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Argument (survivors don't want to learn the counter-play against specific killers).
This argument assumes that all those who play the role of the survivor have a unified mind and do not have different mentalities, and this is what is called “generalization”, So they have one decision and one mind.
Let me tell you this is one of the worst arguments I have ever seen, however this is not the fault of the person saying this or the fault of the survivors this is the fault of the developers in designing the killer.
First, we have more than 30 killers in the game, and each killer plays in a different way, so do you think any new player or normal player would know how to deal with each killer individually? Don't think that everyone plays more than 2 hours in this game.
Take the twins for example, you rarely see them in the match, yet they will kill all the survivors with ease, not because the survivors don't want to learn how to play against them, but on the contrary, they haven't seen this killer and thus don't know how their powers work.
Then we have the very complex killers to play against.
For example, we have the plague, the game tells the survivor that you must cure the disease as quickly as possible, otherwise you will not be able to heal yourself and it will be easier for the killer to find you.
But the game will not tell the survivor that this action will make the killer more powerful and your team will have a very hard time, nor will the game tell the survivor that stunning the killer will remove this power.
This is why she has a high kill rate and this is also why many players believe she is the strongest killer in the game.
Not because they don't want to learn how to play against her, but because the game itself teaches them the very wrong way to play against her.
Another example is the skull merchant.
When you read any post about this killer you will always see the argument (survivors don't want to learn to play against her).
Unfortunately for them this is not the case, in what part of the world does a player not want to learn how to play a game they paid for?
Skull Merchant is one of the most complex killers to play against.
Nothing is clear to players against this killer, nothing tells you that the drone is used for surveillance, nothing tells you that one touch of the laser means the killer knows your exact location for 12 seconds, nothing tells you that she will move faster the more survivors she has on her radar, nothing tells you that after being hit by three laser scans you will receive a claw trap, nothing tells you that one scan from the drone while you have a claw trap means you will move 10% slower for 6 seconds and she will receive killer instinct, nothing is clear what the white and orange laser beam means, nothing tells you that when she throwing a drone see will get undetectable for 8 seconds.
I could go on but I think that's enough.
The only ways to find out how this killer works and play against it are to either watch a content creator or visit the wiki, so is it the survivors' fault? Because they don't understand this killer? Or are you going to make the lazy argument that "all" not some "all" all the survivors don't want to learn to play against her!!
This is a huge mistake by the developers, this was supposed to be an easy killer to understand and play against and at the same time this killer focuses on chasing survivors and not on defending 3 generators forever.
This shows you how flawed this killer is in design.
The developers need to make sure that the killer is easy to understand and play against in every future killers or else their kill rate will be very high.
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You can technically read a snip it in the killer bio where it states what the killer power is, but this not very indepth.
Games been out long enough everyone thinks they'll pick up on everything quickly. This might be the case for many but not for all.
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Many "expert" players will say that the ultimate counter to Plague is to just not cleanse, but staying injured and broken all game isn't really that much better. Sure, you can deny her projectile attack that way (and she always seems to have one pool available even when no one cleanses), but you're still on insta-down, so the pressure will be through the roof.
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This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.
DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.
Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.
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I realize this would be a huge lift in terms of dev resources, and it would have to he continuously maintained, but something akin to Street Fighter 6's training mode would be amazing for newer players. It could just be a small snippet of a generic map with an AI killer using their power on repeat. It would give the chance for a survivor to actually see and interact with the power in a practice setting. Or even a video of the power in action viewable from the in-game menu.
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Dbd is not a hard game. Its a complex game.
I would say that the game gets progressively easier the more you know, because game sense and experience are the main things you need to be good in dbd. Personally, I found dbd pretty hard when I started playing and see the game for what it is now. Sure, there are some difficult parts here and there, but most really comes down to: "do you know that this works?"
In regard to making things easier: I think most will agree, that an improved tutoriat / custom game, where survivors can test playing against every single killer in the game, would be a good starting point. This helps to get familiar with mechanics and how to counter them. Obviously killer bots play very good compared to some people on live servers, but this is not about winning. Its about testing things out.
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Aĺl we need are killer bots in customs, I know its wont be an easy task compared to making survivor bots but not even our poster boy trapper is in customs but is in tutorial mode.
Post edited by buggybug on6 -
Currently, killers can practice against AI bots. I think this is great, as killers can get the hang of their ability, timing, and experiment with various perk builds. While also equipping opposing perks on the AI survivor team. So they can also practice against perks or perk combinations.
Currently survivors have nothing comparable. I think being able to practice against various killer AI would be extremely beneficial and help survivors understand how to counter without worrying about letting their team down. Survivors can practice against the killers and also killer perks.
I think AI bots are a massive resource that is only fair that both should be allowed to benefit from it.I know killer AI is much more complex, but in the 2v8 modes when a killer DC, they were replaced with bots, which gives me hope that a custom AI killer bot mode may be possible?
Please consider it. It would really help survivor players, especially new players that are sortve thrown into the fire blind with no kind of tutorial or explanation for perks, powers or counters.
Thank you for taking the time to read!🙏
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I think this is an excellent post. One thing I'd add:
Games can be complex and still have large player bases that are casual if the players are evenly matched up. The difficulty for DbD, which is just increasing, is that one side has the much harder burden with all the killers.
When you read any post about this killer you will always see the argument (survivors don't want to learn to play against her).
Unfortunately for them this is not the case, in what part of the world does a player not want to learn how to play a game they paid for?
I agree, I always find these arguments strange. As if there are two separate pools of players who are in the game, and that one side just cares far less than the other side.
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Having little Tipps appear in game while playing would help inexperience players a lot. Then under certain conditions the game would tell you what you should do. For example when a teammate is on hook for very long: “Your friend needs help”, when you are in the killers terror radius: “The killer is close”, when playing against Sadako: “Take a tape and bring it to the TV” or “Turn TVs off to be safe of the curse”….
This could be done in a lot of situations, where you (the devs) think survivors should get some help. Additionally I would add an option for experienced survivors to deactivate it.
Secondly if you would allow for more communication, not voice chat, but something that lets you choose between little short messages, so you can tell your team: “do pinheads box” or “if you ignore the reversed bear trap, you are gonna die”. This way teammates could help other survivors better, but without having any more communication other than pointing, it’s difficult.
Last but not least I would appreciate having killer bots in private games to train. There it should be an option to set the survivor/killer bots on extremely strong/strong/middle/weak.
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Its going to sound odd, but honestly, survivors already have the tool they need to counter individual killers: The exact same custom mode. Play as the killer in there, see how bots react to your power, and learn its nuances. You can then start throwing in perk and addon combinations to see how they change interactions with the killer.
I know it sounds backwards, but the #1 way to get better at matchups in games is to know your opponent. art of war and whatnot.
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Probably a bot mode against a bot Killer would greatly help the situation.
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Nothing is clear to players against this killer, nothing tells you that the drone is used for surveillance, nothing tells you that one touch of the laser means the killer knows your exact location for 12 seconds, nothing tells you that she will move faster the more survivors she has on her radar, nothing tells you that after being hit by three laser scans you will receive a claw trap, nothing tells you that one scan from the drone while you have a claw trap means you will move 10% slower for 6 seconds and she will receive killer instinct, nothing is clear what the white and orange laser beam means, nothing tells you that when she throwing a drone see will get undetectable for 8 seconds.
Her power quite literally tells the player about everything you said, but yeah she's kinda hard to understand for new players
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I would like this!
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in what part of the world does a player not want to learn how to play a game they paid for?
Freddy's release.
Sorry, I understand the point of the post and, for the most part, I agree.
But we have two very clear examples of situations where people actually refused to learn.
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Huh? Unless you have prior knowledge of this killer, it's impossible to know what Dorn does and how a drone works.
Not all players understand the same way, which is why developers tend to make things basic for easy understanding, but how would a player know that this killer will move faster if the survivor is laser scanned or receives a claw trap? There is no easy way to know this.
I mean they shouldn't have to use the hard way to figure out how to play against a specific killer.
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That is good advice. However, the player must own any killer they want to play as in custom matches. It's good practice for players who own a lot of the DLCs. For new players, that limits what they can do or forces them to buy characters they may not want.
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That is true. Its just as much of an issue here as it is in fighting games requiring you to purchase characters to be able to train as or against them. Ideally every killer would be selectable like how addons and such work, but I can understand BHVR not wanting to allow that level of freedom for free. Closest you can get unfortunately is having a friend who owns the killer and doing 1v1 customs vs them to practice common scenarios and interactions. Sadly its either that or watch a lot of gameplay videos with that specific killer.
Edit: This post just reminded me of the splinter system, and how poorly it was designed. I wonder if they could find a way to incorporate something similar into customs instead? Maybe have tokens that could refill each month and be used to temporarily choose killers you don't own?
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Withdraw.
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I don't know that it would help any but maybe the first time, or first few times, someone plays against a certain killer, they will see a quick snippet or video on the killer instead of the loading screen. I know that the description on the loading screen displays some info. Perhaps a 15-30 second clip of a killers power or ability may help. An added audio description wouldn't hurt either. Also make it so when the escape key, or start button, is pressed there will be a new icon that can be hovered over to show the killers power description.
None of this is a real replacement for practice but extra info never hurts.
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TragicSolitude actually brought up one of the main points I was going to say haha.
Aside from the fact that you’d have to purchase all the killers in order to use them in the AI to practice with (despite not needing to purchase any survivor perks to practice against survivors) The only other things I would add is that being able to go against a killer is different than actually playing the killer. A major skill in survivor is learning how to loop and position yourself against various killers, something that can’t be replicated when you’re playing as the killer. It’s the equivalent of watching a video of someone looping as opposed to actually looping. They’re very different.
Being able to practice hands on, doing the actual spot checks, learning how to play tiles and run shack etc. is better to do yourself than to simply watch what other people do.And just as being a killer versing survivor bots can do this and is very helpful, being able to replicate specific situations be it with certain maps you struggle with, certain killer add-ons you don’t understand etc. would be very beneficial.
I understand your point, but I disagree that you’d get the same kind of value. Again, I think it’s great killers have these kind of tools, but I think survivors would benefit from the same kind of tools as well. (Possibly more so simply because of the various types of killers and all the killer perks.)Thanks for your reply! :)
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We need a tutorial overhaul for one, and we need to have reminders in game that the other side is human for another.
We also need clarification once and for all, in game, if certain tactics are sweaty/fair game or not. Is it skillful and a tactic to pressure with some slugging/downs or not? Is genrushing a tactic or just sweaty? If they're not tactics, then why are some Killers based around being good at pressuring downs and why can we combo a bunch of tools/perks/teamwork to push gens to absurd speeds some Killers can't keep up with?
We need Killer bots to practice against in customs, and help when Killers disconnect.
We need a bleedout button, a faster bleedout, and a forfeit button for BOTH SIDES. It's completely unfair and discouraging to force Killers to sit in miserable rounds they can't possibly win in, and it's equally unfair and discouraging to force "we're here to goof around" teams to stay in games with a Blight with four slowdown going on thier 5,000th win in a streak. Nobody has fun when they feel forced to play.
We need ingame assurance that yes, it's normal to lose as Survivor slightly more, and that only YOUR escape counts as a win or whatever.
We need deep disincentives for griefing - if you four slug and bleed everyone out, zero points. If you and your SWF come in to mess up a baby M1's day with "can't hook me" builds, zero points. If the other side can't even get one gen or a few hooks to a kill, because you're so mismatched in MMR, zero points.
We need an MMR degrade that is equal to MMR gain, both sides, I am SICK of coming back from a break and being slammed around and I am SICK of getting terrible teammates in SoloQ.
We need people to stay in the game. Remove self-ending on Hook. Just remove the ability to do that. You should only be able to do it if you bring something like Deli, Slippery Meat, a Luck offering, etc.
We also desperately, Mandy, need a way you can "win" by pipping even if you don't escape or don't 3-4k. We need the game to be less sweaty overall. DBD needs to base wins around how much you can do in a round, things like hookstages rather than kills, and based on how well you do at certain things NOT just how fast you can crank gens and leave. In fact maybe 4king or pushing gens too fast should be punished with fewer BP, I dunno. Basically, the game needs to be less sweaty, the requirements for doing well shouldn't hinge on how well you dominate the other side, and you shouldn't need to win/dominate the round to Pip, EVER - not everyone is comp and this game has gone increasingly comp while the Devs seem to want desperately to make it more casual. If it's intended to be comp fine, but if it's intended to be casual with a side of comp, there need to be more wincons and casual elements so skill and escapes/kills aren't the only way you get ANYWHERE or feel accomplishment.
Because right now, the Game is black and white. It outright says "if you don't escape/kill everyone, you lose." Which means Survs feel pressured to always need to 4 man out, and Killers feel pressured to always need to 4k, and that leads to sweaty unfun for everyone. Do something about that if you want the game to be more casual like tag and less comp e-sport.
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Maybe adding some easy and fast up-to-date pop up when you boot the game after a patch or long while to get you updated easily what changed (Like icons of characters and like some short text or indication of "buffed/nerfed/ adjusted/ reworked", etc.)
Lot of players who play this game casualy or just simple hop on for few games every once a while and do not follow every patch note or patch notes at all are usualy confused on what is going on. This counts even more when you add killers like Sadako, Merchant, Chucky that get changed a lot during short ammout of time.
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Even though it would be a lot of work, the best learning tool would probably be a separate tutorial video for each killer, to go over a killer's power in detail, and how the survivor is supposed to counterplay the killer.
And if there any special items or objects connected with a killer, that should be explained too. For example, I don't think it's 100% intuitive that when one of Vecna's treasure chests turns into a mimic, that it stays a mimic chest, and survivors should be looking closely at each treasure chest before opening it, to ensure it hasn't turned into a mimic chest.
It also seems like some survivors don't have any idea of where they should place Xeno turrets, and they end up unknowingly placing them in bad spots, and then complaining that the turrents are weak.
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"Not all players understand the same way, which is why developers tend to make things basic for easy understanding, but how would a player know that this killer will move faster if the survivor is laser scanned or receives a claw trap? There is no easy way to know this."
Read killer power description? 🤨It is mentioned right there2 -
Its just as much of an issue here as it is in fighting games requiring you to purchase characters to be able to train as or against them.
The difference here, to go back to the OP's post, is that in DbD this is a one sided requirement. If in a fighting game you don't want to carefully study every character in the game, and the MMR / group you play with doesn't either, there's no inherent disadvantage. And if you do study every character and climb in the ranks, the new players you face have to undertake the same task.
I'm going to date myself here because the last time I really played fighting games seriously the SNES was the height of technological innovation - but it would be like if in Street Fighter 2 players were divided between choosing Guile or anyone but Guile. The players in group A would have to learn to fight every other character, while in group B they would only have to learn to fight against the one move set. Group B would have a much easier time advancing in their skills than Group A which creates a massive issue for game balancing (which might be an inevitable element of DbD, but its a unique problem).
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The general problem with dbd is that you have so much to learn which makes the game complicated by its own. As a beginner, you have to learn all of the maps (and to understand that some of them have variants or can have a big RNG factor), many perks (not every Perk but at least the important ones), the killer and their addons, and much more. Average players sometimes struggle to call out perks or to know the map right. I would say it is not only the problem of we have many killers and survivors have a more difficult time to understand them all but also they have to learn more. However, I think you are aware of it(?), so I want to give some suggestions of how survivors can get more experiences against killers. Thus, I guess we have to be realistic that the average player won't learn everything about every killer because some of them are so uncommen. For example, how often will you face Twins, Artist, or Hag in 100 games? You will meet them one time and then forget everything till the next time. So they rather focus on the more common ones like Blight, Huntress, Nurse, or Wesker. Beyond that, more "complex" features will take their time and easy ones are faster to implement than difficult ones - also keep in mind that there are other things that have higher priority. But here are some ideas/suggestions:
One good step should be to give players a free card for every killer. Let the players test a character for three games in public matches so they get a better understanding of the power, cooldown, addons, and pov. This would also help players who are unsure if the killer fits them. I guess it will be difficult for license characters but easier for the original ones.
Or allow players to play survivor with a AI Killer in custom games. So the player has more time and less stress to understand the killer. Sure, an AI players completly different than a real player but having the option will be helpful for many players.
Tips don't need to be very complicated because even the simple ones will help: for example if I play Hag or watch someone playing Hag, one survivor will always do the mistake to go down next to basement or run into the area where the Hag came from. Trapper: all you have to do is look at the ground and don't go down next to basement. Nurse: use line of sight blockers and stay around it. Xenomorph: don't put turrets next to the station, put them in a safe area where you want to run when the Xenomorph comes out of the station. You can put simple tips like these in the killer description. Make an extra section of "tips against this killer".
During the loading screen, there are very basic tips for survivors that will be useless once they have like 30 - 100h. It would be cool if you could add more tips for survivors. Not about the killers they will face, but about how to be a good teammate because this would already help to focus more on the game and not to worry about your mates. If you have zero hooks and the doh survivor is in chase, maybe protect them; if you see the killer is camping and your two teammates are near the hook, sit on gens so the killer gets less value from their camping; think about which generator you want to repair, sometimes it is better to leave a gen for later that is easier to do or try to avoid a 3gen, One trick that I like sometimes to do is not to look behind me and listen to the audio of the killer - every killer makes a sound when using the power - with this trick, I was able to let Wesker players vault a window so many times and avoid the hit. So, a general tip is to listen to important audio informations.
Keep killers free from bugs and exploits. For example Wesker still has a hug tech exploit in the game and facing this, makes it impossible to react because it is unpredictable and you cannot tell if the Wesker you face can do these tricks. The hitbox of Artist's birds is bugged and smaller than intended, which makes it sometimes confusing why a bird hits and another one not.
A replay feature would be great to see what went wrong. But you already said that a replay feature is not possible. So, is it possible to send the player the full result of the match once it is over? For example when I play soloq and I die before the game is over, I will go next and won't see the killer's build but when I play SWF then I wait till the match is over, so I can see the killers build and can make some conclusions like "had this perk that cut me off guard" or "I was right it was that addon!". To know the killer's build to make some conclusions is so important but difficult to make when you don't see the build and don't want to stay till the end. This feature should be optional to not get annoyed by a pop every single time.
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There are more than 30 killers! Are you really going to ask everyone to read all the killer power descriptions? Especially since you don't know which killer you're facing.
Sometimes it's confusing because some killers receive small or big changes that affect the match.
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End game chat conversation:
Me: - Hey, guys! Wanna read some useful tips against my killer?
Me: - Oh wait… I'm speaking to myself…
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Touch the red light = 1 out of 3 dots appeared on my hud, sound played, effect appeared on my body, touch white light = nothing happened, so Red light bad, white light good, it really isn't super hard to match the informations
Oh yeah, and idk if you already know this but skull merchant don't receive haste at all, unless she rotates the drone and scan you within 5 seconds
But they could bring back some of her old stuff.. like the goofy survivor walking animation when they get in the drone radius (1.0 skull merchant) the hud filling up with a yellow/orange light when you're in the drone radius (1.0 skull merchant) some of her missing animations to show that she interacted with the radar etc..
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I know what happened to this killer, no need to remind me, yet before any changes occurred she was and still is an example of how complicated a killer can be.
However, how would you explain to the player that the white laser only happens when standing still or crouching, as they have not encountered any killer that requires you to stand to confront them, because all that happens is that the player will see the laser and understand that it is related to the killer, and yet it is confusing for the player to see the laser turn white and then back to red?
Even with the addition of the white laser I still see countless times where players run to Dorn to disable it and try to avoid the laser by running in the direction of the laser and fail.
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I mean I agree that there should be some type of bots for killers for training purposes, but again, my point was that you need to learn your opponent just as much as you need to learn your own role. For killers its a matter of learning how to make the most of your kit and minimize its weaknesses, while survivors need to learn how to take advantage of any weaknesses and reduce the killer's impact. I get your Street Fighter analogy, but its a bit skewed: In fighting games (historically and currently) learning how to fight against specific characters is just as important as learning your own.
This is important since your game plan changes drastically depending on your opponent, so both groups will have to learn the offensive and defensive nuances of each matchup. This also applies to categories just as much as individuals: Grappler players for example will always need to know what to do against zoners, regardless of which zoner it is they fight. This is very similar to how X killer needs to learn how to counter Y strategy, while X survivor needs to learn how to counter Y killer while using Z loadout.
To reiterate, I DO think survivor training tools could (and should) absolutely be improved. That said, there is still more there to utilize than a lot of people give credit for, it just takes a bit more unorthodox of an approach. Part of why I made the fighting game comparison is because it is extremely common to handle problem matchups in that fashion, which also has the same hangup DBD does regarding practicing against content you don't own.
Post edited by Ryuhi on1 -
The biggest thing needed is Bot killer games for survivors to learn in. There is 38 killers, even more addons that change powers, and nearly 70 maps they have to know on top of if their perks even work together (Several don't when they should).
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The benefit of learning to play as a killer is that you learn what to make reads on. Understanding a killer's mindset, what they're looking for, what their most likely reactions to situations is, thats the things you're supposed to be looking for. That type of info absolutely applies to improving your counterplay toward them, its straight out of the Art of War:
“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”Yes, there is a lot to learn on the survivor side itself on how to counter certain killers (either by category or individual nuances) but that is less of the puzzle than a lot of people assume. The lack of survivor focused training is part of why I don't mind "lost games" as much as a lot of people seem to: They're perfect practice sessions for that half of counterplaying. You don't continue the match expecting to win, but rather to learn as much as you can from the opportunity. Obviously that doesn't apply to situations like 4 man slugs, but even being tunneled gives you more opportunities to try out different strategies. You can practice things like pathing and routing, looping in general, checkspots, resource management, etc. Thats where you want to practice that half of the interactions since there is no bot equivalent for survivors to practice, which I wish did have a proper practice tool for. before bots were added into the game, killers had to keep playing losing games to test these things. I want survivors to have the same level of training options as killers do, but I think what is already there is underutilized due to its perspective alone.
But again, my point was that learning what a killer wants to do in any given situation is just as (if not moreso, imo) important as learning mechanical skill aspects on the survivor side itself. You can even take it a step further and practice in live matches, and see what survivors do to effectively counter you, then apply that info to your own survivor play. Also yes, I know that doing these things is better than seeing it, the videos comment was more toward when you're unable to practice hands on due to not owning killers, which I reiterate I do think practice should not be limited to owned content only. Its something thats been burning me up since the early DLCs of Street Fighter 5 (and even earlier with games like KoF13), and its just a bad practice for any game where players want to be able to grow and evolve their gameplay.
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I think we mostly agree then! From your original reply, I thought you were suggesting AI killer bots weren’t necessary because of the ability to practice with AI survivor bots or purchased killers. But after your explanation, it seems like you agree that training tools like killer AI bots should be implemented, even though some value can still be gained from playing killer or watching how survivors counter you. Which I do agree with.
If I gave the impression that playing killer doesn’t help you learn counterplay, that wasn’t my intent. I do think it’s a valuable resource for understanding killer mindsets. However, I believe that insight only goes so far compared to actively facing killers yourself. And vice versa, as practicing against AI survivors is a much different experience than actual ones, and while it can help Killers get an idea on how their powers work, test out builds and thigns like that, that value you get is limited as opposed to actually facing real survivors or by teaming up with fellow survivors to face a killer that you yourself main. Also it's worth noting that in this scenario of a player wanting to better survivor so they start practicing as a killer in actual matches, it's going to take time to get to a point where the survivors you face actually make good decisions or show skill that you will want to replicate, as many beginner survivors don't know how to loop, when to unhook, how to run tiles or do anything that you are trying to learn how to do in the first place. You'd be forced to putting in quite a few hours on killer (which in this scenario is not the persons preffered role as their goal is to simply improve as survivor) just to gt to the point where you can better understand how to play against them. Combine this with the fact that survivor and killer gameplay aren’t fully interchangeable, as personal preference and enjoyment can heavily influence which role a player excels at. While “thinking like your enemy” is important, the current system makes it much easier for killers to practice against AI survivors than for survivors to practice countering killers. Survivors have no equivalnt training tool, and buying killers they dont want to play just for practice feels like an unnecessary and slightly unresonable ask.
With the AI killer technology already in use for 2v8 mode, implementing a similar feature for survivor training seems possibleand would provide an equal resource for both sides. It’s a great resource that helps players improve and enjoy the game more regardless of their preferred role.
In any case, I think we’re on the same page for the most part. I’m not saying there’s no value in playing as a killer to learn, but that value is pretty limited when you factor in the paywalls, the time and effort it takes to rank up and face better opponents, and how those restrictions don’t really exist for killers practicing against survivors. It just makes it harder for survivors to get the same benefits killers already have. Either way, I think we can both agree that having more accessible practice tools for everyone would be a good thing. :)
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I agree with pretty much everything there, except the value of practicing what you face. Even with all the advances in fighting game training modes, they still rely on similarly inefficient methods of using low ELO/MMR/etc as "live practice," having to climb rankings (with the character they want to learn how to fight against) to get to better opponents. Almost any game you're going to start with glass joe opponents before eventually getting to the threatening players after a varying amount of time. That said, it is still the most efficient way to learn matchups and find weaknesses/patterns, and I still think it has significance in this game as well.
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I mean… Yes? i do this, if i want to know, how killers work and how should i counterplay them
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It's really not that hard to learn what all the killers do and their basic counterplay. My counter counter point would be most players are lazy and don't make any attempt to learn.
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For me it isn't a case of learning, as many mechanics are reskins but you treat them very similar to other killers etc.
The problem for me is the counter play is not fun or satisfying and I don't want to have to endure tedious killers like Twins, Knight Chucky etc.
I kinda wish there was a a 'classic' mode for DBD, with just fun old school killers and limited to old school perks etc but minus the broken stuff that BHVR was right to remove
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So most people don't want to learn the game they paid to play? That's what you're saying.
You can't blame players for not knowing how to play against specific killers, I explained that in my post.
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You explaining something doesn't make it correct.
And yes, not every gamer "learns" the game they play. Believe it or not a lot of players treat it as a party game and don't want to study each individual aspect to be a better player. It's like playing chess because you know the very basics and think it's fun vs wanting to study the game and be a great player.
That said, it's really not hard. Within my first week I understood the basics of each killer power. Doesn't mean I was great at actually doing the counterplay, I sucked, but they aren't hard to grasp and nothing is unintuitive against them.
As for "resources" there's a thing called YouTube you guys might have heard of. It's this crazy site where people upload videos, I've heard some people even upload DBD content you can learn from. Crazy world we live in.
I don't expect a full on thesis on each killer from a survivor but anyone who actually wants to learn at least the most important things to not suck can do so in almost no time. It's much harder to master a killer than grasp their counter play.
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Well, let me tell you, the descriptions of some of the killers' powers seem bigger than they are and vice versa, not to mention the weird names, I mean reading something and building your imagination on it is different when you see it in an actual match.
The first 4 killers have very clear power descriptions for a new player and it helps that you will see them often so this makes it easier to understand, however the further down the list we go the descriptions become long or very long with strange names and the fact that some important mechanics are not mentioned in the descriptions.
So reading a specific killer power description doesn't seem like a problem, but reading all the killers power descriptions is a difficult task for many people, let alone not forgetting them.
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i know that they are big. So what? Most "strange name" explained in killer power again, or in game tutorial
"So reading a specific killer power description doesn't seem like a problem, but reading all the killers power descriptions is a difficult task for many people, let alone not forgetting them."
Don't they teach you to read in school?0 -
Give us the ability to go against a bot killer in customs. Thats the best way I can think of to learn a killer's power. We had killer bots in 2v8 so it should be possible.
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Are you here to play the game or to read?
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to play the game and have no problems with understanding what works how - i read before going into the match, instead of going right away, not knowing anything, and then screaming "OP, nerf this!" "How could i know this?!" etc
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And so we continue to ask for the system to handle the difficulty of reading and remembering the explanations, and the result is what we have now.
Chucky is not that strong of a killer, but this adjustment has made him a near-weakest killer.
It does have the problem of being small in stature and hard to see.
However, his walking speed is slow and his steins are clearly visible, and he is by no means impossible to chase.We need to make an effort to play the killer and figure out its capabilities, even if only a little, instead of always saying it is OP and relying on nerfs and systemic responses to the many ways of standing and maneuvering that those who play the killer have thought and tried and created.
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If you do this, don't expect everyone to do this. Some people do not have time as you.
I can confirm that in all online games there are always a large number of players who do not have time to read everything about the game.
Some have time and some don't and vice versa so it's very important to simplify things for the players.
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with that logic you can nerf/simplify anything in this game, even trapper
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There is no point, I withdraw myself .
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