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The end of surviviors and what we can do to avoid it

vol4r
vol4r Member Posts: 894
edited July 1 in Feedback and Suggestions

It makes me so sad, that more and more players that don't enjoy survivior experience. I can't get my friends to play with me ever again, they don't want to be bothered to play it, if they don't enjoy the experience.

It feels like queuing up to be a punch bag for a killer. Every new killer now gets a lot of powers at once, making it more difficult for surviviors, especially the new ones.

I get it, we are hitting the highest ever player count now - but we are not getting people to play survivor.

There will be no game without survivors and we need to finally acknowledge that!

Killers are waiting 7-10 minutes for a game! Queue time is just terrible and I don't remember it being that long like ever (I play since 2019 or 2020).

And the worst part? They are being overly competitive because of that - If they are waiting so long for a match, they will play the worst possible ways just to be succesful in the match. They will especially want to win.

We need to look into that, some of the things I have in mind right now are:

  • Map balancing - maps like coldwind should not be so killer sided - map is small, tiles are really bad and NEW tiles are real failure - they are the worst in the game, should be retired, deleted.
    There are also other maps like forgotten ruins, haddonfield that are EXTREMELY killer sided.
    Playing against some decent to good killers and getting one of those maps means you are just playing for BP, definitely gonna lose.
  • Some killers are overly strong - nurse, kaneki, blight (even after all those nerfs)! We go against them all the time, because of it. This is not enjoyable experience.
  • Tunneling and slugging needs to be finally addressed and it needs to be good, so killers never do that again. It makes the experience the worst and we all know it. We cannot play with our "bad" friends, because we need all surviviors to be good in order to have a chance. Playing 3v1 at 4 gens is not possible.
  • We have 40 killers right now in a game! Let us have "killer banning" system.
    Not something that would be abused by the SWFs. System that let's us ban 3 killers for a lobby - not each person. Leader choses which killers are being banned so swfs can't ban like 12 killers. That would be too much.
    This could also work like information system for bhvr - if the killer is being banned by majority of the people, then maybe we should look into them.
  • If we don't create banning system, maybe something like before-match banning system would be a good idea.
    We get killers pool to choose, 6 random killers are being chose from 40 we have now. Everyone has a turn on banning a killer - Jake bans nurse, Meg bans houndmaster etc… You get the point.
    Also do the same with the map.
    We could get rid of some RNG - sometimes rng brings us the worst, which is not enjoyable experience.
    We could also let killer choose 5 his favorite killers and surviviors would ban 4 of them. To make it less random and people could play their mains.

Please, listen to surviviors feedback.
I bet that they make most revenue when it comes to skins, because they see the skin in the game, not only in lobbies.

After all, if we are here, we want the game to be succesfull. We all do.

Comments

  • vol4r
    vol4r Member Posts: 894

    I know that queue times may be different in different zones of the world - I am mostly talking about europe - germany, Ireland, UK..

    Now, at almost 10 AM europe time:

    Surviviors have average 6-12s queue time in both normal and event mode.

    Killers average 6:30-7:00 minutes in normal mode in Germany, Ireland. UK is turned off.
    8:00-8:15 in event mode.

    image.png

    USA has literally the best queue times for both sides as right now. They are both really quick. IN NORMAL MODE:

    image.png

    In event mode, for comparison we have:

    image.png

    Maybe that means killers are being too strong on event mode? Numbers kinda say it.

  • Elan
    Elan Member Posts: 1,433
    edited July 1

    I was wondering about the killer ban, because jesus I hate Knight so much, despite he's quite weak. I find no fun or interaction in either hold w 30s against bot or getting sandwiched by bot and Knight to the point where you just get hit or downed no matter what. At least with the 3x debbufer to guard despawn if Knight is close you don't get two tapped as much anymore.

    On the other hand, this would make Kaneki, Nurse (strongest) or Knight, Trickster (most boring to verse) wait forever in queues, which is not fair imo.

  • vol4r
    vol4r Member Posts: 894

    Yeah, I agree that knight could be quite annoying.

    Yesterday I had miserable match against knight. I had one friend that didnt know how to play against him, she wasn't experienced much (mom of a 2y.o kid, full-time job. How dare she play dbd, right?). We lost it, even tho it was swf.

  • MadDragon
    MadDragon Member Posts: 168
    edited July 1

    Any competitive game is like this. This hasn't been a party or casual type game for most of its life now.

    I play with friend's who don't know survivor at all and we still have fun. We're not aiming to win (which I think is your issue) we're just playing the game and seeing what we can do, trying builds, learning together, and having some goofy times.

    Most of your suggestions would just destroy the game at its core, too. The game needs to be more beginner friendly and maybe spice up the gameplay besides "touch gen for 90 seconds."

  • Tong
    Tong Member Posts: 22

    Killer with add on lv 2 above is usually OP enough, it's would only depend how dumb they are and how obsolete the killer.
    And whoever trying to kill survivors on this birthday mode is loser. Unless they play trappers.
    Killer who can summon - hidden - 1 hit is absolute terror

  • Halloulle
    Halloulle Member Posts: 1,443

    up to and from a certain point the "just for the sh and giggles" works. Up to a certain point no one in the match had a particularily good idea of what's going on or what the "best play" is. That's a lot of fun.

    Past that it's pure misery for a good long while; you can't do sh and giggles if you get to move for twenty seconds per match. You can't try anything if you get to participate for all of thirty seconds. You can't learn that way either. — And if until that point you ever tried stuff and learned stuff with the intention to get better you will find yourself in that position before you're "done learning the essentials".

    At some point, from what I gather a few thousand hours in, players tend to move past that; they know so much about the game they can get through the regular gameplay loop on autopilot and can, again, focus on the sh and giggles and create opportunities in that direction cause sure as hell the other side isn't going to give it to them cause chances are they know just as much and can see it coming from a mile away.

    However, most players are stuck in that middle part, from what I see and hear.

  • MadDragon
    MadDragon Member Posts: 168

    Again, comes with it being a competitive game. Doesn't help DBD is very unintuitive. And there's still plenty of people that goof off even past a few hundred hours in the game. The game is only as miserable as you make it for yourself. I get quick games aren't all that fun, but you're not getting downed by a Blight in 20 seconds and tunneled out every game. Even against a good Blight, you're rarely getting a game like that unless you're running into the killer on purpose. I'm not going to argue about edge cases.

    I can tell you from having nearly 1k hours on survivor and over that on killer, people with that insane amount of hours aren't Gods, they're not on auto-pilot, and most of the time they play like an average player. The people quitting in my lobbies or throwing are usually the thousand hour survivors, too. Everyone fears the p100 8k hour survivor SWF but I'm 100% more afraid of the adepting Nic Cage with far less hours.

    You can be goofy and be good at the game as well. Even while learning. JRM is a perfect, and funny, example of that.

  • VibranToucan
    VibranToucan Member Posts: 674

    DBD is the hardest for killers it has been in years. If we look at nightlight killrates, besides maybe Vecna, killrates are down. 10 killers currently have a killrate of below 50%. And this is not just against SWFs, it also counts soloqueue and people going afk and giving up and sabotaging their team and etc.... And it all averages out to under 50%.

    The reason so many killers tryhard so much is that, if you get even a decent team odds are you are going to lose. And you need to counteract that. You can't wait until you have one hook at 3 gens, by then they already have too big of an advantage.

    Nerfing killer would just make the issue worse and force people to pick stronger killers and try hard even more.

    Its impossible to nerf tunneling and slugging only if it's unnecessary. It would also hit situations where it's legit meaning more changes would need to be made.

    A tunneling nerf would require some sort of basket reward to make up for it. Something like Basekit thrilling tremors, but only if all Survivors are still alive.

    Nerfing Slugging would require a nerf to flashlight, sabotage, boil over, flip flop power struggle etc... These strategies are currently weak, but a big part of why is that you can just leave the Survivor on the ground.

  • vol4r
    vol4r Member Posts: 894

    When did you start playing? It definitely isn't the hardest :P I remember old times, we are not even close to this.

  • VibranToucan
    VibranToucan Member Posts: 674
  • MadDragon
    MadDragon Member Posts: 168
    edited July 1

    I don't even agree with OP here but hes right that its not the hardest right now. The farther you go back in the games history the harder it gets overall for every killer. Infinites in every map, single perks defining metas (on survivor's who each have 4 perks), old flashlights/medkits, maps were WAYYY worse, lots of killers were much weaker, etc.

    Also, Nightlight is a pretty small sample size, I use it for a general feel of things but you can't rely on it's kill rates or pickrates. Every time BHVR releases stats Nightlight is always way off. If I compare my killer games to Nightlight rates I'd look way better than I am lol.

    I will agree you can't really nerf tunneling or slugging though. If you nerf either because of stronger killers being able to pull it off easier, then 35 other killers suffer greatly and become even worse than they are now.

  • Halloulle
    Halloulle Member Posts: 1,443

    Are you seriously suggesting that JRM is in any way shape or form representative? If the first person that comes to your mind when it comes to "not caring much and still having fun" is a pretty darn good 15k+ hours player who very, very solidly falls into that last group I mentioned, idk man.

    But hey, I see you're very set in your opinion and I wasn't even looking for an argument, just throwing in my to cents on the matter.

  • Philscooper
    Philscooper Member Posts: 270

    people wont listen to this

    i just avoided the game due to how little survivors get but killers get an entire year for events or preplan for springtrap

    but we cant have a full survivor bloodmoon event without a killer ruining that since halloween 2023

    tunneling is not the issue since we got perks to counteract this, (even if shoulder got gutted before it got to show its potentional)
    they need to buff slugging perks as strong as tunneling perks, if not more since they should be killing via hooks, not slugging people on the floor for 4 minutes

  • MadDragon
    MadDragon Member Posts: 168

    I'm not talking about JRM now. Its like he had to get to that point, or something. Weird I know.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I'm torn on it. While sure it's an imperfect system, I think that it's a good bit of data to listen to. If the majority of players choose not to play against 2 or 3 Killers, they can look into why that is. The issue is that the solution tends to be heavy buffs or heavy nerfs that feel haphazard at best, followed by another heavy buff/nerf that undoes all of it.

  • JustWhimsical
    JustWhimsical Member Posts: 617
    edited July 1

    A killer ban system would be incredibly punishing for killer players. If that killer gets banned regularly, especially just because they’re strong or “annoying” to go against, killer players would just be locked out of playing the way they enjoy on characters they more than likely bought with real money. It just shows little consideration to the other players of this game, especially in a game that’s not structured around competitive ranked play and never has been.

    The closest we got was the old pip system, then they removed it for skill based matchmaking. The way pipping was reworked and how SBMM was implemented suggests BHVR is intentionally steering away from traditional ranked systems. So, introducing bans (which pretty much every ranked heavy competitive game uses) feels out of sync with how the game is designed. The only and I mean only way I could see it ever happening is if they made a pro league esque custom game system, which is highly doubtful, as that scene never really grew and died out pretty fast.

    Also, there’s the issue of predictability. A big part of DBD’s tension is not knowing which killer you’re facing until the first chase or sound cue. If we start banning killers or narrowing down a pool pre-game, we lose that surprise factor. Stealth killers, for example, become a lot worse if you know they’re coming.

    Post edited by JustWhimsical on
  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    Ok, where did you get that data? There is some page for tracking queue times?

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    I don't think SWF has any right to complain, but I would definetly welcome some buffs focused on soloQ QoL.

  • DAMNFASTDEAD
    DAMNFASTDEAD Member Posts: 279

    DBD is the hardest for killers it has been in years.

    I don't think so because the learning curve as Killer in Deathgarden was really hard!

    God, I miss that game.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    That's just West Coast Servers. Central and Eastern for the USA is quite fast queue times as well even for killer.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    SWF's do, not every SWF is a try hard comp team, plus the official stats make it clear it's not a terribly huge advantage in the wider scope of things. Not to mention not everything thats off putting about this game is balance related.

    Survivors in general need listened to right now:
    -We need the visuals improved (animations/terrible shoulder rigs etc) lets look at how lazy they did the DS animation, or the new Springtrap axe removal. It looks awful.
    -Current event gives survivors nothing on the caliber of remote hook/remote pallet break
    -We are only JUST recieving a new item 9 years in
    -every new perk concept barely gets any love/meaningful new additions (Boons/Invocations/Teamwork)
    -every event is ruined by some stupid killer combo allowed (Lights out Legion, lights out would have been so much better if killers couldnt use powers and operated more like skins with an event specific power like survivors)
    -MMR is encouraging terrible playstyles

    Idk saying one set of players can't have an opinion is an awful take.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    SWF give you options, you can talk about builds, you can make call outs, you can simply gather decent players who will not DC on you.

    If you use those tools or not is on you, but for most things you have the option. I don't believe every SWF is making clock system call outs.

    Escape rate was not that much higher, but it was definetly higher. Thing is SWF are simply more altrustic and will often throw games to help, so kinda double edged sword. I would like to see average gen completion instead of just escapes.

    -We need the visuals improved

    sure, not a balancing change

    Current event gives survivors nothing on the caliber of remote hook/remote pallet break

    It's not like we never had survivor sided events… and this is also last year of this one

    We are only JUST recieving a new item 9 years in

    Well, you are recieving one, so I fail to see the issue. It's not like every killer get changed regularly…

    every new perk concept barely gets any love/meaningful new additions

    I would say killers have it same or worse, so fail to see how it is connected to survivors, or you mean in general?

    every event is ruined by some stupid killer combo allowed

    Well, not all games are full SWF and not all games are abusing killer. If you want to use that as argument, then both are valid. Is it an issue, if it's not majority or not?

    MMR is encouraging terrible playstyles

    Not really, it's not something you see, it only makes you games worse. I see MMR more as a punishment than reward…

    Idk saying one set of players can't have an opinion is an awful take.

    They are free to have opinion, but they have options soloQ doesn't, so if they lose, it's kinda skill issue imo.
    I have no issue with them to argue about specific killer, perk, or addon.

    But I simply think current SWF vs killers balance does not need change. I would say soloQ does and few specific killers.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Instead of arguing and trying to nullify someones opinion, listening is okay too. A lot of this is why I don't play as much right now and my friends.

    It's not about justifying you as killer, you're playing lots and are happy. You're just trying to say people's opinions aren't valid.

    My points aren't necessarily aimed at you but in reference to the thread in general as to why survivors are playing less. I personally want to play more killer but as OP states, EU killer queue times are annoying when I have time to play. We seem to be more aware than the other regions over the state of the current balance.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958
    edited July 1

    listening is okay too.

    I just want to see good arguments…

    It's not about justifying you as killer, you're playing lots and are happy.

    Well, in past 8 months I have way more games on survivors (majority is either solo, or duo). Only thing that is ruining it for me is Kaneki… I hate him so much.

    My points aren't necessarily aimed at you but in reference to the thread in general as to why survivors are playing less

    Well, issue is I don't think any of those points is valid argument to try completely break current balancing, which some suggestions from this post would definetly do.
    I said I am definetly behind QoL features for soloQ, which would also help worse SWF, because such features would focus mainly on information aspect.

    I personally want to play more killer but as OP states, EU killer queue times are annoying when I have time to play.

    Thing is based on when it started I would Kaneki is sole reason for this, they were perfectly fine before his update. I usually play since 21:00 or later, where I had usually less than 30 seconds queue times.

    I agree it's definetly worse now even during late ours, I have like 2-3 minutes queue times. But it is kinda expected right now with new big release killer and killer sided event (killers are also better at farming BP). We will see how it goes after event ends, I would expect it to lower again.

  • TieBreaker
    TieBreaker Member Posts: 1,309

    It's not game balance. Playing survivor is just getting really boring. The base moveset hasn't changed for years, and perks are more balanced than they used to be. So they're less impactful, meaning they're less interesting to use.

    Learning counterplay to new killers isn't enough to keep survivor feeling fresh. Especially when new killers have similar powers to others that already exist.

    The survivor role needs something new added to it. Some sort of basekit mechanic that adds an additional layer to gameplay. Something that a whole new wave of perks could be built around. The perk pool has gotten to big for a game that has so few basekit mechanics.

  • Zuiphrode
    Zuiphrode Member Posts: 515

    Daily survivor whine aah thread

  • This content has been removed.
  • Langweilig
    Langweilig Member Posts: 3,135

    For me it‘s only some maps that are an issue. Haddonfield, both borgo maps, coldwind (especially rancid) and temple of purgation. Change these maps and I‘m happy. Aside from that I would be happy if they added some more survivor content. Items have not really changed in a very long time and their addons are just boring copies of one another.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    If you implement these ideas, survivor queues will jump to about 20 minutes.

  • vol4r
    vol4r Member Posts: 894

    Not every swf plays sweaty or good even. I am lately playing a lot with a friend who is mom and has full-time job. As you could think, she isn't very good and she is just being tunneled every match, because she is a good 2-tap material.

    It's automatic lose for everyone else, which isn't great thing.

    For 10k hours I've never done "build talking" different then "just take DS".

    So tell us now, what bhvr can do to improve soloQ survivior experience, without touching the swfs

    We do seem more aware, I agree.

    The thing is, playing dbd in other regions feels different.

    That's what I always think when I am watching US content creators, streamers mostly. People are chill, even people names are somewhat funny, pregame lobby is positive etc, when in europe all we do is saying perks like deli, stb etc.
    Sometimes you even get hate messages like "sable leave or you die" which is so fk'ed up.

    You made some good point. It is very repetitive, I agree.
    I am queuing up for a match against kanekis and blights most of the time, everything seems the same as a match or few matches before. Same old tunneling, sometimes slugging.
    Seeing blight coming back to hook area after the unhook feels normal now. Even S-tiers tunnel out at 5.

    Me and friends just find ourself saying "maybe next game will be better" more and more lately and we just keep going, because overall we love the game.

    Adding the ghoul and animatronic really didn't bring anything new to survivior gameplay, other than perk changes I feel.
    It's especially bad with kaneki, which didn't have much counterplay at day 1 and all surviviors could do was just trying to do gens quickly enough.

  • vol4r
    vol4r Member Posts: 894

    Oh yeah mr killer main.
    We whine because we want some improvements. Without the surviviors you could one day not to be able to find a match.

    If there is so much threads, it means surviviors have their problems, which need to be taken into the consideration.

  • vol4r
    vol4r Member Posts: 894

    Not really. Dev's will make sure to buff killers that feel left behind.

    I feel like if m1's will suffer, they will finally have real reason to buff them.

    I think making survivior experience better will push them into making the killer roster more equal.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    Not every swf plays sweaty or good even. I am lately playing a lot with a friend who is mom and has full-time job. As you could think, she isn't very good and she is just being tunneled every match, because she is a good 2-tap material.

    Well, bad SWF usually get on level of soloQ in terms of information sharing, which means soloQ targeted features would help them as well.

    I have lately started to play with my sister and tunneling on her was definetly annoying, but definetly not something that should change whole balancing of the game. It's more of an issue I bring her to lobbies she shouldn't be in…

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited July 2

    Maybe. But can you honestly say that they'll do it quickly enough? Or effectively enough? Behavior takes forever to get anything out of the door. It'd take them 3-6 months to "watch and observe," and another 6-12 months to formulate and implement any buffs to killers. By then, killers would have left the game en masse, survivor queues would have jumped to obscene levels in between the sweatiest Nurse/Blight matches imaginable, driving away many survivor players, and the game would essentially be dead.

    If you don't believe me, look at Skull Merchant. She's been effectively removed from the game for ten months, and all we have to show for it is a handful of Microsoft Paint concept art. They've barely even started reworking her power, despite nuking a character (and skins) that people paid good money for.

    That's the problem with the whole "we'll just buff killers later as needed" mindset. Behavior is too slow. If you make sweeping changes that makes the killer role miserable to play, they'll just leave. Behavior was this close to killing their game prior to 6.1.0, but managed to pull an emergency ace out of their sleeve at the last minute. And survivors STILL to this day whine about 0.3 seconds off of pallet breaks and blade wipe animations.

    Honestly, I'm worried that Behavior is going to screw the pooch with Phase 2 of the QoL changes. They need to tread very carefully.

  • Philscooper
    Philscooper Member Posts: 270

    they buffed almost everyone in the entire roaster, yet people keep consistently playing the same 3 strong killers with a few execptions like singu or drac.

    pyramid got a whole addon rework, yet i havent gotten him a single time out of 151 matches,

    knight got a rework, but after that hype died, no one plays him due to bugs.

    and the new killers are either not that strong, so no one cares, or its a kaneki and they will play him every match because they can.

  • vol4r
    vol4r Member Posts: 894

    Because devs choose to not nerf the S tiers and people choose to have easier matches. We can't blame them tho