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Behavior Needs to Commit to a Core Design

There are times where they strictly try to buff Solos closer to SWF’s power. Such as the obsession change in 2.1, where it is revealed to all survivors. This change had very little effect on SWF because of voice coms, but was irreplaceable to Solos.

However, there are still many aspects of the game where SWF holds a clear advantage over Solos, but doesn’t need to. Dark Sense for instance, where a killer’s exact location can be easily communicated in a group, is virtually impossible to do so in Solos. A simple change would be that everyone could see the Auras from 1 survivor’s Dark Sense.

Some may feel SWF should be nerfed, other feel that Solo just needs to be buffed. However, whichever way you feel, the whole game suffers because Behavior is indecisive. This leads to half hearted changes that don’t actually do anything.

There are numerous examples throughout the game, but a very recent one comes from the Evil Dead leak. Specifically the perk “Buckle Up”

This perk allows the user to know how much a downed survivor has recovered via their aura. It doesn’t benefit SWF, but provides Solo players with info they previously had no way of knowing. This is great for closing the gap between SWF and Solos right?

No. It’s not. It could have been, but as the “King of Bandaids” Behavior loves to do. They made it a perk, instead of an actual mechanic.

If it was a mechanic, for most cases it would solely benefit Solo players. However by making it into a perk, it put Solo players a perk down over a SWF group by using it.

I’ll reiterate once more. Whether you feel that SWF should be nerfed, or Solos should be buffed isn’t important. Either way, if Behavior continues to make changes without committing to a direction, then the whole game will continue to suffer and not actually develop.

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