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Are players against complexity?
I've seen a few people mention or talk about killer abilities being made too complex, the highlighted reasoning often being that there's too many killers, some with rather confusing abilities that make them very frustrating to play against. This makes the game rather difficult for newer players and by extension solo q.
I saw this being especially talked about when it came to Pinheads box mechanic which wreaks havoc on players unfamiliar with its function. Plague and Legion are also brought up as they go against traditional game mechanics with the right strategy being to not heal or not cleanse.
However, the primary issue with these arguments against these mechanics is that more experienced players feel like their experience is being ruined because other players don't know how something works.
I do think Dbd can be better when it comes to helping players better understand the game and it's characters, but whatever happened to needing to learn and practice? I know its different for the survivor side, but does the game really need to be changed to accomadate a willingness to not learn or practice? Its not a huge debate of course, or issue but I remembered a discussion from awhile back and wanted to see if that same mindset is still present.
Comments
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simple solution. watch otz 7 hour video on killer tier list to figure out how every killer works. sounds more like survivor complaint that their matches are too difficult.
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I think people just don't want the game to be too complex, yes. This is why sometimes, simple but weak characters are popular. Just look at how accessible Killers like Legion, Ghostface, Myers are. Now compare this to Killers like Blight, Pinhead, Sadako, Freddy, Dredge. These characters require more return on investment. Also, see how strong Singularity is, but notice he's also a rare pick. He's a very complex Killer, and requires time to learn.
The general gist seems to be, the more complex the Killer is, the more powerful people want them to be.
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We're not but we kinda get why some are. Like LockerLurk above said some killers are more accessible than others. A casual person might simply want to stab people as legion over having to micro manage Hux especially if they only have so much time to play in the day. Why spend your limited time on possibly frustrating matches trying to learn complicated when simple easy death is readily available?
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Sometimes I do not always want to play Dredge. I appreciate that other Killers bring different things to the table. Oddly I've been enjoying learning Ghostface - I just wish he had a few tweaks.
Personally if I want to turn my brain off I use Trapper or Wraith, so simple isn't bad. I just think all Killers should be accessible at all levels of play, and should offer decent results at all levels. I am tired of this endless battle of tierlists and power levels and in fact, think tierlists are a bad thing for the community overall. But that's another discussion.Also, "Simple Easy Death" would be an amazing title for an album. Look for Entity and the Killers next Gold Record to drop early 2025! ;)
Post edited by LockerLurk on5 -
If you can get around the bias responses, I'd be curious what you think after a bit of responses!
I feel the game culture today is pretty much 'watch a youtube, learn the game' and I guess thats fine for some people. Cool. Regarding DBD, that doesn't really work. You can learn stuff, but until you get in and 'do it', it will not click. Im sure there are outliers, but Im definitely not one of them lol.
4.5k hours and Im still learning a thing or two every day I play. Otz, imo, is meh with gameplay skill, but amazing with gameplay knowledge.
edit: As the @Rulebreaker 's said:
Why spend your limited time on possibly frustrating matches trying to learn complicated when simple easy death is readily available?
This sums up my gaming culture of the 2020's. Less time learning, more time owning. Skipping the education seems to be a human thing lol.
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I think they are, and I think you nailed a couple examples of how.
Spirit's nerf was the most obvious and long-standing example. In a game where sounds have consistently become more survivor favored (denying the killer their sense of sound), they decided to nerf a killer whose ability was dependent on sound, because supposedly people wore magic headphones that made them hear extra of what all other players could hear. 🤔 Regardless, her gameplay and counterplay were the most skill intensive in the game, in that whoever had the best mindgame won. Survivors wanted to run in a straight line, not run any sound nullifying perks, or use their base sound suppression (crouching), so Spirit was made into a super one dimensional killer as punishment: She moves slightly faster... while phased... Super underwhelming.
Pinhead's box is simple to understand within 1-2 matches of playing against him. Your meters are going up, you can see the box, pick it up. Oh, what? You can solve it? Boom, countered his power. And if he interrupts you while doing it, well, you and your team will soon understand why he did that. I understood the complaints about chains interrupting the box solving, but all you had to do was dodge the chain and THEN finish solving.
Plague and Legion are even simpler. Plague infects you, you can cleanse at a fountain, but that gives her the even stronger power that damages. Risk and reward. Same with Legion in that he injures you, you can reheal so that he can't just M1 chase you with 1 health state, but then he gets to injure you instantly again. These killers get value off of you healing, so the counterplay is to not do that. All proposed counters that involve healing against them are mental gymnastics and wishful thinking.
With these types of killers being deemed "difficult to go against," I'm actually shocked killers like Twins, Dredge, or Knight are even in the game. Those killers have even simpler counterplay, but can do *gasp* 2 or 3 different things with their powers! (Twins' being controlling Victor, and using him for killer instinct) Definitely too complicated, hence why each of them at one point or another had a wave of complaints against them, and got a nerf (with the exception of Dredge), even though you never see these killers in comp or high MMR.
There's a simple solution to all of this. The survivors can simply read the killer's power description (available to them even without purchasing), or watch a video on what the game looks like from the killer POV. But they don't want to do even that, so the devs make these killers as simple as possible, like this was a rated E for everyone game, a safe space from dangerous confusion. 🤡
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I can see people liking the simpler characters, but I've never understood people saying "I main Legion" or "I main Myers." That would be so boring, to me.
That's sound logic, wanting the more complicated/more skillful killers to be stronger. Several killers don't get that kind of respect even though they deserve it, like Blight, Singularity, Unknown, etc, and instead get nerfs. And I don't want the inverse to be true either, that the less complicated killers are purposefully made to be less powerful, because playing them is never that simple. Look at Wraith, the most straightforward killer in the game, who has the most counterplay in chase out of the whole roster. That's an unequal playing field, and a discouragement from trying and playing different killers.
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This could be solved if the tutorial for survivors contained an explanation on how each killer's power works.
At least a rough outline of mechanics associated with the killer.
Having to search for outside sources to understand how a killer works is insane.
Other than that, I don't think complex powers ever were or will be an issue. They simply require more effort to counter than just "hold W and predrop".
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Well I can answer that. The challenge is why. Mindgaming is why. The chase is why.
I used to be an M2 Main. I used to play Huntress and Trickster and Nurse a lot. But I got bored of how easy it was to hit over loops, it didn't feel like a challenge. As it turns out, the challenge I wanted was in M1s. It feels more satisfying to me, personally, to have to mindgame because I really need to earn those hits and downs. For me, switching to maining Dredge was a nice compromise of mobility and challenge compared to a Killer that can turn loops into nothing, and honestly I prefer it. I'm actually learning Ghostface right now, because one of my friends who is an M1 Main suggested he can help teach mindgames and has an easy learning curve. My next pick is going to be Clown or Artist, because they both offer some amount of non-safety at loops as well as having to still do M1 chase.To me, it got very very boring to just… delete loops, remove loops, make loops unsafe. And I also like trying to challenge myself with less, a bit like an old Kaio world game. So I switched. Simple as that.
I still do not get the appeal of Legion though. To me they seem really weak, almost D tier. I definitely think M1s as a whole deserve to be better and need more respect, now more than ever since I actually get why now. It's not fair to relegate someone like a Legion or Ghostface or Wraith to B tier or lower just because their powers are simpler, actually having good M1 chase takes a lot of macro and micro skill I didn't realize was so necessary back when I mained M2s! I definitely respect anyone who can make these Killers work well for them!
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EDIT: A doublepost because something glitched.
Post edited by LockerLurk at0 -
Its a product of tons of content in a game from 2016 that is still adding more, and changing most of what is already in it since then. Saying DBD is not new player friendly is a gross understatement, and in the last two years or more it's no longer casual friendly either.
Takes hundreds of hours and 14 YouTube videos to get to the point of not sucking at the game. It takes hundreds more and 114 videos and many many losses to gain good game sense and be knowledgeable in most situations.
There's just that much to learn and retain, and then apply correctly. If most of the overall playerbase doesn't play more than a couple of hours at a time 1-4 days a week, well...
And I think those with much more knowledge and hours than me often forget that.
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I couldn't agree with this more, JP. I think the biggest problem is that the game, and this community, encourages a comp mindset and NEEDING to get really good to do well, but the actual gameplay isn't like that. Most people who play aren't here on these forums. They just play. I don't think those players care that Legion is considered very weak, nor that Singularity is better if much harder. And not everyone vibes with those mechanics either, just because I might really be good at and enjoy Pig doesn't mean you will after all.
I think these high tier high level high hour players 100% forget that.
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I also agree.
this community, encourages a comp mindset and NEEDING to get really good to do well, but the actual gameplay isn't like that.
Again, a party fun-with-friends game gets tainted by an excess of players this game wasn't made for. But since they're here, BHVR is trying to meet in the middle.
Its just not working. Almost all issues with the game revolve around someone or some side complaining about a perk/power/item/addon being 'unfair'. When things are not 'just for fun' and not 'Winning is fun so Ill win however I can', it creates problems. Almost all of them.
I think these high tier high level high hour players 100% forget that.
I agree and disagree. I think they understand everything thats happening, its a matter of acting upon it or ignoring it. Most of the 'high tier/high MMR' players here or otherwise… aren't high MMR. At all. This place just lets them yell into the void because it can't be proved one way or another. Its like religion pretty much.
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Yeah, I think a lot of people would prefer the game be dead simple. As in all the killers would work essentially the same way, and the game mechanics wouldn't vary all that much. That way, they don't have to think all that much. That's not to call anyone stupid (well, maybe some people, lol), but because a great many players play DBD very casually, and for those, added complexity makes the game feel somewhat inaccessible.
The same with new players, who I imagine must find it intimidating when the scope of the DBD's convolutions and idiosyncrasies (I'm being polite there) becomes apparent.
And then you have the lazy people, who just want a one-size-fits-all strategy to use, and who can't be bothered to learn anything.
For survs, that might mean learning how to play against anti-loop or stealth killers, learn counters for killer powers, etc. For killers, that might mean learning to track survs without aura perks, play meta, win without tunneling every match, etc.
Some people just don't want to put in the effort, and to be honest there are some days I kind of get it. Not often mind you, but on occasion, like when I just want to chill but get hard tunneled out by a 10K hour nurse or stomped by a 40K hour SWF and it feels like little of the ~6K hours I've put in the game matters all that much.
But by and large I think complexity is a good thing. Now there will come a time where the game's increasing complexity proves to be a serious barrier for new and casual players, if we're not there already.
Which is why I agree that a much more robust tutorial mode is very much needed.
Post edited by Thusly_Boned on6 -
I'm on this page too, we absolutely need robust tutorials and more open clarification of how things in the game work, in the actual game.
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Yeah, when you've been playing the game consistently for years, you have been afforded the luxury of learning in bite sized pieces as content is added. New and/or inconsistent players don't have that, they just face a wall of information to process.
Hell, I've been averaging 2-3 hours a day for going on six years and I don't feel like studying like Otz's apprentice, most days I just want to queue up and play some low effort matches. If I came to DBD now instead of 2019, I'd probably get a couple hundred hours and then say f- it and quit.
I'd go so far as to say I consider the threshold for a beginner in this game to be about 1K hours. That's insane. Just about every other game I've ever played (save some fighting games), I've mastered at half or less than that. And it's not a skill thing; take the Soulsborne games for example, those game require a lot more skill than DBD, but I became exceedingly good at them far, far less time than I have played DBD.
That's because in addition to being an imbalanced game not designed with clear parameters, DBD's goalposts keep getting moved. Memorized all the perks? Good news! We're gonna totally change like 30 of them. Memorized the maps? Guess what, we've overhauled them all. That's well enough for people who play the game constantly, but for people who don't, that sort of thing is a big deal, demoralizing, and a deterrent to play.
Of course the developing problem for BHVR is going to be that old vets aren't what is going to keep the game alive, we're going to drop off eventually. Attrition and burnout are real things. It's going to be new players who stick around, and keeping new players coming in. And if they make the game increasingly inaccessible, that's a recipe for disaster.
In addition to a more robust tutorial, I would (and this would make a lot of veterans moan, whinge and wail) cull a lot of the existing content (perks, items, etc. that have essentially become clutter) and cut back on the amount of new content coming in (not characters, but perks). You can keep the game fresh without just loading the game up with and overwhelming amount of junk content.
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As the number of killers increases you will get less practice against each individual one. Some killers you already see maybe twice a year. Good luck remembering all the timings, positioning, quirks and tricks you might need, or learning them if you are new. At some point this game is going to become a fulltime job to play half-decently if it isn't already.
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This game being challenging is what kept me engaged and kept me on the hamster wheel. Once I stop learning that's when I get disinterested.
I love obsessing over something so I've never really been bothered by the gargantuan skill/knowledge floor
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The lack of in-game information for killers is awful. I play some killers over and over again and some of the basekit numbers/ power intricacies are still completely lost on me and the information is no where to be found. That seriously needs improved. Only then will some of the complexity complaints drop off. Example: addons which say "10% cooldown for…." ok but what's that 10% of? lol
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Instead of 10% it used to just say slightly/moderately/tremendously...and some killers tremendously would be the same % as another killers moderately. I do not miss that!
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Thank you for acknowledging my strength :)
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Survivors have all but admitted they don't want variety. They want 30+ variations of Blight, Billy, or whatever dash-focused killer is currently considered "fun." This should have been obvious when every single killer that does anything else had been nerfed into the ground repeatedly.
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omg I blocked that out. I do NOT thank you for reminding me 😂
For real though we need better in-game numbers for basic mechanics.
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Part of the problem is that a lot of the 'complex' mechanics have different levels of complexity for each side and some of them turn the game into more of a single player game.
Take Pinhead's box. As Pinhead there is nothing you have to do for it - its just there and you get free value if survivors don't know how to play against it (which in soloq is always going to at least be a little issue of uncertainty for who is going). There is a complexity for one side, nothing for the other (though at higher levels the Pinhead can begin to suss out where the box is, meaning he can actually improve to a degree with the survivors).
Or take Xeno's turrets (they've come up a bit recently). If the survivors don't know what they are doing, the turrets are actually going to waste them time, but if the survivors do know and coordinate setup the Xeno can't really do anything about it.
In these scenarios the complexity is not shared equally by both sides. It's a burden put on the survivors by the chosen killer which, if the survivors know how to overcome, give them the advantage against the killer. The secondary objectives and their spawns just are, there's no way a Xeno player can ever learn how to improve turret spawns are anything like that.
One side (survivors, generally) has the burden to overcome, which is frustrating, and when they do overcome the other side (killers, generally) feel powerless, which is also frustrating.
On top of this, the burden is continually growing for new players.
On the other hand, take Pinhead's chains. They aren't complex, but both sides are involved. Killer tries to hit with them, survivor tries to dodge. It's a mind game that gives both sides agency.
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I have tried to learn Singularity. I failed to Singularity. I gave up and just learned Ghostface and Artist instead.
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Same I just cannot get past the clunkiness and unresponsiveness of Singularity with a controller.
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I really can't do it either! The timing is so so precise. I can handle Pinhead OK and I can handle Artist OK, but not Singu. :(
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Personally, I don’t think people necessarily dislike complexity, I think the issue is more about how well that complexity is explained. BHVR has introduced several new game modes this year, each requiring players to adapt to new expecations and strategies. Both survivor and killer players have participated in these modes, so I don’t agree that one “side” is lazy or unwilling to learn.
Take Nurse, for example. Debatably most everyone (regardless of which “side” they’re on) agrees she is extremely powerful, and in skilled hands, she can be almost impossible to beat. Does this mean that players who choose not to dedicate themselves to mastering Nurse are lazy or unwilling to learn? Of course not. People choose to play what they enjoy, and there’s more to a game than just striving to be the absolute best, and not everyone has the time or the desire to dedicate that kind of energy to this specific character. The same logic applies to survivors. Survivors could become looping gods or masters of every killers counterplay, but that requirement of time is far greater for survivors than killers, simply because of the vast amount of kiler perks, add-ons, and powers, in comparison to survivor perks alone.
A killer can practice against the most complex survivor strategies in custom bot matches. Survivors on the other hand have no equivalent tool to practice against specific killers or killer perks. Add to that the frequent changes to perks, updated killer mechanics, and general balancing updates, and it becomes even harder for survivors to keep up.
MMR also complicates things. You could win 20 matches against a Wesker and have your MMR skyrocket, but if your next match is your very first against an Artist, youll still face that killer at a high skill level despite being a beginner against her. This creates a situation where survivors not only need an immense amount of knowledge across All killers but also the skill to execute that knowledge, and statistically most often with a mute, uncoordinated team in a game designed around collective punishment.
Complexity isn’t inherently bad, but it should be acknowledged that with higher complexity comes a higher demand for knowledge and skill to effectively be used successfully as a counter. That demand grows with every new killer added to the game, and it can get difficult to keep up especially when survivors have no effective way to practice counterplay outside of random matches or custom games with friends. Over time, this leads to a knowledge and skill gap that can feel overwhelming for survivors.
The goal shouldn't be to remove the need to learn— it should be to ensure all players have a fair shot at doing so.
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I think it comes down to most people will choose a killer that gets similar results to a more complex one, as it takes more work to get the results with the more complex kit.
I am a dinosaur though and I miss old DBD very much, even with all its jank and unbalanced nonsense (except old DH, that was so broken).
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I'd say it's more that most people work full-time, have social lives, kids and sports, etc, and gaming might only be something they play casually a couple hours here and there. And not everyone exclusively plays DBD either, so divide that time between 2+ games and yeah, some people aren't interested in complexity or don't have the energy for it. The killers i enjoy playing are Chucky, Demo, Wraith, and to a milder extent Xeno. So safe to say i have no desire for complexity. And some people may not have the time or don't care enough to watch content creators to learn more. Which is also fine. Content creators shouldn't be a requisite to playing a game. I play Phasmophobia yet find it boring watching streamers play it, so I don't.
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Considering the most popular killer in this game is charge hatchet, throw hatchet, yeah they kinda are. Don't get me wrong I get it, someone like Singularity or Unknown should come with an instruction manual and unless you want to one trick them there's not a lot of reason to get involved with that complexity.
That being said I do think having killers like that is valuable for the people that do love resource management and digging into learning mechanics.
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