seconds chase against a strong Hillbilly on Gasheaven. It has not that much to do with the lenght of a chase but rather the quality.
Keep in mind the most fun killers are actually also strong chase killers, but not definitive anti loop / free hit killers. Those killers can, when played well get kills faster then free hit killers like Knight or Dull Merchant. Yet, they are the <3 ones.
I am sorry but this makes me a little bit baffled that some players assume such things. Your assumtions are very far away from the truth, sorry.
Who is the more powerful killer: Blight or Knight?
Who is more beloved by survivors: Blight or Knight?
Answering this questions by yourself should already be a strong indicator why arguments like these cant have much truth in it.
4 -
Then what about Nemesis? His power certainly qualifies as anti loop but you can still loop him. I'd say anti loop is pretty much everything that gives you an extra edge in a loop. To that degree you can argue that every killer has some (sometimes very weak) form of anti loop. Pyramid Head is also an example of a killer with anti loop (in theory one of the more oppressive ones because he can hit you threw walls) that is still loopable.
The killers Choy mentioned weren't all taken into consideration because of their anti loop powers but because of how they encouraged the survivors and killer to play around rather than against each other. Against an Artist, you are screwed in chase, so you focus on not playing against her but winning the game by minimising interaction. Sadako is in a weirdly similar spot, where you do not want to interact with her even though her anti loop is pretty weak.
1 -
First, you also missed the point of what I said. I don't know how you can even claim that I'm "very far away from the truth" when you didn't even addressed the main point of it. Like I said to @C3Tooth, re-read what I said and don't take it so literally.
Second, your argument makes no sense because chase and anti-loop are not the same thing (Nemesis have anti-loop power, but not a chase power) but you are comparing them both. One of the main reasons of Knight being hated is precisely that his zone denial prevents you from looping him for long. Blight, on the other hand, is strong at chase but doesn't have pretty good anti-loop capabilities beyond breaking pallets with his rush for longer that you would by just kicking it and maybe going around some sorter loops, unless you spent copious amounts of time dominating the bugginess of the collision system and start doing hug techs.
In other words, it doesn't have anything to do with what I really said in the first place, but if it did, you would be proving me right. And to answer your question: None of those two killers are "beloved" by the community, just one more hated than the other. I can even argue that I had seen more petitions to nerf Blight than to nerf Knight.
If you are right, the question here is how something that only works in the backend, is not mention in game once, most people even today doesn't know is a thing and doesn't affect gameplay at all can have that effect in the playerbase. The reasonable answer here is: It doesn't, and never did. People don't stop blaming the SBMM for the rise of "sweatiness" of the game maybe because it implementation coincided with a rise on the player base or something, but this is most than probably just a false cause.
In my opinion, the rise of "sweatiness" is just the natural effect of the game being a competitive PvP game by design that people would play to win, even if some insist in call it a "party" game just because that was the intention of the dev team at the start. In other words, just as what happened with Super Smash Brothers: Sakurai wanted people to play the game as a 4 player party fighting game with items, but at the end of the day it was a fighting game so people played it 1v1 to win like any other fighting game.
In short, I don't think that the implementation of the SBMM had anything to do with that, or that they changing it would change the fact that people will play the game to win. Hell, you can even argue that what Ranks was before they transformed it in Grades is even more a proper SBMM system that what it is now in the game, with it's brackets, it's in game ranks and seasonal reset included. Add some initial positional ranked games at the start of the season to the old system and it would not differ much of what games like Overwatch do (did? I stopped playing even before the whole "2" fiasco).
TL;DR: Even if BHVR implementation of a SBMM leaves much to be desired, it has little to do with the community getting more "tryhard" and it would had happened even with the old system (if not more, even if just to see that Iri 1 rank on the menu).
Post edited by Batusalen on1 -
First chase cost 2 Gens is as frequently as 1 death before 2 Gens done. A match can go extreme to both sides. Except there is chance for killer to turn it into 2 or more kill. Its rare for survivors to get 2 escapes with a teammate death at 4 Gens.
You were pointing "survivors think a chase is fun when it last 5 Gens" as it should be a standard to survivors' opinion.
I just telling a chase last 5 Gens is more to killers' expectation (not survivors). You can search and find comments in forum that killers told survivors to play better and try not taking a single hit after survivors complain about making 5 Gens chase and died to Noed.
4 -
Again: Re-read and not take it so literally.
What I meant with that is what survivors want are "interactions" with the killer where there is high chances to win, and those high chances are given by strong loops. Of course nobody would literally said or expect for the game to always guarantee they can loop the killer for the whole game without getting caught, because even the most hardcore survivor main in the forums would laugh at them.
Yet again, I still don't understand what you mean with "5 gens chases are killers expectations" or how that has anything to do with some killers saying "play better". Maybe language barrier or something, but whatever.
Also, "First chase cost 2 Gens is as frequently as 1 death before 2 Gens done". Completely disagree, at least no when you reach certain MMR and definitely not in my games. For that to happen it has to be a bully squad that is more interested in making me have a bad time than doing gens and failing to do so. That, or I'm playing Nurse... maybe Spirit, if I have my ears clean.
1 -
From my POV, the underlying issue is that BHVR concerns itself too much with what the community feels is good and/or bad.
tbf, they have done things before that wasn't based on what the community felt was good or bad, the outcome is either that the majority either gets used to it eventually or that people will continue to request for it to be changed until it happens. Also everytime they do something that someone don't like, you are going to have people saying stuff like ''nobody asked for this'' as an argument why it shouldn't have happened, so it's kinda hard for bhvr to not concern themselves about what the community feels because more often than not, it'll just lead to some level of backlash and player dissatisfaction, which isn't a good thing in the long run.
Peanits has been quoted on the fact that different regions see different metas, because the game isn't played the same all around the world. That's not sustainable! A game must be something, and then people must decide if they like that thing.
I don't think that's a problem nor that it's unsustainable, having people decide for themselves what the best way to play the game just means there is enough player agency that allows for it which i think is a good thing. I think it would be a problem is if the devs were to try and decide/control for people how they must play the game.
Granted some player agency have already been removed for the health of the game, but there needs to be a balance between both in order to keep people engaged.
Dead by Daylight wants to be something.
Designers are suppose to figure out what that something is, but that is not how BHVR is operating. It's a shame.
You need to remember that Asymmetrical games like Dead by Daylight is not an easy thing to get right as you cannot balance or design it like you would design a game in another genre. The asym genre itself is still relatively new compared to other existing video game genres, so there aren't really alot of successful games you can look to for ideas on what you should or shouldn't do to get such a game right, alot of other Asym games have died because they couldn't get it right for one reason or another.
Also whatever bhvr wants dbd to be, it's clear that the community have other ideas on what that should be instead, so they cannot do entirely their own thing without risking alienating the playerbase, but they cannot also do entirely what the community wants as it would be downright impossible since what the community wants is not just one thing and often it is very divisive on what it is they want, so the obvious answer seems to be finding a balance between both.
0 -
The same people that are ok with anti-loop being their primary design are also the same people that are quick to disregard anyone who holds W. As if the developers actually create/design anti loop powers with a counter. Nevermind the fact that the maps never change to balance this brand new mechanic that barely (if at all) fits in this game (See Skull Merchant).
5 -
Bloodlust came about to help killers deal with infinities. BHVR said it was a temporary measure installed while they dealt with broken maps. But IIRC, when they tried to get rid of it (along with the last true infinite?) there was so much outcry they just left it and said they would continue to monitor it or something. I imagine with the new direction they’re taking with map design the bloodlust mechanic will eventually be removed.
2