Unfair game moments that need to be fixed.

• Light grenades can blind the Killer after he gets the survivor out of the locker.
This is an absolutely unfair opportunity that many survivor players actively use.
How can this be fixed? Make the Killer immune to blinding for 2-3 seconds after he gets the survivor out of the locker.
The same goes for the fact that the Killer can be blinded in time to interrupt the survivor's action.;
• A deep wound.
For some reason, it seemed to the developers that the survivors did not like this effect, because it slows them down and forces them to spend time getting rid of it. Therefore, the healing time has been reduced, which will give the survivors extra seconds of time and deprive them of the killer.
Let me remind you that the darkening of the screen has already been removed due to a deep wound. This is the second time that a deep wound has been weakened.
If the healing time of a deep wound has been reduced, I believe that the healing progress should be reset if the survivor releases the action button, so that there are no situations where he repairs to 99%, after which he runs to give his back to a teammate who is being chased by the Legion.
Or make it so that if the survivor begins to patch up, he can no longer undo this action.
• One button is responsible for several actions.
Lifting a survivor / breaking a generator or board / opening a locker, etc. - one button is responsible for all these actions, which creates a lot of unpleasant situations when, for example, instead of lifting a survivor, you climb out the window. And this happens all the time, which is abused by some survivors.
I ask the developers to fix this problem and make sure that different buttons are responsible for different actions in the game.
• Anti Hemorrhagic Syringe
Many wounded survivors use a syringe when they are being chased by a Killer, which gives them the opportunity to heal right during the chase.
I believe that a syringe should not make survivors invulnerable and should not work when they are being chased.
The skills and improvements of the first-aid kit should also not affect the speed of treatment with a syringe, as it provides an already huge advantage that allows survivors to save their time.
• Blessings.
Survivors are given the opportunity to bless the same totem an unlimited number of times per match.
This forces the Killer to spend precious time putting it out over and over again each time.
Some survivors abuse totem builds, which creates a lot of problems.
How can I fix this issue? Embed the "Shattered Hope" skill for the assassins. The survivors will be forced to look for different totems instead of blessing the same one.
• "Babysitter" and "Deliverance" skills.
After powering the gate, these skills do not turn off, which allows the survivor to jump off on his own and manage to reach the gate, especially if teammates help him.
Babysitter gives the survivor a 10% boost for as much as 30 seconds, which is too much of an advantage, especially in endgame.
Given that the progress of opening gates does not reset when they are not opened, I believe these skills give survivors an unfair advantage.
Comments
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Flashbang-saves that way were already made, harder and are really rare. So I don't care about that.
deepwounds are a boring way to play anyways, gives legion and deathslinger the chance to be buffed in the interessting parts instead.
Syringes don't give invulnabilty, that are styptic agents - of course you can combine them, but you didn't say that (in which case you wasted the syringe btw, because then it simply heals the deepwounds). Otherwise than that they are annoying on strong structures but on everything else it's kinda balanced since they got slowed down by the medkit-nerf a while ago.
Boons are mostly so weak that I really don't care about them honestly. Yes shadowstep can be annoying as hell and exponential can cost you the endgameslug, but that's both managable - also you can just destroy it in terms of exponential when needed.
Deli and babysitter - I didn't see that in ages. Way to rare for me to care about that.
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i agree with the flashbang complaint I've seen a video where a 4 stack with 4 flashbangs, head ons and vigil completely abandoning their objective to stun lock killers for extended periods of time.
this should not be allowed in your game behavior for the same reason you previously nerfed locker saves.
extend the immunity duration for 1-2 seconds after the animation is done to prevent the uncounterable flashbang squads.
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There should be no such rescues. It's not normal for a survivor to jump into a closet, and the killer takes him out, for which he is punished.
A deep wound is weakened for the second time. I'm sure this won't be her last change. Question: why was it added to the game at all, if it's getting easier and easier for survivors to get rid of it?
Maybe I put it wrong about syringes. Survivors should not be able to be treated during the chase. Given the amount of spawn that the survivors have, the killers simply don't have time to hit the survivor who used the syringe. This item should not give them an advantage in the chase.
I know that syringes don't make survivors invulnerable, but they feel safe with it, knowing that the syringe will heal them and they can run for a very long time.
Circle of Healing, Shadow Step, and Exponential are not weak skills that give you a huge advantage on closed maps.
Survivors should not return to the same totem over and over again. They can bless an unlimited number of them per match.
But personally, I've seen the advantage Babysitter and Deliverance provide, especially in endgame, and I assure you that this shouldn't happen.
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The number of things like light grenades, high-explosive mines, and chemical traps must be balanced.
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Still, those saves are way to rare for me to care. It's way to much setup for most games anyways.
Deepwounds exist as a slowdown and a way to make chaining endurance harder, doesn't mean it can't be subject to change. Also it's not so weak that you can't use it at all anymore, it's just weaker.
Syringes aren't weak, but onetime use and also not guaranteed on most loops. It would be way to harsh to only allow them out of chase.
They aren't weak, but they are far from being op in my opinion. They are simply just annoying, but to be honest even with your proposed basekit shattered hope I wouldn't move there and kick it - it's more of a timewaste to move there and kick it than simply let it be and deal with it.
I've also seen that - ages ago and maybe a few times. I play against people ranging from 2k to 11k and it never happens on that lvl. Simply to rare to make a problem out of it.
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Who made you mad ? Who did this to you ? 😭😭
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Someone didn't get their 4K and now's mad
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The only things I agree with here are on the flash bangs and syringes.
Flashbangs work because killers lose collision during any kind of pickup animation which makes no sense.
Syringes just need to be changed to a flat heal time and be unaffected by other perks.
The rest are just... Not that big of a deal.
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If it doesn't bother only you, that's no reason not to fix these mistakes that you shouldn't have in the game.
Perhaps you have no idea how many bugs the assassins have in this game and how many flaws the survivors use to gain an unfair advantage.
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That's what only those players who don't know about the problems of this game say.
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Do you think it's funny that the survivor players have opportunities they shouldn't have?
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Unfortunately, many people play almost or not at all as killers.
It seems to them that there should be no resource balance.
As a result, there are more and more toxic survivors using the almost unlimited amount of resources provided to them by the game.
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I have 3k hours, I know more than enough how many bugs there are. But there's a huge difference between fixing rare situtations almost never happening, and actual bugs that are relevant. You're simply way too dramatic for what those bugs actually do.
Also I'm not that onesided that I simply ignore the fact that I used many bugs in the past too, and still do it. Was it intenteded to completly slide around shack with blight? People are arguing about that, but probably not - doesn't change the fact I used it and found it fun, it's an unintended advantage in the end.
Bugs are a huge thing in dbd because it makes the gameplay more interessting and skillful. I'm not against them in general, only the major ones. That's the reason why I simply don't care about them if they are that rare.
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Flashbang would be fine if there was a way to counter it. The only counter for it is Lightborn.
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I'm honestly pretty close to a perfect 50/50 split with my playtime - 48% survivor, 52% killer. Fully aware of the struggles of both sides, I promise.
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These situations happen.
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Yes - way too rarely to be relevant.
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Survivors have to spend precious time hiding in a locker from ALL aura reading perks so stop being killer sided do you know how many times I've jumped out the locker but it glitched and let the killer grab me with the doors STILL closed? A LOT and it's been happening for years
The window problem your talking about survivors don't abuse it after all it's your fault you didn't turn around at the window
We waste so much time avoiding aura perks when our teammates are hanging and you complain about give or take a little 3 second stomp (edit its actually 1 silly sec) to put a boon out? When it takes us a lot longer (edit 14 secs) to put it down in the first place and even longer to bless it with thrill of the hunt not to mention boons never help me and not even my team we fail a lot more then you'd think (soloq survivor here)
bhvr is not gonna do anything about your complaints because your mad that you can't win as a killer I support changing the buttons but your saying reset the door progress if it isn't opened and make us have to mend all at once even if the killer is coming OH NO we can't move because we're mending this is why the game is so trash for soloq because of "feedback" like this when it's never a problem to begin with and you don't even know a "light grenade" is called a flashbang which tells me how out of tune with survivor you are not shaming here but you can't want major says in something when you don't know the whole project
Post edited by shadow_V on1 -
You shouldn't slug at endgame toxic trashbag it's called killing them slugging has a different meaning
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If only there was a way to counter it OH there's lightborn you just solved your own problem haha distortion is the only way to counter any aura reading for survivors without having to spend an eternity in a locker because of friends til the end/BBQ/alien instant but lucky for us we only get 1 token at the start 2 in total oh wow it's a good thing you get infinite lightborn and you even see our aura after an attempted blind yay another way to see us and consume all our tokens (said with sarcasm because killers just want more and more at this point)
Post edited by shadow_V on0 -
Bro come down I didn't do anything to you. How bad has your life to be that you react like this for no real reason? xD
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Like cheeks notes using perks... and using a single use ultra rare add-on for value..
How dare they. Don't they know they're only allowed to play perkless, without items?
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