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As I see more posts demanding nerfs of more survivor perks, I feel like uninstalling this game

Killers have recently been getting more and more powerful perks (for example recent Predator buff) and survivors have had more perks nerfed.
I don't use Windows of Opportunity as I prefer to use a different build, but as I see more demands like this:

image.png image.png

I feel like uninstalling this game, because if another perk is nerfed just because someone complained loudly about it and can't even justify what's so strong about the perk, I will lose all hope for this game.
I think some people would like all survivor perks to come with tokens, ideally they would deactivate after all generators are done, and after one use they would be deactivated for the rest of the game, because why not?

Windows of Opportunity is a perk that only allows you to see paletts and windows.
Many killers can completely ignore paletts because they have anti-loop in their basekit - Nemesis, Xenomorph, Huntress, Skull Merchant, Unknown, Dark Lord.
How do I feel as a player class knowing that the other side is clearly favoured and the developers will listen to their every demand?

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Comments

  • devoutartist
    devoutartist Member Posts: 174

    skull merchant was a abomination and need a complete rework from the ground up she doesn't fit the game play what's so ever chucky's bug has a infinite scamper with his glitch that completely breaks the game im not talking about the double swing im talking about legit infinite scamper that you can reactivate on top of your infinite there not even comparable mft got nerfed ill even add at high swf mmr when the killrate is at 55% killers around that killrate still wins 8% more i play both sides and i can say that survivors outside of high mmr swf is a verry mediocre experience currently and there plenty of stuff that need to change

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    I just wish they would stop with this whole thing of seeming to want to buff every survivor and killer perk so that they are all strong. The fact is you just cant have this many perks (let alone addons on top of) that are all very strong and worth taking as it is starting to feel like it is an absolute mess of OP effects to deal with and try to keep track of with each big patch.

  • radiantHero23
    radiantHero23 Member Posts: 5,060

    This is 100% a nurse problem. It baffles me how they try to balance around her just to not acknowledge how much of an issue she is for the game.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 547
    edited October 2024

    Hardened is a good perk, nice joke.

    Post edited by EQWashu on
  • Unequalmitten86
    Unequalmitten86 Member Posts: 516

    There are only a handful on there that have actual benefits in soloq. Most are just SWF. Background Player was an actual balanced and it's still strong.

    Invocation is a crap perk, no one really likes it and it's a death perk in soloq.

    With every new killer there is at least 1 aura perk and recently survivors got open a chest to utilize your perk.

    Distortion is pretty much unusable and players still hide.

    I think what it comes down to is you have a wide range of players with different playstyles on both sides and this is the problem.

    Another problem is people are married to perks. Yeah some are great but in the end we need change things up.

    WoO is fine and it really doesn't need anything. A lot of people carry it but simple map knowledge and you won't need to use it. Plus all that yellow is over stimulating.

  • Tostapane
    Tostapane Member Posts: 1,667
    edited October 2024

    as i said multiple times, nurse should be completely reworked… she was the main cause why certain perks are bad, not to mention that i found hilarious that she's the only killer in the game that's unable to use certain perks properly due to her power (she can't use starstruck, surge, sloppy butcher, noed, devour hope, etc etc)

    Post edited by Tostapane on
  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Honestly I've moved past asking for survivor nerfs, for the most part, in favor of supporting killer buffs. I'll chime in every now and then, like when Distortion got argued into a nerf, I just highlighted the fact that among survivors who just hide, it exemplifies the problem with that gameplay. Either they do gens, and hide as well, so survivors can just rush gens while not really interacting with the killer. Or that's their game plan from the start, minus the gens, and just selfishly hide for hatch every round, which the game was forced into because the team required 4 loopers, not 3.

    But this talk of Windows getting nerfed is absolutely ridiculous to me. To me, that's more radical than saying hatch needs to be removed/replaced, which I am for. I vehemently disagree with people who say Windows is just a learner/baby perk, or a waste of a perk slot, because it literally helps you plan out your route, whether you're a noob or a master. But I also detest calling it OP just because it helps with looping. If your issue is looping, and survivors turning their brains off for maximum time waste, then your issue is more the loops/maps/killer speed. You've come to the wrong conclusion if you think removing Windows is gonna fix anything. It's not OP just because it's useful, just like aura add-ons on Wraith or Blight.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    They might not disagree with you on that. But unlike some other survivor perks, Windows is useful without being OP. Maybe a lot of us killer mains have been going about it all wrong for a long time. Rather than defaulting to asking for survivor perk nerfs, except the most obvious stuff like "I move 3% faster while injured," we should instead look at what killer thing we want buffed next. A lot of these pathetically weak killers have actually become decent due to these recent years' buffs. Not viable like Nurse or Blight, but playable vs slightly bad teams. Simply getting better at killer is not enough to beat high level survivors at this point, and so that must be supplemented with necessary buffs. So instead of getting rid of Windows or Exhaustion perks, think of it as, "Assuming survivors likely have these perks, how much can we buff this killer or perk to match that strength?" We killer mains have already been tinkering with different killers viability tools for years. We're gonna push them towards viability some way, through using pink/purple add-ons, meta perks, strategies (tunneling, slugging, camping). If the devs were also pushing killers to be viable at the same time, instead of taking away all our options like they have been, killer would be in a perfect spot: Challenging, but not impossibly so.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    you're responding to a wrong comment.

    im not sharing the sentiment of "nerf everything i dislike". i would rather have lots of things buffed where possible and not nerfed for as long as they dont become truly gamebreaking.

    all im saying here is that OP is either a hypocrite or ignorant to other sides' troubles. Their whole post is filled with petty tribalism and "us vs them" mentality.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    Indeed! I understand that BHVR wanted for the longest time to give players total design freedom … but by doing so they paradoxically limit their own design space so much!

    We all know it: a perk that would be fun on Trapper, coupld be utterly devastating on Nurse, so its gets adjusted to her power level, thus robbing poor, ol Trapper of an interesting addition to his playstyle.

    At one point BHVR should start to limit perks on certain killers, like banning Awakened Awareness or Predator on Nurse, thus keeping this perks open to be reasonable powerful on killers that might need them more.

    And poor old Thanatophobia is an especially strange case: it was overtuned on Legion and Plague and after its nerf its only usable on Legion and Plague. Wow, thats some interesting way of solving that problem.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    While I support the basic premise, the tone of yours is a bit harsh. We all know that soloQ is the hardest role in DBD and that it all stands and falls with your team mates. Even the best players in the world can be dragged down by inattentive or potatoe team mates, and while that shouldn't be used as a benchmark, it should factor in into player satisfaction and we should think about ways of how to better the soloQ situation, without buffing the SWFs.

  • Ilikechips
    Ilikechips Member Posts: 170

    They don't care about balancing the game for everyone.

    It is never enough for them.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    why do you expect to consistently win while playing the gamemode that doesnt allow to express skill fully unlike killer/swf?

    play for hatch, that's your only way of consistently winning in a team based gamemode where you can't play as a team.

  • solarjin1
    solarjin1 Member Posts: 2,390
  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,310

    I would have loved it if BHVR made Matchbox and Spasmodic Breath the basekit for Nurse.
    You only have a single blink charge, but in exchange, the base movespeed is increased to 110% and if you successfully hit your blink attack, you lose the ability to blink for 60 seconds (could be changed to 30 or 45 seconds), but you are now a normal speed (115%) killer for this duration.

    • I would rate my own escape rates when playing soloQ (or even duos) to be around 15-20% Way below the claimed 40% average.
      Most of the time, this comes down to teammates outright giving up (hook suiciding, or intentionally letting the killer down them), DC's or "doing gens, you?"
    • I fully agreee with you when it comes to the SoloQ statement, of "asking to occasionally win, rather than rarely/almost never win"
    • Hatch feels like the only option sometimes, but to be fair, it should count as a win for the survivor escaping through it.
      I really miss the days where you could get 4 survivors out via the hatch. It was an interesting secondary way of getting out, that rarely happened, but it felt oh so satisfying to pull it off.
  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    Β "doing gens, you?"

    For me, these teammates ruin more matches than anything/anyone else.

    Hatch feels like the only option sometimes, but to be fair, it should count as a win for the survivor escaping through it.

    I don't like that SBMM goes by escapes at all. It should be participation in the match that increases MMR. BHVR has put a huge amount of emphasis on escaping and it's hurt the game a lot.

    I really miss the days where you could get 4 survivors out via the hatch. It was an interesting secondary way of getting out, that rarely happened, but it felt oh so satisfying to pull it off.

    I'm happy you were that lucky. The only time it worked out for me that way was when I coordinated with three other people to get that achievement pre-hatch change. Otherwise, I was always the random that was sacrificed to either spawn the hatch for the others, or I got to watch my teammates escape through the hatch while I was on the hook (it really hurt to watch three teammates jump through the hatch and abandon me).

    I don't miss those days.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    i'm all in for improved matchmaking, that's actually the change i want in this game the most. But then, there are people opposite of me who will be complaining "omg my queues aren't 5 seconds anymore, revert this change BHVR", but won't realize how much fair matchmaking actually matters in PvP games

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,310

    Yes, the "doing gens, you?" teammates are the worst. You can have the game of your life, only to lose it due to teammates not paying attention to you being chased around, wasting the killer's precious time. I had one of those games a few days ago, where I ran a Huntress around for what felt like a good 5 minutes. Meanwhile, the other two remaining teammates could not finish the last gen, and were hiding instead, doing absolutely nothing.

    • I was also thinking about the SBMM, and why only kills/escapes should count towards your MMR, when it is your total participation in the game that should really matter. This is why the old ranking system worked out better.

    Now, I was lucky enough to pull off a 4-man hatch escape twice. I don't recall getting left behind like you were, but then again, I was often playing with a friend or two, so it was a lot easier to get out as a team.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 2024

    You don't think so? I think it's pretty amazing for SWF callout, even (and probably especially) if its just a partial SWF... it's lethal pursuer on demand for a comms team, and it ain't at all bad for soloQ either (honestly try the EoB combo... if it's not meta strength, it's still very tasty and probably the best survivor info combo in the game).

    Still, thanking you!

    Ye that's fair, I tried to make a condensed BHVR patch list across 8.0.x versions, so went with BHVRs categorisation of buffs and nerfs... and we all know what's up 😏

  • Autharia
    Autharia Member Posts: 460

    Thats the thing good for SWF. So its only good for the sub 5% of players and 99 times out of 100 they wont run it.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 2024

    Sorry my guy! Eyes of Belmont from Trevor.

    Poised gives you a very long aura read each time you first touch a gen, and whenever a gen completes you also get a decent aura read as well from Eyes of Belmont.

    Having both an aura read on the killer and no scratch marks can come in pretty huge at certain tiles. 🀘

    Untitled Image

    Grant Us Eyes....

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    a lot of solo q survivors do have said 40% WR on average, which is extremely generous for playing the side that's lacking half of the skill expression.

    maybe it's just a personal issue someone always dies. maybe they're out of their MMR range or maybe they're the ones being the sacrificial lamb for the team's increased chances of survival.

    if you want "justice" or "fairness" then this is the wrong game. solo q is meant to suck by design so that devs can keep killer balance in between solo and swf to have at least 2/3 of this game's playerbase happy. someone will be on the receiving end of it and it only makes sense for it to be the hardmode dice roll gamemode.