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Survivor is no longer fun
Comments
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They were longer in 2021 because that's when MMR got put in. The game was actually about accurate matchmaking, even though you'd be waiting for a minute or two before joining a lobby, instead of random forced mismatches. I remember all the survivors actually praising the inaccurate MMR systems the devs were testing that one time, saying "Ohhhh mahn! Dis is da best MMR system evah!" because it was giving them good teammates, and putting them against literal day 1 killers you'd see in DBD YouTube content.
Now, you did have survivor queues at the top top level, especially with sweaty SWFs, who were waiting for many minutes before getting a match, but I feel that in solving the queue times for that section of the playerbase, 1) the devs ended up creating mismatches because they'd just put a less experienced killer in their lobby, and the killer would obviously get destroyed 90% of the time, and 2) the devs didn't understand the reason why killers weren't up at that MMR in the first place. The very few killers who were up there were the top of the top, and I imagine even they got sick of sweating like their lives depended on it, just to win or even draw their matches, every match.
It's my belief that they eventually got fed up with the abuse, and most of them left the game. After that, those super strong survivors were forced to take on the next "highest" level of unprepared killers, and they got fed up and left. Repeat, repeat, repeat. So now the average killer who's crazy enough to stay with the role is actually pretty elite, so that when they face mediocre survivors, they crush them, creating the illusion of imbalance towards the killer side. But a good SWF or even a competent solo team will still beat those killers. SWF has not had a nerf throughout any of this. But killers and survivors have. It's the combination of mismatches and still-unnerfed SWF that's killing this game. Those will cause the queue times to rise the most.
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Source? My own experience. I played back then. I remember what it was like. How can you draw conclusions from Youtube videos? First of all, you have no idea what time of day they were playing. Survivors queues have always been shorter during off-peak times. Second, there is self-selection with Youtube video uploads. Nobody is going to upload videos where they are spending 15-20 minutes waiting in a survivor queue. So there's a good reason why you only see short wait times when watching Youtube clips.
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No.
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Your "own experience" is not an objective source of data that people can easily verify, while Youtube VODs are. Feel free to ignore it, my goal is not to convince you, but people can search for 2021 VODs and realize by themselves, that queue times look similar to today.
Also I'm not saying you NEVER ever got a long queue time on survivor. If you queued at 4 AM then you were going to get 4 minutes, yes. Same as today. (But even that's still not "15-20 minutes" nor "ridiculous" as you claim)
I'm saying ON AVERAGE, queues were 10-15 seconds.
Nobody is going to upload videos where they are spending 15-20 minutes waiting in a survivor queue.
I can find hundreds of VODs showing killer waiting 10-15 minutes during the 2vs8 event. Why can't you find the same for these supposed 15-20 min survivor queues?
People do not choose whether they want to upload VODs or not. That's the whole point of VODs, they are usually uploaded automatically. Hence, it's a fair sample of data.
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In terms of map redesigns, I feel like the perfect example of a problematic tile is the new L shaped pallet+window tile on Coldwind. It's not a skilled interaction. It's a rock/paper/scissors tile. The short side is so short that the killer won't get punished for respecting. Unless you egregiously pre-fire the window or L side as a survivor, you're not reacting to the respect and making a play off of that in time.
And I think that design philosophy has been gradually bleeding into many maps. Unless I'm completely misremembering, killers in 2018 did not respect pallets at nearly the rate they do today. Newer killers have been conditioned to almost always respect the pallet, because even if they respect 3 times in a row and get burned, it's a free hit once that survivor drops the pallet and they go around the short side. There's no wrong way to eat a Reese's, and there's no wrong way to play most of the newer tiles as killer.
I extend chases by 10-15 seconds so often by standing still at a junk pallet because killers are so conditioned to avoid stuns now. What is the new skill floor teaching players?
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I love this analogy lol honestly, if someone tells me the key to my enjoyment is ignoring the core gameplay mechanics they may as well tell me to just find another game to play. A few years back I was on this very forum saying that I don't focus on escapes, I focus on bp and pipping. This was before the gen kick meta, where I could actually cleanse totems and open chests for bp and emblem points without it affecting the team. But the game has changed since then (imo thanks to the several months of the gen kick meta the devs slept on) and I recognise I'm not the only person playing the match. There are other people whose enjoyment I actually do care about, and they likely want a reliable team mate so that's what I'll try to be.
Regardless, I do only play now when I have something other than escaping to gain and that's during events. If there's no event, I have zero desire to play. There's only so long that bp gains and pips are enough to keep the game from getting stale.
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Sorry this is a bit off topic, but I just wanted to say this was very eloquently written. I clearly understood the point you were trying to make and I think it was done very respectfully as well. Thank you for posting this discussion, looking forward to your list at the top when it’s finished.
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I agree with you! There could be a much more interesting and dynamic 2-survivor-remaining gameplay design.
Maybe the entity drops flamethrowers and other weapons from the sky, and the remaining survivors battle it out to the death — with the killer as the judge of who gets to escape?!
But the reality of the current game design is that you likely aren't escaping, and by the MMR rules (DBD has opaque and unclear "win" cons so you can't really blame players for trying to find some win con), a hatch is considered a draw, not a win.
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Its hard to make the game fun most of the time for both sides in an A-symm.
Hard, not impossible. It can be done — and our goal in giving feedback isn't to solve the problem. Let the pros at BHVR handle that. We're just looking to give them feedback that makes their job a little less challenging.
Also is unsafe really that bad? Doesn't it imply you need to make more correct reads to be able to play the tile. Also before anyone says anything I am not including the death pallet that is the midwich hallway pallet. Basically every pallet can be played to some effectiveness when ran right.
Fair point.
I'll expand on what I was saying, and what I've heard others say in this thread:
It's not that unsafe pallets shouldn't exist, nor that every tile should be infinitely loop-able. Like a nice, delicious salad, you have a healthy dose of each ingredient. Some pallets should be unsafe, some loops should be 50/50, others should allow the killer and the survivors to get into interesting mind game situations.
The draw of this game, at least for me, is the human element. Because killers are people, their behaviors can be read and understood — and they can, likewise, predict survivor behavior. Being on a tile that you both are trying little mind games with each other, doubling-back and using the walls to your advantage..
That's really freaking fun. When a killer catches me after a good mind game situation, I find myself saying out loud "damn, good job."
The sentiment I have, and I see other survivors in this thread share, is that this type of gameplay has been slowly patched away, favoring map design that encourages more "hide-and-seek" situations — if the killer finds you (esp. near a dead zone), you really don't have a lot of outplay resources. That's not nearly as exciting, to me anyways.
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I usually cringe at your posts, not because you're very clearly biased towards killer, but because your arguments are purely based on arbitrary metrics.
This, however, is the type of comment I wish you left more often — it's excellent.
The conversations in this forum usually turn into people trying to throw percentages and metrics at each other to "prove" that one side of more balanced than the other. The result is unproductive. People leave unhappy, and further dig their heels into their side's argument. No one wins.
Think of your favorite game.
Did you really know about all the statistics role? Were you acutely aware of queue time metrics? Did you try to convince friends to love the game by reading out intimate spreadsheet details to them?
No. You remember how the game made you feel.
Whether you died on a boss over and over, or you got stuck in a certain part of the map becomes irrelevant in the larger sense if the game does a good job at keeping you engaged and having fun. How the game made you feel while playing it is what made you fall in love.
And that's why, as much as I disagree with d87's takes on the regular, I think this is a phenomenal example of what I wish I saw more on this forum. It's much more moving for someone who doesn't play killer as much to know that killers aren't simply unhappy about losing or that they're "unhappy with just a 60% win rate", but rather the extent to which they feel unrewarded for doing their best.
Killers are not having fun despite the outcome of the game. OK! That makes sense to me!
And I can totally get on board with that. BHVR should definitely reward killers for their efforts, in a way that scales with them having to do much more work than the 4 individual survivors — yeah, makes sense!
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I think playing survivor just gets stale after a while. Survivors have limited mechanics, which almost never get updated. Most of the gameplay diversity comes from counterplay to killers. But there's not that many killers that are as unique as someone like Plague. Dash killers are fun, but everything gets old after a while, no matter how fun it may be.
SWF gives survivor gameplay some longevity, as there's creativity available. But solo queue is very restricted on how you can access that creativity. So it gets old after a while.
If I could have anything, I'd have some new survivor mechanic added to the game. It would open up new possibilities for gameplay, as well as giving more options for perks.
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Whilst your post was choc full of satire, you actually hit the nail on the head - the game should be more dynamic in how is plays as there are less survivors in the game.
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The problem is killers will never be happy if they have to struggle and grind out wins in a balanced game. That's what they mean be "being rewarded for doing their best", they mean they always want to win without having to try to hard. Also your statement at the end totally gives the game away. The idea that the killer has to do "more work" than any individual survivor shows you are either confused about how this game works or biased.
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boohoo….. slugger for 4 minutes is so bad but stalling game for 20 minutes by hiding with other surv is interactive and so fun?? XD you basically created that problem with this attitude
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how dare they win a game 1v4….
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So this oft repeated tale i'v heard that the game used to be so survivor sided that most killers stopped playing is not true?
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Acting like slugging and getting picked up over and over doesn't drag out the game.
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It depends on what years we're talking about. 2016-2018? True. When I started playing in 2019 queues were massive on both sides depending on the time of the day (killer morning-afternoon, survivor evening-night).
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I can't tell for pre-2021. But for 2021:
- That most killers stopped playing? Definitely not true. The game has only been on the rise player count-wise until 2022. THEN the game became killer-sided in july 2022 and THEN the player count started to decline. If "most killers stopped playing" when the game was survivor-sided then we should have heard a peak of complaint in 2021 since that's when the game was the most survivor-sided. But most complaints you can find on the internet about survivor queue times seem to come from 2019-2020 or even 2024, there's barely anything special in 2021. I've played a lot of survivor in 2021 and my queues have never been less than 1 min, nor have I heard any Youtuber complain about it, nor have I read anything from BHVR stating that queue times were an issue.
- That some killers stopped playing, definitely. That some survivors experienced very long queues, definitely too. But there are also records of high-MMR killers experiencing long queue times, in 2021. So to me, long survivor queue times is definitely not something you could claim as being the average situation, more on the side of anecdotes.
- I can't even find any evidence in fact, that killrate has any significant effect on queue times. It is obvious it has to have an effect, but in practice it seems completely overtaken by other unrelated factors. For example, 2vs8 had the single highest queue times ever seen for killers (10-12 min average), and it was regarded as being a survivor-sided event. We don't have the killrates yet, but my guess is that they'll be around 50%. If queue times were driven by killrate, then following OP's logic, the long queue times should have been on the survivor side, not killer.
Besides, people who claim killrates ~ queue times are the ones making the claim, so they should should be the one proving it. Yet I can't find big Youtubers complaining about it or BHVR quotes saying this was ever an important factor when increasing killrates. Meanwhile I can find tons of Youtube videos showing 10 sec long queues like this or this. And I didn't cherry pick them, these are literally the first 2 videos you get when typing "DBD vod 2021".
(To be fair one person shared a 4 min queue time in this thread, I'm not ignoring it, I just think we should look at VODs because it's a more random sample, and even 4 min is not ridiculously long depending at what time/which server this person was playing)
5 - That most killers stopped playing? Definitely not true. The game has only been on the rise player count-wise until 2022. THEN the game became killer-sided in july 2022 and THEN the player count started to decline. If "most killers stopped playing" when the game was survivor-sided then we should have heard a peak of complaint in 2021 since that's when the game was the most survivor-sided. But most complaints you can find on the internet about survivor queue times seem to come from 2019-2020 or even 2024, there's barely anything special in 2021. I've played a lot of survivor in 2021 and my queues have never been less than 1 min, nor have I heard any Youtuber complain about it, nor have I read anything from BHVR stating that queue times were an issue.
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Survivor is no longer fun
Yea outside of events I would probably agree. No real reason to play it.
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Not it my experience, no
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but we are not talking about picking up and dropping
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The kill rate is purposely chosen to be 60%. If maps are redesigned to have more survivor-sided loops, then BHVR would need to do something else killer-sided to move the kill rate back to 60%. If more anti-slugging is added to the game, then BHVR would need to do something else killer-sided to move the kill rate back to 60%.
In every single scenario, where survivors get a buff that would lower the kill rate, there would need to be a killer-sided change to move the kill rate back to 60%. And survivors would complain about this killer-sided change, regardless of what it is.
Because for reals, let's pretend BHVR does make a very survivor-sided change to make games less frustrating for survivors. What killer-sided change do you think is fair compensation, that is powerful enough to move the kill rates back to 60%?
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I have an idea: change the target kill rate to 50%. That would be fair!
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Not in my experience, I've been playing a lot of survivor lately due to the frustration as a killer going against team after team, all meta perks and map offerings after map offerings. All that crap gets to you after a while. I think solo survivor is way less stressful because you only have to rely on your teammates. Like Killer at high MMR is very stressful and not fun. I am saying this as a Freddy main btw.
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I mean. Your maining one of the killers with the weakest powers in the game. Of course your games are very stressful at higher levels. As a Pig main I understand that very much.
Killer is more stressful. I never said otherwise. However, it (mostly) comes down to my performance. Soloq feels frustrating because this is not the chase. You lose a lot not to your mistakes but your teams. That makes it worse than killer for me.
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Waiting for paint to dry on the wall is more productive than playing Solo Survivor, there is no longer any point in playing this mode.
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Actually it wouldn't be, because in order for it to be a 50% kill rate, that means the survivors open the gate 60% of the time, if we assume all 3k are hatch/gate after hatch escapes and all 4ks are with the gates unpowered (which lets face it vast majority of them are).
That means the killer has failed to hold gens and survivors have completed their objective at least 60% of the time… so the killer is losing on a 50% killrate 60% of the time. At least if you subscribe to the idea that kills != skill.
Now to be completely fair, this does come at the expense of survivor side individual survivor rates, amplified by the fact that if 2 survivors survive, you have a 50% chance of being one of those 2.
However I would argue the low individual survival rate is what makes survivor so engaging to play.
Now I know that sounds like killer main talk, but I actually play survivor about 60%-70% of my game time nowadays... and let me ask you this... how often do you see survivors bringing full meta in the average lobby? If survivors surviving is what is required for DBD to be fun, why do very few people bring full Commodius Toolboxes with BNPs and/or charge addons in your average lobby? I would argue it's because easily surviving without much effort is boring.
If you dont take full meta as survivors, you are categorically the underdog as a individual survivor, and I for one don't really enjoy the game when I'm absolutely saucing a killer who has no real power to answer. The killer is meant to be a scary entity that I fear, and if they are strong I'm still tense, even when doing mundane things like gens. The idea of escaping is built upon the idea of cheating death...and Death has to be a common occurrance in order for that satisfaction to exist.
Yes getting excessively slugged, tunneled, camped is annoying, but I accept these as possibilities and always try to ensure it's punishing for the killer to do them. This is what makes survivor stimulating for me, my actual survival doesn't really matter.
My goal every game is get the gate powered and open. Whoever gets out of those gates at that point is kinda immaterial. This is why we all go for saves to get the 4 man escape at end game. We could call it a win for survivors if 3 of us just leave and let the 4th die, but we don't, we always come back for the save, because cheating death is what makes DBD fun. If we are all getting out more commonly, then surviving the trial becomes more of a "going through the motions" thing... and I for one think that hurts DBD overall.
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Yeah see this is what i mean, it's all subjective but the thing is when you play these low tier killers, you can make like 3 mistakes at most to have an actual chance of winning but if you play like these S-tier killers you can more mistakes but you can also correct those mistakes due to how strong they are. I just don't find playing in solo queue stressful because i go in with the mentality that my teammates that i get are going to suck. It just feels less stressful to me but that is not to say that solo queue is fine, solo queue right now is in a terrible spot imo but that's because of all the excessive slugging and the thrill of the hunt meta being used but that's because all of the gen regression got gutted or nerfed to the point they are not even worth using, perks like Shoulder The Burden and Babysitter that exclusively helps SWF, basekit yellow mori promoting slugging making slugging for the 4k more prevalent than ever.
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so your suggestion is to...change the target winrate to 45%, which is below an actual perfect number?
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so a soloQ survivor should win / escape 50% ot the time?
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It is true that something would have to be done to move the kill rate back to 60% if changes lowered the kill rate below 60%. The issue that you're ignoring is that survivor is not fun due to strategies such as slugging for the 4K and tunnelling which nobody who is not being deliberately obtuse can argue that solo queue has the tools to effectively counter.
Many of the people arguing for changes, including myself, have stated that they're fine with a 60% kill rate; they just want to have fun as this is a video game and a form of entertainment. Other than comp prizes and streamers who have a sufficient sized enough audience to earn money it means nothing in real life. It is as impactful as watching a web series or other show.
Having one side have basekit access to a tactic (tunnelling) that is even more overpowered than the pre- 6.1 DH for distance was when applied against solos is not fun. Having to wait for 4 minutes sitting on the ground because somebody wants to circumvent intended game mechanics for what's an ego thing and they would rather waste two other player's time instead of a scenario that's balanced in the Killer's favour is not fun. One of the reasons why changing pre 6.1 DH, release CoH, etc was changed is that they were not fun to face and anyone who is familiar with my posting history knows I supported those changes especially getting rid of the PTSD inducing DH for distance.
Those exact same arguments apply against tunnelling and slugging for the 4K. Some people like going all in on the tribalism approach but the reality is everyone is just a DbD player. What's best for the game and community is if everyone can enjoy the game as that's what everyone is here for. Then if the kill rate is below 60% on any Killer then BHVR can tweak things so it goes back up to 60%.
Side note: It also doesn't matter if somebody complains about a change. Realistically this is the Internet. You can't even say the Earth is round or humanity went to the Moon without somebody eventually arguing about it on the Internet. Someone will always complain about everything so the possibility of a complaint can't be used as a metric about whether or not something should be done.
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I think the issue is that Survivor was never really a fun role to begin with, only ARTIFICIALLY fun because you could previously curbstomp some Killers into the ground with stuff that frankly, needed adjusting.
The role isn't fun because we and BHVR emphasized the idea that the only way to have fun as Survivor is to do your objective, harass the Killer into an impossible chase that takes five gens, and leave instead of the hide and seek game it was meant to be. In return Killers learned to optimize, so Survivors learned to optimize, and not a single soul at BHVR sees an issue with this because we all said on the surveys that CHASE was the most important. Not hiding, not other objectives, chase. And both sides consistently have said this.
Nobody has stated anything so much as "give Survs more meaningful things to do and give Killers REASONS to show mercy and not just gogogogo all the time." Not one. The reason Survivor isn't fun, is because Killers aren't encouraged to show mercy or make the game fun for Survivors. They're encouraged to win at all costs, so Survs are encouraged to win as fast as possible, so everyone goes around in a big circle and just hates the game, and then they post threads like this one that state what everyone already knows.
Survivor isn't fun because we made it that way, and BHVR doesn't listen or add ways to change up the gameplay that are meaningful. The best we get are totems, Invocations, nerfed tools to counter Killer tactics, and changes in the modes and events that don't really do much. The fundamental issue is the gameplay loop is stale for Survivor in a way it's not for Killer, because Killer has the option of choosing 30+ different playstyles but Survivor only has one.
How can they fix this? IDK… bring Survivor classes to 1v4?
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Chain looping occurs so often especially since windows of opportunity is constantly in play. I guess making the maps smaller wasn't such a bright idea either.
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This is a good point, most people do not mind losing if they feel the loss was fair.
The problem comes when people lose based on a totally bad matchup they had no hope in, mechanics that tilt the game so far out of their favor they can't do anything concrete, they only get a few hooks before everyone's out the door or a single half-chase before they're dead at 5 gens, and they then feel forced to run sweatier and sweater perks to not have that experience again. The worst part is, like you said, that win then doesn't have to do with skill but because you hammered your opponent with overpowered stuff to the point they cried "uncle".
It comes down to what you said here, for Survivors and Killers alike: the game feels like it actively punishes you for losing, both sides, despite you trying your hardest and using skill and not messing up and you STILL get slapped on the wrist and told "No, bad player, git gud and try harder". And that's bad game design, because failure is a game state, not something you should punish for or reward.
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If it helps Matt, I'm trying my hardest not to be that Killer OR that Survivor. I hate overusing meta, but even I've had to use meta. Mostly, because I feel I have to, because I can't trust my opponent not to do the same.
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I think winning is convoluted. Totem spawns are still wank. Not all maps are equally balanced. RNG or preset spawns.
A year ago I played dbd, there was a tree that stood right next to the killer shack which made it impossible to loop.
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This. This is why I play M1s, because you have to mindgame with them.
You can't mindgame half of these tiles, and it's unfun. I want more mindgameable tiles and LESS junk fillers. I want LESS random pallets and vaults, and MORE tiles that are fun to play around. I want that for both sides. More of stuff like MacMillan's, Ormond Lake, Lery's, Toba, Nostromo Main, and Forgotten Ruins with interesting structures to play around in. LESS of Eyrie, reworked Haddonfield, Nostromo outside, Rotten Fields, Gideon, Swamp, and Garden of Joy where everything is a pallet, a vault, or a strong chainable loop into the Main you have to blindly chase through. I want INTERESTING stuff.That's not what has happened here. Killers and Survivors want interesting counterplay areas, not more dead zones.
Post edited by SidneysBane1996 on2 -
This is truth that nobody wants to admit and really well put. It's not that 60% killrate IS 60% winrate. BHVR has said as much that killrate isn't winrate, and that does make sense because in an assym the 1 has to be as strong as the 4 for actual balance. One look at Nightlight.gg can tell you that. 60% killrate mans the Killer is able to kill 60% of Survivors in an average round on average. That means a 2k and a few hooks, not 60% 4ks. Last I checked, a 2k was a tie, not a win. This is also why other stat sites like Dead By Stats show KILL rate not WIN rate, and for all Killers the KILL rate is right around or a little below/above 60%. So if you're hitting 60% or about there, you're doing just fine, even if you're not doing consistent 3-4ks, and this is across all Killers. Think mine last I checked was around 62%, which is a little better than average but still average - and I am playing mostly M1 Killers that are kinda on the weaker side, like Pig and Ghostface, in rounds that are honestly kinda hard fought battles if Survivors play seriously. This is because Killrate and Winrate aren't the same. WINRATE means how often you 3-4k, and that actually IS at 50%… if everyone on both sides is balanced around similar skill level.
However, you aren't matched around the intended skill level for balance hardly ever. Killer is always SoloQ except in 2v8, so they have this issue of course with the exception of the fact they need to be 4x as strong as Survivor, and are. Every Killer even the weakest is 4x as Strong as one individual Survivor because that's how the game tracks kills, so of course the ideal is an even match. But the game doesn't do that in order to preserve queue times, it's speed over quality, so Killer queues can be a crapshoot of absolute infants to 4 man death SWFs with hardcore items galore.
This is a frustrating unfun game experience where you have either a boring game you stomp easily in, or you have a really hard frustrating game where you get a few hooks and it feels like you were set up to fail, neither of which feel good, and which lead to people getting tired. Nobody wants to go from simple kindergarten slaughterfest to "Oh my God why the hell did I even load up as [Favorite Killer] today". And the only way to handle the latter is by throwing on the strongest stuff and playing super sweaty optimal in preparation, only to stomp the former at five gens and look like a jerk who wants to ruin peoples' days. In NEITHER case does your skill with the Killer matter, what does it matter if I am great at 99s and ambushes as Ghostface when my opponents either never fail to reveal me or are so blind they're easy pickings all the time? My skill is always either never challenged or not enough to help, and it's the same with every single Killer - what does it matter that I'm able to flick my whip as Nemesis if nobody ever hugs loops or they ALWAYS hug loops in a way that makes it easy? What does it matter that I can set up the perfect web of birds at shack as Artist to guarantee a hit if nobody knows how to use shack, or they know exactly why not to use shack? What does it matter that I'm a fantastic Xenomorph if people either know perfect turret placement every time so I can't use my power, or they're so bad at handling me that I can easily track them in my tunnels pop out and skewer them on my tail every time while they try to greed a pallet like I'm Trapper with no traps?
Meanwhile, the same issue is four times worse in SoloQ Surv. SoloQ Surv is such a crapshoot I barely ever play it unless I have no choice, I am ALWAYS with at least one other person I know usually on Discord so we can vibe, because SoloQ Survivor feels bad, because you're not intended to be as strong as the Killer is when you're one lone Surv. You're supposed to be about even to the Killer only as a team of four - one Killer is as strong as four evenly matched Survivors. So you end up the 1 in the 1v4, where one of the 4 is 4x stronger than you, and despite your best efforts and skill and everything you brought and your attempts to communicate, all you can do is save friends you brought in with you or save yourself. But you can't even do that half the time, because Hatch doesn't count as a win, and it doesn't feel satisfying to leave people hanging, so you become overly altruistic and die or tie anyway. It feels unrewarding and like you're doing the motions, because you are - do gens, die or escape, maybe loop, repeat. Of course the Killer won't engage with you if you're strong because they don't have time to, weaker links exist, so you get no fun and in the end die anyway, you don't get to show your skill and it's not interesting.
This is because you never or very rarely, at least in SoloQ, get four equally matched Survivors and a Killer for your skill level. You could load into an underlevelled lobby where nobody knows pallets, but because your MMR is higher, the Killer matched to you is also higher, then they stomp the weaker Survs and you die because the Killer saves you (the strong link) for last. Or you could be matched into an overlevelled lobby, where everyone knows the game better than you including the Killer, and then when you lose to a Killer who's outside your pay grade the whole team crumbles and inevitably blames YOU for being a failure. Neither one feels good at all, and it happens way too often. No wonder Survivors would rather SWF, I sure as hell refuse to play SoloQ because Randoms ruin the experience for me while meanwhile the Killer is usually just doing what they do.
Don't even get me started on the toxicity either side can bring, I've had just as many Surv randoms decide I need to be punished by bringing the Killer to me or teaming with the killer at 2 left, teabagging me on hook, or sandbagging me on purpose as I have Killers who decide to bleed us all out at 5 gens and hump us on the ground. But unlike when you see that as Killer, as Survivor it feels worse, because you have absolutely no way to fight back against it.
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I main Pig and Sadako. I can make multiple mistakes and still win.
Most public lobby survivors play do not play perfect by any means. Even at higher levels of mmr. Even people with comp written all over their profiles make massive mistakes. Nobody is perfect and that is fine.
I don't have to win every game and I should not win every game. I try to improve my own performance and have fun. Getting a 3k or 4k is not my personal objective. With that in mind, killer is super chill to me personally.
To each their own though. I have over 4k hours (with over 80% on killer) and absolutely understand how and why others find the role more stressful.
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If camping, tunneling, slugging, and 3-gen.. are all unfun for survivors, then what buffs do you think killers should get as compensation, if those strategies are nerfed? If maps are made more killer sided, that would be considered unfun for survivors. If killers get more powerful in chases, that would be considered unfun for survivors.
Seriously, what possible buffs do you think killers could get, that would be considered as "fun for both sides"?
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Changes to numbers, cooldowns, base gen defense, etc depending on the Killer in question. A general approach could be tying gen repair speeds to number of Survivors left alive so gens are slower at the beginning but speed up as Survivors get sacrificed instead of being the tunnel target or in an almost completely unwinnable situation if at least 3 gens aren't completed before the tunnel target gets taken out. A game whose mechanics favour spreading hooks would be a much better game overall.
For specific Killers it would depend based on the Killer. Perhaps Blight is completely fine but Clown needs more buffs.
There are multiple solutions that can yield the desired results. They just require more coding and time than trying to use perks as bandaids. Also, please refer to my side note in the previous post as to why saying 'but someone will complain' is not a viable metric nor reason to not make any changes especially when the majority of players find a video game isn't fun due to X (in this case, tunnelling and slugging for a 4K).
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Add Skill Based Matchmaking to that list.
Only way to have fun as survivor, for me, personally is to destroy my mmr so i can screw around while severly lower the risk on eating dirt for 4 minutes or get hard-tunneled. This sometimes still happens, though, but way less frequent.
God forbid i try to run a meme-build/playstyle against opponements that just hard-focus on winning nothing else (this goes for both sides fyi)
Heres another one, optimizing the fun out of this game. Both sides complain about OP stuff, it gets nerfed if complains are hard enough, people find other ways to win, making it hella unfun. hell certain techs are also removed what made the game interesting (I will NEVER forget the first time when I encountered a cracked Sky Billy on Midwich)
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Lowering the snowball potential in this game, would make it much more likely that killers would get at least 1 or 2 kills. Can you imagine how many people would be unhappy with that, and would say it's "free kills that the killer didn't earn"?
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I'm assuming you're referring to my list from the phrasing but I wasn't pinged. Apologies if I'm not the person you're responding to.
Yes, on a larger scale I would agree SBMM is an issue. The matches are a lot fairer under SBMM but the question is are they more fun overall? Balance is a tool to achieve fun but not the end goal. It's completely possible to balance all the fun out of a game; VHS is a fairly recent example.
Also, as @Akumakaji has mentioned several times earlier and quite correctly in my opinion, SBMM contributes to optimizing the fun out of a game. An MMR system, by definition, means players should face harder and harder opponents and have to become more efficient with their tactics or they will lose more and more until their MMR drops. The stricter the match making is, the more often that will take place.
That's why I quite often offer feedback that suggests more base kit gen defense at the beginning (to slow down Survivors while they're at their strongest) to repair buffs when Survivors die (to make it harder for the Killer when they're at their strongest).
That would encourage spreading hooks more which was encouraged more under the Emblems system and part of the reason why the games were more fun. Right now, MMR just forces sweatier and sweatier tactics the more somebody wins and seems like it's lost the forest for the trees by focusing on balance as an end goal and not on whether the players are enjoying themselves and balance was used as a tool to achieve fun.
So, yes, I do think SBMMR contributes a lot to the issues at hand although it's not the only cause.
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And more people would enjoy the matches if the game was less snowbally. What's more important; more people enjoying the game or hypothetical forum salt that would be no different and probably less common than the salt that's accumulated now?
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MMR was purposely made less strict, because people don't want everything to be balanced and equal. They want for some of the games to be lopsided, which means a decent amount of 0k or 4k games.
When MMR was at its most strict, the games were way more balanced, and the giant killer win streaks were pretty much non existent. And so many people complained that they weren't having fun, that MMR was heavily nerfed, so there would be more lopsided games.
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Yes, the stricter MMR is the less people enjoy DbD overall. That has only a tenuous connection to how people dislike being tunnelled or slugged for the 4K. It does help illustrate how using balance as an end goal and not a tool to achieve fun can make a game worse though.
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People wanting lopsided games means that people want the game to be snowbally, and therefore wouldn't want a lot of the snowball potential to be taken away.
Some of the most people DBD videos involve survivors being extremely better than their killer opponents. "Survivor hardcore challenges", when survivors purposely manipulate their MMR so they are matched against low MMR survivors, can have an extremely high viewer count. And some of the most popular DBD videos involve survivors completely outplaying their killer opponents. People want drama and excitement. They don't want games to be rigged so that tied games are much more frequent.
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That's a reinvention of history. Killers primarily wanted less strict match making as it was too stressful at higher MMRs; lower MMR Killers didn't seem to care that much. High MMR individuals on both sides wanted shorter queue times. Dowsey, for instance, had 45 minute long queues. There weren't that many Survivors who cared.
As well, one of the most common complaints about DbD is that it's too much of a stomp on one side or another. There are more people advocating for more enjoyable matches and being stomped isn't fun for nearly anyone and stomping continuously isn't fun either for a significant percentage of people.
If you prefer lopsided matches and you don't want to care about the other players' enjoyment may I suggest single player games or bot matches? If you'd prefer to play against a person then you're going to have to deal with the fact that, if BHVR wants to continue being successful as a business, it has to keep the majority of its end users happy and it's clear there's a problem with the Survivor role currently. So, regardless of whether you personally care or not, BHVR will care as it affects their bottom line. That's how a business keeps its lights on.
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