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Why people claim Killer got suddenly hard to play?

13

Comments

  • tjt85
    tjt85 Member Posts: 1,653
    edited July 15

    I honestly haven't noticed any difference at all.

    As Killer, I still win most of my games with my main. I do sometimes struggle to do well with Killers I'm less familiar or skilled with, but that's always been the case and to be expected.

    People talk about the anti go next feature making a difference but I don't see it. In my experience, the only thing that it's succeeded in doing is making Survivors play out lost trials and maybe one of them gets the hatch. That's the only difference. Killers are still getting a 3K or 4K in most of my Survivor trials, unless the Killer is obviously new to the role or not running any regression.

    What might have changed is that weaker, less skilled Survivors now play a lot less DBD because there's no way to leave a frustrating game and get into your next one. You HAVE to play every game to a conclusion. I got a hatch escape against a Wesker on Haddonfield today but I would have dropped on hook before anti go next, because there was absolutely no way the team were going to make any kind of comeback. Honestly, I would rather have been out of that match sooner than get the hatch escape, because the experience was still a miserable one. It's not just about escapes and kills, but about the fun factor (and I'm not having much of that on the Survivor side at the moment).

    I think lots of low or mid MMR players are quitting or playing less, leaving only Survivors that are more dedicated or skilled left to keep playing. This might be what's causing Killer to "feel" like its gotten harder, even if it hasn't. Of course, this only applies to jaded "veteran" players. Newbie Survivors are probably still playing a fair amount because they have more stuff to grind BP for and aren't as burned out.

    Post edited by tjt85 on
  • Evan_
    Evan_ Member Posts: 562

    Did I miss a change when they reworked Reassurance to do something else than extending the time it takes to advance a hook state?
    Or do you also have another name for Basekit-BT? After all it's only 10 seconds - the actual perk gave 12 back in the day.

  • Abbzy
    Abbzy Member Posts: 2,110

    Dark times are coming I should start to main blight to be ready.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    It's impossible to avoid, but at the same time I don't think anyone is looking at the mod team and thinking they're skewing things. At the end of the day, it's the head honchos that determine what gets put in the game and what doesn't.

  • Abbzy
    Abbzy Member Posts: 2,110

    Give it basekit and now swf would equip different strong perk, have played against strong swf with sabo-antislug loadout or shoulder the burden, if you did then you should know giving survivor role strong perks in general or perks that are strong in swf much more than for solo q isnt good idea you will make solo q little bit stronger but you will buff massively swf and thats not good idea they are strong as hell if they have skilled players and they counter some killers like setup ones or stealth ones with easy compare to solo q.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Please at least warn for it, it's childish, annoying, and adds nothing.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 15

    You can also respond by just… not caring about trying to 4k and just playing to see what happens. If people want to boost themselves by winning until they only have Nurse, Kaneki, Blight, and the other high tiers to play against, let them. What's wrong with staying in a mid level? I never wanna face people who want to play for the Subway Card, I'd rather play against people who don't try to minmax every scrap of fun out of the game… even if I lose doing it.

    I know that's not ideal and I wish it wasn't one of the two options here but it's still a choice. Maybe we all need to stop caring about wanting a 4k so bad.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    It's a bad idea. That's how the reddit operates and it's all memes without any meaningful discourse. It'd just alienate players even further and erode communication between BHVR and the players (more than it already is). All you can really do is limit how far it goes. No threats or anything like that.

    I don't know that it's having that effect. People will still give up if a trial is bad enough because of the abandon feature. Instead of using hook, you wait for the Killer to down everyone and bounce. It's not as if the other side isn't eager to comply either. So now instead of one person going next, it's everyone going next. I really genuinely think prioritizing making DCs freer and less impactful on the trial was the way to go.

  • Abbzy
    Abbzy Member Posts: 2,110

    Where I wrote I want 4k every match I just dont want to get punnished by playing killer more than I should. Devs are making huge changes but forgeting mediocre and weaker killers need some love too or they will feel super bad to play as, I dont want to get stressed more than I should there are people who like it but playing horror game as killer and you are more stressed than survivor and swf teams with toxic gameplay and post chat are just cherry on top of all.

  • Abbzy
    Abbzy Member Posts: 2,110

    You think playing top killers will boost your mmr all you need is just play weaker killer and get more than 2 kills and you will start facing much stronger and experiance opponents than before, or there isnt enought players for theese kind of survivors in their mmr so gave will give them someone who isnt on their level, this happened to me many times getting loby thats almost 20k hours isnt good looking and not depresing when I found out Im playing ghostface.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited July 15

    I think the thing to look out for and mods did it already is when someone goes "well you're just a x main" or "only BHVR caters to x mains"

    Attempting to like dismiss what someone says

    Thank you by the way moderation for stepping up on something like that.


    People go around this by saying subtle things like "link your stats" or "you're showing your bias a bit" or "you must not play x side" or "I dont wanna say you are x but (immediately goes into saying what they dont want to say)"



    In the end we will never escape it though, one day you'll be called a survivor main for defending the … misery incarnate endless suffering… state of soloQ 😥

    The next youll be called a killer main for wanting something like Badham school looked at for a bit more balance towards killer.


    Id like to think most players dabble a bit on both sides? Maybe?
    Maybe im out of touch and people are extremely tribal.


    You cant win! In the end we all just get left to bleed out 😥x2


  • LockerLurk
    LockerLurk Member Posts: 1,683

    Respectfully I main M1s. I don't really see this effect, mostly because I just don't care how many die as long as someone dies.

  • Abbzy
    Abbzy Member Posts: 2,110

    I get you but when you get ghostface against solid swf and get that powerless feeling knowing you cant play stalk and they know they have to force you chase as m1 then ist kinda bad, I was trapper main but playing as someone who just start loosing and even when you set good trap and it works survivors still can their mistake turn at you is just not enjoyable to me I want to have some chance to win and not to tryhard every match.

  • Evan_
    Evan_ Member Posts: 562

    Yes. Basekit Reassurance stacks with actual Reassurance, the same way Basekit-BT stacks with actual BT.

    Survivors have this effect since 8.2.0, when the hook timer was increased by 10 seconds each. It's indeed not entirely analogue, as the Basekit version doesn't need to be activated by someone else - we just have it by default. Usually that's what we call "basekit".

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Agree to some extent, but there are gray areas around all the rules, like making light of serious issues or being overly nasty when criticizing the devs. Judgment is already required by moderators for enforcing all the existing rules.

  • Abbzy
    Abbzy Member Posts: 2,110

    Still I dont see reason to give survivors basekit reassurance it wont make solo q much better and only effect will be massive buff for swf (same as giving shoulder the burdn basekit). If you want to give durvivors basekit perks that are more gamechanging than you must buff weaker killers because this will have only one effect solo q will get little bit better, swf will get massive buff that doesnt need it and killers will pick their main from higher tiers so they dont need to change them every year and to compansate for that, just more blights and ghouls and less ghostfaces, bubbas and demos thats all what effects of changes like this only one who will benefit most will be swf.

  • Sava18
    Sava18 Member Posts: 2,514

    All I'm going to say is that I didn't cherry pick swf, I was saying that even with god meta, god validation DH in a 4 man swf survivors were still sub 50%. That's why it doesn't matter, 4 survivors on the same teamare rarely try harding. The chance people are try harding goes down as you move from 4 man to full solo queue.

    Blight was busted and is still really strong, but he has the highest pick rate he's had at the least strong he's ever been. nurse has always been busted but the play rate has never been high. The point is, even when survivors was hit the balance of extremely strong and having players who give a damn and who actually are trying to win to a high degree, they still still threw, played for giggles and gave up. I can read win rates in Lol so easily, but kill rates mean nothing in this game. No matter what people are trying in league or cs or siege but in dbd 1 person in a 4 man will be trolling or they all will be, double-so for solo queue. The kate hasn't touched a gen all game and is trailing the killer with a flash light, could be a 4 man, could be solo queue but it's all too common.

    In a game like dbd, the 1 in the "1v4" is most likely to actually play for themselves. They are playing to win, there is no altruism. Maybe 1/10th of games a killer will troll, maybe 1 out of two games A survivor will troll in someway.

    I am largely focused on perks because the buffs are to killers that are bad to mid and even then they seem to be nerfing them half the time. There has been no base-kit buffs after 6.1.0 that why I am so obviously focused on perks. They only nerfed Blight, Nurse and Wesker. Until now with P-head none of the top tier killer have been buffed. Buffing demo doesn't make "KIller" stronger. That's like saying buffing red harring to c tier is a survivor buff.

    Freddy being the most deadly killer in the game only backs up what I am saying about kill rates, EVERYONE knows he's not strong. Actually feeding into him being strong means you think a beyond whatever killer is worth anything strength wise. Do you really think freddy is stronger than nurse, blight, artist and P-head? You'd have to be essentially a silver player to actually agree with that statement.

  • ImWinston
    ImWinston Member Posts: 641
    • It's like downloading Fortnite (example) for the first time and expecting to immediately get a "victory royale." It's obvious to be outclassed (especially if you're learning, as you say in your comment)... all games PVP work like this. I really don't understand this anxious attitude. If it takes so little to make someone "anxious," perhaps the problem lies in your life in general, not just in video games. When I started DBD (2020), I exclusively played "solo q" survivors... my only hope (at least the first two months) was the killer who granted the hatch, otherwise it was just a long sequence of deaths. So according to this "beginner's anxiety" theory, I should have abandoned DBD, made videos on YT, or come here on the forum to complain🤣
  • jedimaster505
    jedimaster505 Member Posts: 287

    because Choy put out a video for his killer main audience saying that 70 percent of matches have a SWF, and they all jumped on the copium train

  • TicTac
    TicTac Member Posts: 2,682

    Maybe not enough. Had a full meta blight who wanted to quit and only play Nurse.

  • jedimaster505
    jedimaster505 Member Posts: 287
    edited July 16

    lol ... resurgence is nowhere near busted. it's just at most 2 fast heals off hook assuming killer has no anti heal perks. what it does is make tunneling more difficult and since too many killers rely on that low skill cheese tactics to inflate their real MMR, they hate it

    pain res is also overrated. let go of gen right before hook and lose a wee bit of progress. only works against low MMR survivors. but since most players copy content creators we end up with this braindead pain res/healing "meta" that isn't even real, just a snoozefest to go against

  • Abbzy
    Abbzy Member Posts: 2,110

    Pain res can be fixed in 14 seconds on the gen. Reassurance isnt that good but give it to solid sef and now each hook state can be 100 seconds which is huge.

  • Abbzy
    Abbzy Member Posts: 2,110

    Playing blight is different game even Im not that good sith him he isstill oppresive and strong as hell. He can do do many things and feels so fast and fluid playing with him.

  • Abbzy
    Abbzy Member Posts: 2,110

    If you mesn reassurance then only swf are using it and rarely duos like 1/100 games.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    -The only actual good thing that survivors got lately and its only for solo queue
    -You can wait 10 seconds if you wanna tunnel someone
    -That was one of the most bull crap mechanics in the game. Why are you camping in the first place?
    -Why do you want to facecamp? Can't play the game normally?
    -10 seconds added that makes no difference, unless you wanna, you know, CAMP

  • Dem34888
    Dem34888 Member Posts: 140

    After the survivors stopped "go-next" it became much more difficult to play because the survivors had more time
    I heard an opinion that earlier the game balance was unintentionally adapted to 3vs1, because of the leavers, but when they stopped doing this we saw what is what

    Add here extra 10 seconds per hook state, perks that stop the time on the hook (Reassurance / Camaraderie), Shoulder the Burden, DS, OTR, DH
    SWFs with comms, 16 perks in total, Toolboxes, First Aid Kits, Franklins Nerf

    And you, with 4 perks are a walking killer without mobility that barely can do something

    I already notice when playing surv in solo/duo that generators are repaired much faster and my win rate on surv has increased
    At the same time, yesterday I saw a streamer playing in a trio on discord who has 11,500 hours in the game - they were given a killer who has 128 hours
    128 HOURS against 11,500 hours player with trio on discord, man
    They also had a Syringe, Styptic and BNP
    It all came down to the fact that the person on the killer DCd he made 3 hooks for 4 generators
    As a result, this streamer called him a bot and started insulting him...

    And the cherry on the cake of all this is MMR or its complete absence, otherwise I cant explain how situations like this with a streamer even exist

    Therefore, my personal opinion regarding all this is to forget about the second phase of anti-tactics and make a priority on MMR or mathmaking system and already regarding the statistics (with anti "go-next") with the changed mathmaking to do these anti-tactics if they will be used at all

  • Evan_
    Evan_ Member Posts: 562

    A gen takes 90 seconds. Under 10 seconds three survivors repair a third of a gen. Since you said 10 seconds make no difference twice, that's 20 seconds (two thirds of a gen) / every hook-state.

    You claim these changes didn't make survivor's life any easier. Yet, I do hear people occasionally mentioning that camping and tunneling still happens. The two statements can't be both true.

  • Crowman
    Crowman Member Posts: 10,098

    Mainly that survivors buffs impact all survivors whereas killer buffs are often more targeted. Now with going next being harder to do since survivors can't just suicide immediately on hook, games are also less likely to be down to a 3v1 immediately which was inflating kill rates as well.

    Killers are facing overall stronger survivors with less games being an immediate 3v1 which is harder and most killers haven't seen much adjustments to help them out.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited July 16

    I like how pain res is being critical of not mattering and having its time super analyzed here.
    But its used in gameplay a lot. Most popular regression perk on killer side picked actually. The number one picked killer perk.

    But then in the same sentence you dont be critical of the time that reassurance or a hook state will last.
    And its a perk that is almost never taken. Probably one of the least picked perks in the game. Not even the top 50 survivor picked perks.


    You arent getting "100 seconds" on a hook much less the extra 30 that is even provided from reassurance users in 99.9999% of cases. Youll be lucky to even have people reach half their hook timer in normal play WITHOUT reassurance.

    Thats not basekit reassurance. And there is no such thing on survivor currently in the game.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    It's the difference in roles. Killer complaints more often have an emotional slant. It's easier to feel humiliated and to take it personally. As Survivor, you expect to lose often enough that it's not quite the same.

    Not that I disagree at all though. I think that's how PVP should be. This expectation that you need several hundred hours to understand the game or that you should be carried/handicapped to maintain stats is BS.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    Some Killers are at a disadvantage from the start… other Killers are higher skilled floored (meaning it takes a while to get used to playing them)… so that means that the Killer verity is limiting

    Then let's talk Perks… yes Killers have good Perks that work but Survivors have more tools at their disposal

    And now let's talk about playstyle… Camping, Tunneling and Slugging are things that the Game has to deal with (for better or worse)… Gen rushing is also an issue

    Also let's talk about entitlement… yes it goes both ways:

    Killers- 4K's all the time at 5 Gens

    Survivors- 4E's without hooks… playing against specific Killers

  • GeneralV
    GeneralV Member Posts: 12,666

    Just mechanically disappointing for some @GeneralV sorry you dont like what they did to him 😥

    Thank you, dear friend, but it is alright.

  • Evan_
    Evan_ Member Posts: 562

    I'm sorry for calling a global survivor buff "Basekit <perk that gives the a stronger version of the same effect>". I didn't know that it irks you that much. I only call it that way for simplicity.

    But it's in the game.

    By the way, just out of curiosity… How do you call Basekit-BT? That also happens to be a global survivor buff that gives a lesser version of an existing perk to everyone.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    Let me know if you need any more help with reassurance. There is a wiki that even shows what the perk does and its conditions to even activate.

    Ill leave a link here:
    https://deadbydaylight.fandom.com/wiki/Reassurance


    There is however, currently no basekit reassurance in this game. Survivors hook states arent halted for 30 seconds or… halted any seconds for that matter in the game currently base kit.

    If you need help with why base kit bt is called base kit bt, we can discuss that as well. Or what base kit refers to as it seems there is some confusion.

    Hope this clears it up a bit!

  • Rapid99
    Rapid99 Member Posts: 326

    It makes healing off hook entirely inconsequential. Shaving off an entire 12 seconds off of your healing is busted yes. And the only anti heal perks that even stop it are gift of pain and leverage so again… dedicating half of my perk slots to counter one perk. It's not about tunneling being countered, it's about the complete lack of time that survivors need to waste to heal. Healing is meant to be a natural slowdown and resurgence removes that entirely.

    Also you say pain res is overrated. It's not overrated, the problem is it's the ONLY gen regression perk worth even rating lmfao. Every other gen regression perk is god awful.

  • jedimaster505
    jedimaster505 Member Posts: 287
    edited July 16

    resurgence can be a good perk, it's just not this overpowered "meta" people are whining about. nor is pain res. these perks are largely popular because most players just copy what content creators tell them is good. we have a culture of second hand learners. and especially using it now when most killers I face run anti heal of some sort is stupid and completely defeats the purpose. if "everyone" brings healing perks as killers claim then anti healing perks are not a waste of a perk slot, unless you face me 😉

    I don't even run healing builds and rarely bring a medkit. I've tried resurgence a few times and I'd much rather run resilience and play injured for half a match with faster gens, faster totems, faster unhooks, faster vaults, faster healing, faster chests, faster gates. resurgence is just a waste of a perk slot if you're good enough of a runner to not get hooked in the first place. this "healing meta" is completely imaginary and overrated fiction. many killers can easily reinjure you anyways with 0 effort and then your supposedly "op" healing build is useless (cough cough, the low skill tunneling Kaneki I face every 3-5 matches).

    pain res...I just laugh when I see that perk and of course it gets paired with a cookie cutter build like grim embrace, lethal pursuer and nowhere to hide. thanks for running that, I see this boring build so often that I know the perfect counterplay. yeah dumb survivors will not let go of gen and scream every time like fools and lose like half a gen progress cause they all teamed up in the same gen without Prove Thyself like the meta bro wannabe comp geniuses they are. it's basically good against low MMR players that don't let go of gen when someone is hooked, that's about it. but a tiny little quiet regression isn't gonna stop me finishing the gen when I'm injured breaking a 3 gen across the map with Deja Vu and Resilience at 15% increased speed. ill just waste 0 seconds healing and finish a gen while killers chasing someone else cause I don't sit under hook like most of these plebs that just feed tunnelers easy wins cause they know exactly where to find you

  • Abbzy
    Abbzy Member Posts: 2,110

    Why is pain res most used regression perk for killer? Because its great perk pop is better on more progressed gens but not all killers have mobility to use it correctly and effectivly as apin res (pain res has rng factor of spawning scoorge hooks and sometimes the scoorge hooks spawn location sucks but its still very good perk even it has 4 time uses). Pop reuquires mobility to get fast to the most progressed gen and ability to get consistent downs, if you lack both which some killers does but bigger problem is the mobility factor then painres is better option annyway, but someone who played more killers should know that.

    Reassurance for solo q isnt what bothers me, solo q would still struggle to use it but swf can utilize it for maximal potential just like shoulder the burden (bad solo q perk but in hand of coordinated swf its game changing and can change the outcome of the game).

  • LeFennecFox
    LeFennecFox Member Posts: 1,390

    It's more about slight healing creep over a longer period. Resurgence, solidarity, desperate measures, botany, emp connection, strength in shadows, and mangled nerfs. It's definitely healthier that healing is less item focused and costs perk slots, but it's really starting to add up since the initial medkit nerfs.

  • Evan_
    Evan_ Member Posts: 562
    edited July 16

    Thank you for the clarification! Indeed, halting the timer for 10 seconds is vastly different from extending it by an equal amount. The the gap between the gameplay impact of these two things are so extensive that they can't even be compared.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Pain Res isn't "great." It's just the least crappy option.

  • jedimaster505
    jedimaster505 Member Posts: 287

    its most popular because some popular content creators used it and the killer mains followed suit. pain res is mainly effective against low MMR survivors that group up on gens and don't let go when someone is hooked. good survivors just let go briefly and the little bit of regression is no big deal especially if they have gen speed perks.

    give me a pain res killer over eruption or surge any day. the latter perks are much more difficult to anticipate as survivor. or ruin and thrill of the hunt can easily lead to 3 hooks before the first gen pops cause players can't find the totem or are getting pushed off of gens by killer early game losing nearly all progress and then it's gg. but supposedly pain res is "the best", nope, it's just the most lazy strategy when you want to auto pilot killer.

    what most players (both killer and survivor) don't realize is that the off "meta" builds are far more difficult to counter because they have the element of surprise for the opponent. a pain res + grim embrace + corrupt intervention + lethal pursuer killer is so easy to read and counter. I have his whole build figured out by the time the first gen pops and know exactly what to expect. it's like ive rehearsed for thousands of hours just to defeat this killer.

    the "meta" builds for survivor and killer are basically the mid MMR strats that the average player adopts because he's too lazy to learn anything new but has a general knowledge of the game and searches on YouTube for what build to use.

    in contrast, high MMR players have matured past that phase. the high MMR players create the new meta, they set the trends. it's like a chess game and they're always thinking 2 steps ahead of the opponent. high MMR killer knows to expect decisive strike and a syringe medkit, he just shakes it off and 4ks. high MMR survivors expects the tunnel and so is ready to punish it heavily. but most of all, the high MMR player expects the unexpected.

    they realize that no single perk or strategy is inherently strong cause the real "meta" is not a static, fixed entity like healing or gen slowdown. the real meta is constantly changing in real time as players develop new strategies to deal with the old meta. and once this new meta becomes popular, the high MMR player has already learned to counter it by moving on. the real meta is a living organism that must be adapted to in real time, not reacted to based on the past.

  • kosaba11
    kosaba11 Member Posts: 312

    As someone who suffers from clinical anxiety, I can tell you the "Killer anxiety" is not the same as actual anxiety. It's purely the pressure of trying out something new - it won't give you heart palpations or make you suffer random panic attacks, but there is still pressure. Unless you have a horrible time, you won't quit after one or two matches, but that doesn't mean newer players won't feel the expectation to perform good, even if it's your first match.

    This goes for any PvP game - when you first start out, you're not yet comfortable with the controls, rules, etc. That's what "Killer anxiety" is for newer players.

    And again, for players who've been playing for a while, any new changes will give you a form of anxiety - again, nothing like clinical anxiety, but rather the pressure of the unknown. Players feel this every time a new Killer releases - Survivors don't yet know how to face them, and Killers don't yet know how to play them.

    Obviously, not everyone feels this - I typically don't because I watch YouTubers like Spookyloopz and Zet0r, who play the PTB, so I have some sense of knowing what I'm in for each Chapter. But that doesn't mean it doesn't happen.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 17

    I just 4ked as Ghostface against "a solid SWF" the other day. That first chase literally doesn't matter when you set up and begin to pressure properly, nor does it matter if the SWF plays predictably as this one did, he isn't Trapper…

    EDIT: Y'all can downvote me but it's true. There's a point where you need to stop blaming a Killer for being "too weak" and start blaming yourself for simply not playing them well. Nothing to do with tryharding.

    Post edited by LockerLurk on