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Why are the 7 Highest Kill-rate Killers with side-objectives?

Emeal
Emeal Member Posts: 5,167

And Wesker too, and who follows him? Executioner, Hag, Artist and Xenomorph. Then 2 steps further: Nemesis.

I find it peculiar that killers with unique gimmicks consistently rank among the top performers compared to others. What are your thoughts on this?

I've been going through a Game Design book since yesterday because I wanted to determine if I could confidently say that 'All the Killer's Powers teach you how to play against them.' Upon reviewing what Dead by Daylight does for a new player concerning those killers, it doesn't convince me that bHVR has done enough in that regard. While I lack the research or broad insight to definitively state this as the case.

2nd Question, Do you think the current game does enough to adequately inform players to gimmick powers?

3rd Question, if you are a new player, tell us if you have hardships learning to play vs Killers.

Comments

  • CrypticGirl
    CrypticGirl Member Posts: 658

    Probably because they distract the Survivor from doing something other than gens. The Killers' main complaint is that they lose because Survivors do gens too fast. But if they don't "do the gens too fast," they're almost guaranteed to lose. This has been my experience, anyway. The Pig is probably the worst one with the reverse bear traps. The Onryo's first rework was worse than the Pig's when it came to going too far with the secondary objectives, but is no longer an issue.

  • Skillfulstone
    Skillfulstone Member Posts: 789

    Power with gimmick = built-in slowdown that the Survivors have to deal with. The more cooperation/communication the gimmick requires, the stronger it is against SoloQ (the majority of players).

    Especially in these times, slowdown is necessary (and unfortunately becoming harder and harder, just look at the new gen system, that should only activate during the last gen) and unless the Killer is mobile and/or lethal enough to compensate (Nurse, Blight...) then Killers that have ways to make Survivors waste time, either through their powers or via perks, will automatically perform better against most Survivors.

    For example Sadako, an objectively average Killer with a simple enough counterplay, is still a SoloQ stomper because Survivors are either ignoring TVs or running aimlessly. A SWF can relay TV location and status, turning off TVs systematically and keeping condemn low but SoloQ can hardly do this unless every player is very good and on the same wavelength.

    Same for Pinhead and the Box. In SoloQ nobody wants to get the Box and so it's not rare to see chain hunts while in SWF one person can be the dedicated Box person.

    The tutorial should have some basic infos on each Killers. Hell I'd take a bare minimum short video showcasing the counterplay with text over it (kinda like the Smash Bros tutorial).

  • TieBreaker
    TieBreaker Member Posts: 982

    I don't think Hag is particularly hard to understand. It's just genuinely difficult to see her traps, know the activation range and avoid taking a guaranteed hit after you trigger them. Plus she's a zone control killer, which are always hard to deal with unless the survivors are experienced and can coordinate with teammates.

    Xeno has a strong basekit and it's anti-loop is very strong, requiring extremely hard reads to avoid in many situations.

    Wesker has mobility and his infection makes it very hard to loop after the survivor is hindered (pretty much impossible on a mediocre or bad loop). Not to mention that getting rid of the infection lets him know exactly where you are.

    Pyramid Head has a very strong power that is straight up unavoidable in many scenarios. These four killers are pretty simple, just difficult to counter as the have strong tools.

    Sadako and Skull Merchant are genuinely confusing. Skull Merchant being the worst offender, having a bloated moveset including haste, hindered, tracking, stealth and zoning. I still can't explain why so everyone plays so badly against Sadako. I get it for new players, but even experienced survivors only grab a tape when their condemned gets high, almost never to limit her mobility. This is the case even when unhooking, which makes it easy for her to tunnel off hook.

    The game definitely should have better tutorials. Having tips for things like pallets saves, how to safely unhook (sometimes waiting for the killer to find someone else or waiting for them to move away), how to use a loop on a basic level, ect. Having a tip for each killer's power would also be beneficial. The game's tutorial system is way too basic for a game with such mechanical depth.

  • Emeal
    Emeal Member Posts: 5,167
    edited February 16

    @Skillfulstone & @TieBreaker

    I don't believe a tutorial would be effective, as it would entail a considerable amount of work. Moreover, if a perk changes the playstyle in the future, it could render the tutorial obsolete. Although there are loading screen tips, how many of us remember what those say about the Skull Merchant? Like Trapper is much more simple, "don't step in the traps." But Skull Merchant feels a lot more like "dont tapdance with your foot in your mouth when approaching a drone" The inconsistency in encountering different Killers is a broader issue. Memories on how to deal with specific Killers haven't had the time to solidify, and in some instances, I don't even recall my last game against a Skull Merchant.

    Personally, when it's game time, I find the idea of being asked to complete a game tutorial quite unappealing. The prospect of diving into the actual gameplay is more engaging and enjoyable for me.

  • TieBreaker
    TieBreaker Member Posts: 982

    Tutorials for the basics would be fine, as those things don't really change. As far as killers are concerned, it would take a bit of work to create tips for killers but I'm not against BHVR putting in some effort.

    Killer tutorials wouldn't be mandatory, just there for players who are struggling and want a resource to help them improve.

  • CammyChameleon
    CammyChameleon Member Posts: 261

    Honestly Survivors Ask for A Secondary Objective to do other then Gens. Then Behavior adds them with Killers like SM, Singularity, Alien, Dredge, Wesker. Then the survivors continue to ignore the objectives given and treat them like they are optional and choose to rush gens. Then they mostly lose because they ignored the objective of the killers power.


    Aka Survivors ask for it, don't use it, lose. Then don't even try to learn it AT ALL. I lose a lot of my Duo Queue games because my two other teammates don't think the killers power is needed to interact with. Then they all come here asking for nerfs instead of trying to learn.

    Perhaps more info on killers could be given, but it is given in the patch notes that nobody reads I guess.

  • Emeal
    Emeal Member Posts: 5,167

    It's important to note that survivors who request a secondary objective are not necessarily the same individuals struggling to make progress against these killers. Each player has their own preferences and playstyles, and it would be unfair to generalize based on a single aspect of gameplay or request people ask the developers for here.

  • LeFennecFox
    LeFennecFox Member Posts: 1,292

    Solo queue is already inefficient so add objectives sending you across the map and gen progress slows down. Stealth is also an important factor for higher winrates against solo queue/low mmr.