http://dbd.game/killswitch
7 out of my last 10 games were against Blight or Ghoul
I would genuinely like to understand whether the devs expect this to be an enjoyable experience? I would also like to understand why there isn't some sort of measure to prevent playing the same killer 3/4/5 times in such a short span of games.
Honestly, this is my biggest issue with the MMR system. Just because I can play halfway decently in solo q, it doesn't mean I want to face the best sweat lords the game has to offer every single game. Playing against 4 slowdown tunneling Blights or Ghoul every other game does not make me want to continue getting better, it just makes me not want to play at all. If my reward for playing well is just more miserable Blight/Ghoul/Nurse games, it just doesn't seem worth it.
Comments
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The Blight and Ghoul is having fun. That is all that matters to them.
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Don't worry, the content creators have already demanded to nerf the Nurse, so yet another Nurse nerf is coming as we speak. They haven't complained about the Blight and Ghoul though, so you have to enjoy them for a bit longer.
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The only conclusion you can logically draw is that they sell a ridiculous amount of skins on these killers. Blight in particular is so hilariously busted and the fact that he hasn't even gotten the pallet breaking nerf that Ghoul got is absurd to me. Just look at Momo reaching 1900+ wins TWICE now. It shows what he is a capable of in a game that supposedly has MMR. Were all 3800 of those survivor teams bad or is the killer just busted in the hands of a good enough player? (I was on one of those random teams that got crushed by him and I did not have a good time.)
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you say that as if any nerf to nurse has changed her from being #1/#2 basically since her release.
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maps are the problem, u have really terrible loops right now against those killers, i think map balance should be made around the killer, so if the killer is blight the map should have safer loops and better pallets with even some connections, such changes can help the game health, its like balancing the tier list without touching the killers.
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i agree currently blight is overpowered, if they truly fix mmr tho and balance the game correctly nobody will do such winstreaks, even for the best teams getting more than 10 wins in a row would be miracle, which is totally fine. 9 out of 10 is 90%, its better than even pros get in league of legends already by far when they play their own main character. the winrate of a 2000streaker is 2000% WR, and even if he had lets say 200 winstreak, he will still be on the 200% winrate, should i do a 100 winstreak on blight record and post a vod calling out the bs power this killer have? cause i can, as former blight main myself, the only reason i stopped playing him is due to boredom, now playing billy, having more fun. even tho billy is broken as well currently with the unsafe tiles. but i didnt expect this change either.
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I haven't seen a single Ghoul today. Had a couple Blights, but mostly Myers or Ghostface.
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You can blame the lack of variety at high MMR on the fact that BHVR have ignored making any sort of meaningful adjustments to most of the killer roster for years. For the mid- to low-tier killers that have been reworked, the reworks haven’t resulted in any improvement in their viability at higher MMR. Until BHVR actually makes some meaningful adjustments to nerf the higher tier killers and buff the lower tier killers, you will continue to see this lack of variety at higher MMR.
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It's partly because other stronger killers are either bugged, stale or both. For Ghoul, it helps to think about how popular Wesker was when he first released. A Killer from a well-known IP with a very oppressive, dynamic power which is also relatively easy to learn, The Mastermind was pretty much the only Killer you saw for about a year. Of course Wesker has been toned down since his release, but he's still very popular. The problem is that Ghoul's power is even stronger than Wesker's and even less fun to interact with (getting thrown about is definitely more enjoyable than being locked in place for a long animation). Easy fixes for Ghoul would be removing Deep Wound from his kit, changing how Kagume Mark is applied, and allowing Survivors more momentum during his grab; more radical ones might include removing the autoaim hit entirely and pivoting more towards Kagume Leap's value as a movement tool. I just hope it doesn't take too much longer to bring Kaneki more in line with other Killers.
Blight is a mystery to me: people have half-jokingly speculated that one of the devs must be a Blight main for how lucky he is balancing wise. He's been at the apex of DBD practically since release and has never received more than a superficial nerf, and has often received compensatory buffs in response. He's one of the easier top-tier Killers for beginners to learn (especially in comparison with, say, Artist or Singularity), while also having an insanely high skill ceiling that lets him dominate in competitive DBD. Some possible changes of varying nerf-hammer weight could be: 1) Blight loses all tokens when he hits a Survivor with his Rush, meaning his cooldown time between hits is longer; 2) his regen time on Rush tokens is adjusted for a similar effect to the above; 3) Blight can't see auras or scratch marks while Rushing and 4) Blight can no longer break pallets with his Rush (maybe relegated to an iridescent addon).
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I haven't faced them since last month
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This is the result of BHVR balancing the game in such a way that only a handful of killers near the top can compete with the full broad spectrum the DBD community has to offer. People generally don't like losing because of things beyond their control. Therefor they choose to play something strong to begin with, so at least they are somewhat equipped to handle the next 'SWF team 6'.
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Understandable blight will always be around since he's STier and Myers got the new car Smell so he'll be more common for now and Ghostface exists.
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Agreed we have Killers who are in the 40-50% killrate who are in need of help and adjustments we also have killers with pickrate of .01% the running joke of "The 3 mains" is also a sad truth for some killers like Artist or Twins
Devs need to focus on buffing the low to mid tiers like Ghost face or Trapper for example to be more viable and we can have more variety and nerfing S-tiers like Blight and Ghoul.
I believe Devs have given up on the Skullmerchant rework and are now working on the Trickster Rework and then next will be Trappers Rework.
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Facts are some weaker killers have huge funbase (I believe they do) or many people that would play than way more if they werent so underpowered and very restricted in addons and perks variability due to their certain addon and perks dependency (like on trapper its both iri addons or his purpel stone addon so his traps arent that of a joke). Thats what is holding these killers in variety because they arent even mid or fair to play as, like I would love to play more trapper as back in a old days of DBD but then I try it for one match or even think about it more and I brought either of memories or cold bloded truth why its not good idea (super fast game where I cant do almost anything, and even if Im playing good with my power survivors still arent effected much) so I rather play wesker or someone who can do something like bubba who is dependent on his addons like beast marks and iri flesh (so he can play around loops more and has some better snowball) but he still has something compare to trapper and ghostface, or vecna he is fun and has more powers or dracula who has in his kit solution for any situation or ghoul who is easy almost like legion but can do x times more and isnt joke with knife, thats why you see more meta killers that are fun to play as (artist,singularity,twins are strong killers but they arent fun as ghoul or blight,nurse,wesker so thats why you see them rarely).
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I already made this exact suggestion and here's the reply I've got (and I agree with it).
"Do you really trust BHVR with such thing? They'll probably code this in such a ass way that you could load as Ghostface and have 40 pallets on a map and then as Blight and have only 5".0 -
I know what you mean Trapper is frustrating cause you have to do so much setup and survivors can very easily disarm a trap I'm starting to think survivors should need a item to be able to disarm traps. I feel ya on the bubba I was a base bubba for a long while then I started using beast marks and the difference is night and day he needs that 2% chainsaw ms base
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You're absolutely right in your complaint. It's the consequence of such horrible game design/balancing. You have fun as these mid/low tier killers for a few games then get a team that actually knows how to loop, preruns, juggles you around the map while you try your best to patrol gens holding W and basically you cant do anything. Stuff like these is why killers like ghoul blight and nurse are top and also popular. You can't get prerunned as blight or ghoul and players love that. It's this simple. The devs ought to improve the rest of the killers' gameplay experience too. Right now, if your teammates are efficient on the gens and you have meta builds, this is enough to beat majority of killer roster even without advanced looping skills.
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They dont even need to dissarm it they can get caught into good trap when you are like 20 meters away or less like 15 and still get out of it on first try in less than 3 seconds (its even documwented I saw otz have same problem on swamp map where one girl got caught and still got out in like 3 or less seconds which is nuts when we take in count that amonth off time and effort it takes for trapper to even have some chance to get that trap working).
Thas his problem or survivor injured gets caught across the map and what it gives you ……. nothing he just dissarms that trap and nothing happens if you dont have that addon that gives you instadowns with traps honing stone or whats it called (not like when healty in traped he gets injured but injured has no effect just small time waste for that survvior and nothing more, no health state take or even bloody deep wound nothing just pure frustration for you because he lost from 3 to 10 seconds of time but you lost trap that you cant recall or even reset if you dont run iri stode ofcourse but thats rng but better than nothing).
Another bs I have witnessed last month is that some actions like going into locker that has trap infront of it the trap doesnt work even if the survivor walks on it, when he is in animation he just gets caught maybe if he lets go of animation like if it is gen or totem but locker in compleatly busted because trap works like 30% of times which another split into trappers face.
Survivors can counter trapper in many different ways on the end of the day he is just m1 killer who has bad power that is just working only if survivor makes mnistake and its huge rng (survivor can compleatly go around it or never go where the trap is so its just tens of seconds from pick up to walking to place where to place it and setting it up to get nothing for the killer and when it works then it can be way less effective than even pinheads chains that get broken like half of them when they spawn its just garbage (like you can place perfect trap and survvior can just somehow go around it, this killer is the least reliable killer in the game his power only woorks when sun shines and no clouds are on the sky, wind is fine and not strong and no rain is coming in next 20 hours time window thats how he feels just pure set up that takes sometimes perfection and it still plays like roll of the dice).
Im not biggest fan of making every killer just dash attack monster but if devs rework is just give him solid dash attack yeah Im for it because his power is just not working even when it should and for many years especialy now there arent places where you can hide your traps in like no grass thats tall or thick the devs got rid of it so its pretty clear to see where you step.
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I do my part by playing cenobite and springtrap.
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