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What is our end-of-year verdict about the game, BHVR, and general criticisms? (2024)
hi gang :] i'm back with yet another thread because i enjoy reading people's responses and picking brains, as well as writing college thesis-length posts
as we all know, dead by daylight has seen some significant changes this year. between new chapter additions, to adjustments to reworks, to more community engagement from the developers, to changes made around the core of the game's game-play.
i wanted to ask you all about what you think about the current state of things in comparison to last year's developments. if you want, you're free to respond to these questions to construct your response:
- what do you think was done right or wrong? why do you believe so?
- has your playtime increased or decreased throughout the year?
- how do you perceive the developers' areas of focus on the game? are you satisfied with BHVR's performance (in the context of the game, or the company itself)? how could they improve their relationship with you as a player?
- what is your current experience at your current skill level?
it will be interesting to see what everyone thinks and i'll be happy to discuss things too!
you may propose a strong opinion, but please do not resort to "Us vs. Them" arguments or insults. i intend on this being a constructive conversation. this thread could potentially be useful to give a summarized oversight to the performance of all the changes collectively. if this goes well, i may create another thread at the end of 2025.
(((MY ACTUAL CONTRIBUTION POST WILL BE BELOW THIS iN ORDER TO SHORTEN THIS OPENING POST. PLEASE SEE THE NEXT COMMENT IF YOU WANT MY PERSPECTIVE [wall of text incoming btw])))
Comments
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i personally believe that dead by daylight has seen some pretty positive changes this year and has a good setup for better performance in 2025. while there were some questionable changes, it did not deter me from enjoying the game any more than i already did.
i am a player who has played this game since late 2017 and actively play both sides, as well as engage in both competitive and casual settings. i would consider myself to be an above average player and have a more technical and strategic approach to the game. currently, i am more of a killer player than i am survivor, however i have enough time with both sides to understand things in-depth.
GAMEPLAY
BHVR has shown a much higher attention to detail to the flow of gameplay as well as a willingness to provide new ways for players to play the game. maps, perks, and killer powers now seem to be more generalized yet unique to their identity, which opens up the possibility for all sorts of different combinations and playstyles. the game incentivizes the usage of strategies and awareness of events as you play, which is fantastic!
additionally, both the killer and survivor experience has been tailored to cater to different skill levels and methods of thinking. it actually has made for an interesting playing field, since there's now a lot more variability in how a match can be played without having to strictly stick to a predefined blueprint. to me, both sides don't feel like they're overpowering each other at base.
towards the beginning of the year, i initially felt as if the gameplay was being changed to lean heavily on a player having to be ABSOLUTELY on top of everything since the core of dead by daylight is time management. however, my perspective on this has changed with the new QOL features introduced that equally benefits both a casual and more competitive player. i'd argue that the game feels much more accessible to newer players as well since they're given a reason to experiment and learn about things!however, i do believe there are some negatives to this approach.new or intermediate players still do not have a clear starting point on how to actually PLAY the game since there's no actual definition beyond "complete your objective" (kill survivors, escape the match). this is incentivizing players to resort to tactics that consistently allows them to achieve their goal easier rather than experimenting and interacting with the different mechanics that the developers introduce.
on top of that, there's difficulty in on-boarding a new player because of the amount of information that has to be digested in a short amount of time. in a live match, this can especially make a newer or more casual player's experience painful if they're by themselves (often referred to as the 'solo Q experience' by the community as well, since this is especially prominent when playing in an uncoordinated or inexperienced team).while loading tips and information blurbs can help, they only address a small aspect of the game. it does not go over the nuances of different strategies or explains why the player needs to make certain decisions, like why they should be mindful of the direction of a killer's red stain at tiles, or why they should be aware of how long they're chasing someone, or why they should be careful about which generators they complete.
because dead by daylight has so many different variables, i believe BHVR should take more time to focus on helping players understand what the game actually is. this could also aid in balancing and reduce the amount of changes necessary, since you can also get a more accurate picture of the performance of mechanics if people are aware of what they're meant for and what to do in some scenarios.
QUALITY
dead by daylight's quality, in terms of assets and immersion, has been outstanding. i have enjoyed the different artistic and creative expressions through the mediums (audio, modeling, environmental work, technical design, etc), introductions of the new and reworks of old and outdated content, as well as the storytelling and world-building that is being done. it's very clear that dead by daylight is still a project of love despite some ups and downs. it's also clear that there are some very talented people on the team who enjoyed putting a bit of themselves into their work. each part of the game is carefully crafted to represent those who have worked on that piece of the puzzle and gives dead by daylight the essence it needs as a universe.
(and yes! this even applies to sable and skull merchant. despite how seemingly lackluster these two characters are, they still have an identity that is worthy of exploring just like any other asset of the game.)
as an artist and a technical person who loves to develop, innovate, and engage with the things i come across, it was fantastic to see this game grow to be what it is today. there's a level of detail that tends to go unnoticed that the development team deserves credit for.
in reference to the actual gameplay, the game feels significantly more solid.
FINANCIAL HEALTH, PRIORITY, AND ITS IMPACT
with that being said, it is also noticeable when the business behind the game supersedes the passion of the developer team and oversight of the game's health. in BHVR's defense, money is necessary in order to even function. people also have lives and things they wish to see, so profitability naturally will be brought into question whenever a project for the game is started.
micro-transactions and sales are a common aspect in most live-service games, both as a profit-making tool as well as a way to promote support for the game. this is perfectly fine, so long as there is a balance between the corporation and the consumer. there are currently a few running examples in which the game's quality has been effected by layoffs, focus shifting (to funding and profits or lack thereof), and marketing tactics. this is noted in the pricing of certain cosmetics, DLC advertisements and releases, and traits of gameplay (bug fixes, accessibility to perks, addressing issues and allocating the necessary resources in a timely manner).
while i do not pretend to know how much BHVR gains or loses quarterly, nor am i familiar with the company's culture, it is distinct when an internal decision or change is made that impacts the health of the game. sometimes chapters, paragraphs, patches and hotfixes, and community events feel rushed or unfinished. other times, we would see unusual pricing for cosmetics or licenses that don't exactly feel consistent with what is regular to us as a playerbase.
the largest example of inconsistency in focus is the community's emphasis on the presence of cheaters. while cheating can never be 100% prevented (if it's man-made, it can be hacked!), it has been noted that dead by daylight does suffer from a lack of priority (or communication of priority) for things that are prominent. some issues are able to be addressed quicker than others, and rightfully they should be if they can be gotten out of the way. however, it doesn't feel as if BHVR is as responsive to major problems like this and that, at times, there's more of an emphasis on what can quickly overshadow the problem.
whether this is done to buy more time in preparation of a solution or not, i have no clue. as i am not a developer or a team member, i cannot confidently propose a solution to this problem either. this is merely just an observation.COMMUNICATION
something i am quite satisfied with in spite of that, however, is how much more communicative the developers have been as of late. while they cannot say everything, they definitely do provide information that is asked of them to incite and contribute to discussions or probe for feedback. this was a significant step up from how things used to be and it's clear that they are listening! the community managers at BHVR have done a wonderful job at providing context to scenarios and helping to establish a connection with the playerbase. it's not too often that you see a team be willing to talk to their clients (especially with a community that can be very opinionated at times).
sometimes, there is a bit of a disconnect in what is being discussed or asked of the team—for better or for worse—. but this is to be expected since… well, they have things to do! XD
additionally, developers don't always share the same vision as the player since this is a project they're actively working with daily and will see the game from a much different perspective, which is what i think a lot of the community tends to forget. how this is to be addressed is beyond my power. overall, i don't have much else to really say about this. it could be better, but it's not like it's a ghost town and they're not paying attention. they most definitely are.CONCLUSION
i think, for what its worth, dead by daylight is set to be what i consider one of the most interesting tales of game development i've ever witnessed in my lifetime, and i think it will become much more successful next year with the right amount of dedication and adjustments. after 7-8 years of non-stop work, the game is finding its place on solid ground and can only expand from here. i'm very curious to see how else BHVR will choose to expand upon it moving forward. sometimes i find myself wishing i could contribute to such a fantastic story in the making haha
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Hello friend! Good to see you here!
what do you think was done right or wrong? why do you believe so?
Well, 2024 was quite the year for DBD. Overall I'd say the experience was mostly positive, but with a few exceptions here and there.
I really liked the idea of the modifiers changing the game as we know it, despite my dissatisfaction with Freddy being excluded from Lights Out twice. Generally speaking the chapters and the content we got were pretty good. Doomed Course is a bit mid, but All Things Wicked and Castlevania really took the spotlight, those chapters were amazing.
The events were also pretty good, except for the anniversary. Blood Moon had probably the best visuals of any event, and Haunted by Daylight was the most fun I've had with DBD since the days of the Old DBD, and that says something.
The balance is where things begin to get a little bit worse, with one decision in particular: Skull Merchant's nerfs.
Quite possibly one of the worst, most unnecessary changes I've seen since I first started playing DBD, all the way back in 2018. Her previous iteration was fine the way she was, this execution was not needed and it reward players who refused to learn how to play against a character who wasn't problematic in the first place. It is very similar to what happened to Freddy one week after his release in 2017, and something that I strongly believe shouldn't have happened.
has your playtime increased or decreased throughout the year?
Increased.
Shadow of the Erdtree took a bit of my time, yes, but overall I played a lot of DBD this year. Didn't take any extended breaks from the game, and I do not regret it.
how do you perceive the developers' areas of focus on the game? are you satisfied with BHVR's performance (in the context of the game, or the company itself)? how could they improve their relationship with you as a player?
This one is a bit hard to answer right now because of the upcoming Freddy rework, which is something that means A LOT to me.
What will happen next January will most likely have a very big impact on my opinion regarding BHVR and their approach towards DBD.
The fact that we have confirmation Freddy won't get his old power back is already a bit concerning, but we still have to wait and see what is really going to happen.
what is your current experience at your current skill level?
Not terrible, but the tunneling and unnecessary slugging has been a bit too much as survivor. As killer, I don't think there is much being stacked against the killer role right now. Not saying that I win all of my games, because I don't, but there isn't anything in particular that I would describe as the culprit behind my defeats.
All things considered, I'm excited for 2025 DBD.
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hello general! i figured you were gonna show up eventually ;] how's freddy's #1 fan doing?
The balance is where things begin to get a little bit worse, with one decision in particular: Skull Merchant's nerfs.
Quite possibly one of the worst, most unnecessary changes I've seen since I first started playing DBD, all the way back in 2018. Her previous iteration was fine the way she was, this execution was not needed and it reward players who refused to learn how to play against a character who wasn't problematic in the first place. It is very similar to what happened to Freddy one week after his release in 2017, and something that I strongly believe shouldn't have happened.
i heavily agree with you. i seriously hope they reconsider giving back skull merchant some of her strength and instead balance things out by providing more information to survivors for them to work with. i was upset that she received the freddy treatment and i'm glad someone else saw it too.
this is actually part of the reason why i mentioned the lack of direction and instructions for players. i believe that while it's good to allow a player to experience and learn for themselves, constantly forcing them to go in blind can give too strong of a sense of hopelessness or weakness, especially if they only run into that character every once in a while and have no time to adapt.4 -
They buffed my boy Mikey. I can forgive any sins they made this year.
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a valid response. michael deserved love for the longest time <3
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I'm doing great, my friend! Thank for asking!
How about you?
i heavily agree with you. i seriously hope they reconsider giving back skull merchant some of her strength and instead balance things out by providing more information to survivors for them to work with. i was upset that she received the freddy treatment and i'm glad someone else saw it too.
Oh absolutely.
I know she is a set for a rework next year, but we all know how reworks usually go. I would prefer if they just reverted her to a previous iteration and scrap the rework. Freddy's history is a perfect example of what to avoid, and it shouldn't be repeating itself.
this is actually part of the reason why i mentioned the lack of direction and instructions for players. i believe that while it's good to allow a player to experience and learn for themselves, constantly forcing them to go in blind can give too strong of a sense of hopelessness or weakness, especially if they only run into that character every once in a while and have no time to adapt.
I agree. In the past it was reasonable because there was less to learn, but that isn't the case anymore. Even a little tutorial for each killer would help a lot.
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Background - I really started playing the game in mid 2022. I played it once when it released, then a few years later, and both times the game had zero appeal to me.
what do you think was done right or wrong? why do you believe so?
Modifiers will either break the game or greatly extend its lifetime. It's going to be interesting if things like 2v8 become more common and whether that creates a permanent divide in the player base, or if the modifiers remain brief diversions from 1v4 that keep people invested.
has your playtime increased or decreased throughout the year?
The amount of DbD I consume has increased as I've gotten into watching more streamers and comp. Playtime is probably down though, but I'll go in spurts where I play the game a ton.
how do you perceive the developers' areas of focus on the game? are you satisfied with BHVR's performance (in the context of the game, or the company itself)? how could they improve their relationship with you as a player?
I come into questions like this with the mindset that video game development is extremely difficult. BHVR is trying to please a wide array of players and there is only so much they can do to adjust the game at this point.
I think BHVR's design goal is correct. Balance is not the be all end all, variety and fun are more important than ensuring every trial is a 50/50 perfect test of skill. If something is a little too strong that's not as important as if something is unfun (I've read other people's comments before mine, but see: Skull Merchant).
Generally, I think they do a good job with this, with the occasional 'how did this get through, do they even play the game' type moment.
what is your current experience at your current skill level?
I'll answer this the way I normally answer their surveys 'DbD is both the best, and worst, game I've ever played'.
At its best, DbD feels amazingly tense and every little decision feels like it can be the make or break moment. There's never a moment of comfort and a "win" feels amazing.
At its worst, DbD is a stomp after stomp where I wonder why I'm even playing the game.
The gen kick limit and anti-face camp mechanic (which I think was the end of 2023) are both substantial game improvements.
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Another year of quantity over quality… :/
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While the game did improve in balancing and shaking up the meta (kind of).
The content provided was pretty lame this year and in the first time since playing I went without buying any of the content of this year. I didn't think it was enjoyable or brought a new variety to the game.
The community kind of went into a downwards spiral (I did several posts about that). Now it feels like there are more "comp" players then casual players and that makes the game even more boring to play.
You can literally feel the waiting queue time increase because more and more players are dropping the game.
BHVR finally needs to deceide wether they want to have a comp game or a casual game. It's like two islands drifting apart from each other and the tape won't hold it together much longer.
Servers became worse then last year, we switched to UE5 but got no significant graphics buff.
Overall I'd say I play way less then the years before 2024 and it will keep going down. At this rate I expect half the player base to move on from dbd as main game by June of 2025.2 -
I'll keep this pretty short.
I'm a Switch player. I feel betrayed, let down, lied to. Gameplay? On Switch, it's abysmal in every way. At my MMR, I get miserable teammates. Killers are inconsequential; teammates are much more impactful. BHVR has removed console QoL features when they should be working on improving the console experience. My playtime in this game does nothing but decrease.
For BHVR to repair the damage they've done, they would have to provide Switch players with the thing they said they had functioning and online years ago. No, I don't expect it to happen.
I just don't think I have anything positive to say. I haven't uninstalled the game because it's the one cross-play game I have I can play with my friend. We don't play that much, though, and we often choose watching bad movies over starting up DbD.
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Maps:
- They are pushing a really bad direction with this one. They keep making terrible and really hard to play loops for survivors and many windows are straight up unplayable.
- This leads to even more gen rush, because the longer survivors stay in a trial, the less chances survivors got, which brings me to my next problem.
Matches last too short
- The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game.
Balance changes:
- We still got FAR TOO MANY BAD/USELESS perks in the game, which should get attention a lot faster, but to be fair they did better lately.
- Too many nerfs are focused on removing popular perks from the game and put them in a pretty much useless spot instead of doing fair nerfs.
- They take in very many cases far too long to do changes and then they nuke whatever they change. Got better in some cases than it was in the past, but it is still happening far too often.
Sadako:
- She is in a pretty bad spot. Either she stomps survivors, who don’t understand her or she got no chance, because survivors got so much handholding and can remove her whole power for free.
- They took 11 months to fix a bug, that made her a lot weaker, which is ridiculous and she is still not completly fixed.
- I want her first version back and hope they bring it back. It was the most fun version we had and most fair / enjoyable one to play as and against.
My experience as survivor is extremely frustrating because of maps being very unfun to play on and killer sided (at least most newer ones). Killer feels unrewarding, because it has become too easy. I’m very unhappy about how they balance the game and that they favor killers 90% of the time.
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Your Quality section perfectly explains how I feel. 💐
It was a wonderful write-up and I’m glad I’m not the only one who understands that Dbd is one of the greatest game/horror experiences of a lifetime.
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thank you! i greatly appreciate it. i'm super passionate about this game so i had to say something about its progress this year. :D
i hope it sparks more discussion moving forward.2 -
Matches last too short
"The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game."it's interesting you say this, because that's exactly how i interpret dead by daylight as a whole. if you think about it, every action and interaction that is performed is all time-based. typically, with the focus of the future of the match. it's a tug-of-war match for precious minutes and seconds. a game of investments!
i believe that this is not communicated enough to where people understand that this is the type of game that's played, which is why it becomes difficult for many and loses its fun once people start to deviate from that. there's too much emphasis on completing the objective and not enough emphasis on what actually makes the game.
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this is a very valid argument and i vaguely addressed this in my write-up. while BHVR has made improvements to the gameplay, some platforms continue to suffer due to the lack of priority or resource allocation. i hypothesize it may have to do with the fact that they do not see as heavy of a presence in console players in comparison to PC platforms, as well as the jumps that have to be taken to push updates to console versions. this may not be correct though.
i hope they do address the issues that console players have been plagued with next year. most changes this year have surrounded the PC platform in particular and i feel like these optimizations and updates they make need to be more generalized.2 -
I still play the game regularly, so it hasn't been bad enough for me to quit yet :)
There haven't been any significant changes to help game balance. Matchmaking remains hopelessly broken and is by far the #1 reason that solo queue is often a miserable experience. Still nothing is being done to get solo queue and SWF on a more even playing field. Killers remain punching bags for good survivors teams on comms.
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Yeah, the more efficiently the game is played, the less fun it is. It's very unfortunate DbD is designed as such.
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The direction of Dead by Daylight is horrendous, and I wish I hadn't ever touched this trainwreck of a game. The game feels heavily one-sided and exhausting to play while in solo queue. I win almost every match as a killer because the devs continue to spoonfeed victories and make every mechanic in my favor. No game I've ever played has felt as poorly balanced as this game.
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may i ask you two to go into further detail about why you have these positions? if any of the representatives read this thread, they can take these more into account.
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I only started playing this year (Around 1k hours) but I do enjoy learning about old DBD and how things used to be.
It seems to me the game is in the best state it's ever been. There are bugs, there are problems, but overall I think the community shits on the Devs WAAAY too much.
A lot of the issues people do tend to complain about are entitlement or thinking the game should be exactly the way they want without actually considering how their ideas might actually be bad for the game.
Example: Solo Q experience is just flat out not even 25% as bad as people scream it is.
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What you said about Skull Merchant was spot on. Its why I've heavily moved away from DBD and really hate playing now a days. I dont even have a killer I enjoy anymore lol
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Like in most of BHVR's yearly outings, I see it is as two steps forward, one step back. There have been major changes for the better like a larger focus on events and the devs have done a lot to try out new aesthetics and tones for chapters that I like, but a few of the balances changes and releases where the devs don't stick the landing makes the game feel just as buggy and unplayable as ever.
Although general match experience is better, I feel as if the attitude of the general playerbase has only gotten more and more pessimistic with time. I wish people would relax and take matches less seriously, and that the devs would consider investing in more infrastructure and maybe altering their release schedule to give more dev time to each of the projects they work on.
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I know how it feels, my friend. It is the same thing Freddy mains had to go through. Thrice, actually.
Skull Merchant was treated so unfairly that it stings. In a way it stings more than Freddy and Hillbilly because this situation is something that experience and DBD's history should have taught to avoid.
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Back then when I started playing, it was not that bad. When circle of healing still was a common thing, survivors would run over the whole map to heal themself in the boon, which made matches last a lot longer, killers tunneled less and survivors did more random stuff. Behavior is actively pushing a more competitive mindset, which reduces the fun elements of the game by a lot.
So overall if the devs would add more things to do on maps, matches would last longer naturally, but behavior refuses to introduce new gameplay elements outside of events, killers and perks.
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Alright, I will keep is as simple and short as I can.
I hate it, but I am gonna point out most of the things i don't like.
CONTENT:
Chapters were mostly fine.
1. Alan Wake chapter was kinda a disappointment, perks are bad. Boon might only be useful for new players, but there is paywal behind it. Champion of light doesn't affect killer at all - it might only be used for pallete stun and saves, when stun takes 5 seconds itself. 1 sec of 20% hindred is not useful at all. Deadline comes with too much of a downside to be consider useful.
2. All Things Wicked - that was mid chapter. Came with great characters and new perk: invocation. Idea is kinda cool, but perks aren't good enough to be used. Gives too much of a downside. Strenght in Shadows and Wicked are both great perks, but too dependent of a basement placement. Unbound and Unforeseen are cool perks. Undone is terrible, especially at high level - no one misses skillchecks.
Map isn't good. Pallets are actually bad there, creating so many 50/50 scenarios. Easy to play around as a killer. Big map tho, that's a fine thing considering pallets.
3. D&D chapter was good. Came with amazing and fairly balanced killers, considering recent changes. Lich's perks are actually good, linguid touch is good for some killers like spirit. Dark arrogance creates nice synergy with other vaulting perks, good overall if you can avoid stuns. Weave is a little bit problematic and creates too good of synergy with franklin demise, very hard to play against as a solo que player.
Bard comes with meme perks, nothing special. Boring cosmetics tho, not worth to main. Purple cosmetics come with backpacks, big NO for me.
Map is terrible tho. Very killer sided. Fillers are bad, loops are bad, mostly dead-zones.
4. Tomb Rider - Mid chapter, great character but with mid perks.
5. Castelvania - Amazing characters, Dracula has mid perks, not really useful, mostly not used.
Trevor came with nice perks. Exultation is great for the collectors, green keys might finally be useful with it. Eyes of belmont is a good perk, creates good synergys. Moment of glory is bad, too much requirements to be useful.
6. Doomed course. Most recent, killer has really good potential after recent changes. Might become problematic even, with how easy it is to use a dog. Petting the dog is cool tho. Perks are good, no quarter is problematic with some killers and synergys, but not used to often.
Survivior is mid without interesting skins, clean break is bad, not used at all. Invocation is terrible. Shoulder is fine, but this should not be a perk.
GAMEPLAY:
Is a bit stale. I am going against same killers all the time as a survivior. Nurse, blight, billy, singularity, twins, spirit, nemesis, used to be chucky - not anymore.
Gameplay in EU servers is extremely sweaty. Includes too much slugging, camping, tunneling. On the other side, surviviors don't make it easy too, making great pressure gen-wise.
Same perks are used over and over again. Meta is extremely sweaty.
Solo que feels mostly bad and it takes only one survivior to lose you a game by suicide on hook or DC.
Playing killer is getting boring most of the time. Too many matches are a slaughter, ending on 4-5 gens.
I hate that there is so many ways to make experience bad for surviviors. Tunneling, slugging, camping.
And the only way to fight that is with the perks. We need to use perks for scenarios listed above.
Too much power given to the killer side.
I don't appreciate that too many killers now have abilities to hit surviviors through the window or pallete.I don't appreciate that small tweaks and changes take so long time.
I hate that gutting killers or perks is the new way to deal with problems for BHVR.Game is not too friendly for new players. Takes too much time to unlock everything, newbies are targetted and there is nothing for them to do, this creates miserable experience for them.
Still too many useless things in bloodweb, especially for surviviors. Offerings need changes.
Missing QoL things like solving characters, filtering or making them favorite. Still need to scroll too much throught all characters.
Bloodweb still needs improvements.My playtime definitely dropped this year.
Right now i have 8900 hours in a game and I can definitely say that I enjoyed previous years more.2 -
I enjoyed most things released this year with a few exceptions.
1- The Chucky nerf was way too much. The rat poison nerf was enough. The slower slice and dice feels really weird paired with a longer CD to his power makes his map presence very bad.
2- Dracula hellfire nerf makes no sense. He was fine, the only thing needed was the Medusa add on nerf and bat form cd.3- Shoulder the Burden is way too strong and widens the gap when used by SWF teams, is basically a win card.
4- Sadako intermittent invisibility is still busted and the add on still does nothing. She could also use a small buff to her condemn mechanic, turning off tvs and carrying tapes must have a downside.
5- Ghostface buffs were a bit, underwhelming.
6- Liked the 2vs8 yet we can all agree survivors were way too strong.7- In general, I wish they could take a deeper look into what’s possible to achieve in game when you have a group of competent survivors and actually balance the game considering that. The non community approved killer strategies emerged due current possibilities survivors have, there’s way too many downsides to hook people and spread those hooks. Add a “try to stop bleeding” option for slugged survivors after 1 min, give them 3, 4% chances to get up or die. You could also add an add on that improves those odds. Buff a bit regression perks for killers so spreading hooks feel a bit more rewarding.
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Imagine a syringe or something on a medkit that when in the dying state give ya a one shot in three or sumsuch to get up, otherwise you bleed out and die. Prolly be Broken for a minute or so too, uses up the medkit, etc.
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