The survivor experience feels like it gets worse and worse with every update
Maps overall became a lot worse than they were before the pallet density. Midwich, Hawkins and lerry‘s have gotten a lot of pallets removed and it wasn‘t even mentioned in the patch notes. Skull merchant map (forgot the name sorry) and disturbed ward got shrunken heavily and got a lot of loops nuked. The other affected maps from the update got a lot of terribly bad pallets now, that are super easy to win as killer and as survivor they are just frustrating to play since there is most times no good way to play them. Then some maps have like almost no windows while the pallets are terrible. You drop the pallet the killer runs around and hits you. You vault it, the killer just hits you or runs around and hits you. Add ping and hit boxes on top and it feels ten times worse. It doesn’t seem like it really matters how you play as survivor. I would like loops that are fun to play and not just a struggle where one tiny mistake instantly gets you killed while the killer can make thousand mistakes and even gets rewarded with bloodlust.
From the promised anti tunnel almost nothing cane through, except those lousy +5 seconds of endurance/haste, that do not really help against tunneling at all and are annoying to deal with as killer in endgame. Tunneling got made even easier by nerfing/shrinking of a lot of maps. At least give us the elusive and no hook notification sound. It would make tunneling more annoying for the killer and give players more time before the killer notices an unhook happened.
Lastly medkits got a hefty undeserved nerf with the explanation that it would be too much with the anti tunnel and pallet density, but guess what got reverted + nerfed further than it was before and what didn‘t. The syringe is kinda pointless now except you wanna do a head on clip for YouTube and the styptic is the worst medkit addon and it lacks creativity, because we already have more than enough charge addons.
The other survivor items don‘t feel much better! Keys are pointless after the killing of the bloodamber addon. Maps are pointless after becoming a worse version of WoO and getting rid of their old function. Fog vials do absolutely nothing after their underserved nerf the second week of their existence.
Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.
Agree or disagree with me. I‘m just describing my frustrations with the balance decisions of this game.
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Indoor maps are now buged with pallet spawns it seems.
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I really hope so, because Hawkins, midwich and lerry‘s have so many missing pallets
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I agree. Certainly doesn't help against killers like new Myers that can shred through pallets instantly
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I agree :( sadly. with everything except the extra 5s bt, since I do think with killers that aren't s tiers, the extra 5s is good help to not have the killer wait out 10s, insta down and put back on the hook - I know its only small, but the extra 5s does help give people a slight chance to reach something if they are being tunnelled, and even escape on some cases, for instance when the killer tries to hook deeper in the map away from an exit gate during EDC and is successfully unhooked/traded with, that 5s allows them to make it out or reach safety.
everything else though, yeah med kits got gutted unfairly. I find myself not even bringing them into lobbies anymore because what's the point? i'll just stick on full anti-slug and anti-tunnel and pray my team is gen efficient and can actually last at least 30 seconds each chase.
like, I know survivor are receiving some quality of life improvements lately, but it feels like it's at the expense of…. things that make the game fun? which kinda sucks.
for example, before they nerfed medkits, the last thing I loved doing was pre-dropping a pallet beside a drop down and using it when the killer chases me, but they nerfed staggering when falling from a height, so now you have to wait 5 business days to perform the rushed action after staggering rendering this one thing I used to love doing useless, it made dbd feel so fun, the killer could break the pallet and then it was gone for good. but instead of actually balancing around what people find fun, they nerf it or remove it completely in the name of "balance" and it results in the game feeling stale because it feels like youre forced into playing a way that isnt the same as what originally kept you playing and enjoying the game… instead of playing into what people love about dbd they just nerf them and call it a day and it reduces the amount of fun to be had idk I went off on one here but yeah im not sure why they do this
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I feel like maps are better now with the pallet update, i don't feel like i'm ever running into dead zones anymore. Or i mean at least places where a pallet did not spawn there to begin with.
I think fog vials have been handled very poorly. They have yet to fix the bug that affects it's consistency across maps despite it being acknowledged when they were released. Very bad item for the game overall.
I think syringes and styptic did need changes but i do not like the reworks. Styptic is just straight up useless. Syringes encourage using exhaustion perks even more which is not what has been wanted at all. I don't think they should have gone through with the reworks when they aren't any good, i think i would have preferred they kept them unchanged until they can come up with better designs.
I think keys are mostly okay although i think blood amber could do with a slight buff. Maps are pretty bad and really impractical. I only like them for totem revealing, however if ESP comes through, i won't need to be using a map again. A WOO effect that you have to charge the item for is just really annoying. They are terrible at finding gens.
In terms of overpowered killers. Nurse definitely is still really boring. However it depends on how small the map is. I also still really hate Blight, it just doesn't feel like he has a turn limit when i play against him. I also just dont like him as a character and how many people him. Other than that i don't really feel like any other killer is particularly OP.-1 -
Its been nowhere stated that they would remove these pallets and happened some time ago so i guess its bug.
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”Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.”
What content have survivors lost recently? How have survivors been nerfed recently? How have killers been buffed recently? You’re listing very general complaints with no specifics.
From an overall balance perspective, average survivor escape rate is exactly where the devs want it to be, unless of course you are in a 4-man SWF at high MMR then average escape rate is significantly better than the target 40%.
How often are you escaping? If it’s less than the 40% average, then it’s simply a matter of improving your own skills because based on the stats the average survivor can escape 40% of the time. If you’re at or above the target 40% escape rate, then this is not an issue of balance, it’s an issue of you not feeling like 40% (or better) is good enough. You’re entitled to that opinion, but BHVR has to balance around the overall satisfaction of players on both sides. We have seen what happened in the past when escape rates were higher. There were fewer people who wanted to play killer and consequently survivor queue times during peak hours were way higher than they are now.
Edit: so great to see that, as usual, an unpopular opinion gets downvotes with not a single person actually willing to offer a constructive counter argument. Much easier to just lob downvotes anonymously.
Post edited by Classic_Rando on-22 -
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When did BHVR change their goal to 40%? Their goal for kill rate was 60% for years and years and I never heard them state any differently.
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Fine, I'll bite. But your post and edit has some serious "fight me" energy that doesn't feel like you really want a discussion.
These two things are likely why you're getting down voted, because it's incredibly tone deaf and comes across as oblivious:
What content have survivors lost recently? How have survivors been nerfed recently?
Styptic and syringe reworked and deleted, making every medkit effectively just "add more charges" and nerfing one of the only two items even with bothering to bring.
Speaking of items, fog vial is still soon enough to be "recent" and lasted a whole week between being introduced, then nerfed twice and functionally deleted from the game. You can't even bring this item to chaos shuffle.
Anti tunnel was most of 2025 discussion, and the top survivor complaint since the game released a decade ago. Not only was anti tunnel effectively scrapped due to "feedback" in the first 48 hours it was even able to be tested, the only thing that actually went live was a nerf to OTR, so tunneling got effectively buffed instead. This is a pretty massive middle finger from the devs.
Similar thing with tenacity and anti slug. No anti slug implemented, but they nerfed tenacity and only just this just recent patch put it back.
Pallets got screwed up over time as they weakened loops and maps over years. They finally went to fix it, went too far in some cases, and reverted most of it within a month or so. Still have bugged maps and areas where pallets are simply not spawning at all. May or may not be intentional, but state of the game right now is more dead zones than there were 3 months ago on certain maps.
From an overall balance perspective, average survivor escape rate is exactly where the devs want it to be,
The stats don't matter. No one cares what this number is.
What people care about is that the game currently sucks, it's not fun pretty regularly.
They could honestly make the kill rate 90% and if they found a way to make the game actually fun for survivors to play while losing then people would likely not care about the kill rate stat.
But many indicators are that the devs don't know how to make the game fun while doing that or simply don't care or think about that aspect.
But the fact that more than half your post is shoving this stat in people faces is missing the point. The gameplay isn't fun, so telling people it's intentional and designed that way says that you're not hearing the actual complaint here. And neither are the devs.
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I honestly feel with how much is being taken away from us, it's about time they deal with some of our more painful points like the stronger killers with loads of mobility (Blight, Nurse, Kaneki) and focus on making the game more enjoyable for both sides.
If you make the game more enticing to casual players, more casual players will play, killers won't suddenly feel like they only go against sweat squads (which is pretty much caused by bad matchmaking too).
I can't stress enough how much more I'd enjoy this game with the S-tiers dealt with, I literally celebrate when I see any other killer rn.8 -
”They could honestly make the kill rate 90% and if they found a way to make the game actually fun for survivors to play while losing then people would likely not care about the kill rate stat.”
No, “honestly” that isn’t true at all. People complain about the game on both sides because they lose more often than they think they should. You are trying to make this way more complicated than it is. I understand now why the devs have such a difficult time making the game “fun” for people when they are getting such nebulous feedback about what makes the game “fun”. People are going to have more fun if they are winning and not losing - it’s quite simple.
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I said the target escape rate is 40%, not the target kill rate.
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I feel like kill rate balancing is to blame. It's long known that the devs target 60% kill rate, but kill rates and win rates are absolutly not the same.
Kill rate doesn't tell the whole story. Kill rate doesn't tell you how much more or less often the killer wins than the survivors
In theory a killer could 3k ~60% of the time, 2k ~30% of the time, and ~0k 10% of the time but 1k/4k ~0% of the time and they would have a "perfect" ~60% kill rate even though survivors playing against them only win 10% of their matches and the killer player wins 60%. They win 6x as often as their opponent with a "perfect" kill rate.
It's incredibly easy to get at least 1 kill as killer, securing kills is very easy and 0 kill matches should be very rare if you are trying. Getting a second kill is usually easy as long as you get your 1st kill before all gens are done. Of course that doesn't always happen but getting a high draw rate is not super hard unless you are playing against a very strong team. Getting 3 kills can be a challenege, but if you play better than your opponents, especially as a strong killer you can easily have it happen more often than not. 4 kills however, is basically complete luck. Whether they find the hatch before you, whether the gates are spawned such that it's even possible for the survivor to open them, and whether you catch them opening a gate when it is possible for them, is basically all just luck and nothing more.
but guess what, a killer that got unlucky and got 3 kills instead of 4 brings the kill rate up much less than one who got 3 kills despite the fact that the survivors lost the game just as hard.
This means a killer getting buffed for having a kill rate lower than 60% could actually be getting buffed despite already winning more often than survivors. Obviously I don't know the kill distributions but I heavily suspect when huntress was last buffed this was the case. Huntress was (and still is) often regarded as a fairly well balance killer by the community, only having some add-ons that could use improvements and tweaks, yet for some reason, the devs decided to buff her base kit hatchet amount and reload time, which I think most people agree was unnecessary. It didn't make her overpowered or anything but you have to wonder what made them decide to buff her at all/. Of course I can't know for sure that this is the case, but I suspect that it might be.
edit: the opposite is also theoretically possible btw. A killer could have a 60% kill rate and win less often than survivors
Post edited by SkeletalElite on8 -
People complain about the game on both sides because they lose more often than they think they should.
I think you're over generalizing this.
Sure, everyone has different motivations, and there are people driven by "winning" on both sides here. I won't deny that.
But, in general from what I've seen, people who play mostly killer are obsessed with winning and people who play largely survivor are looking for good gameplay regardless of the outcome.
And that good gameplay has mostly taken a back seat, or been outright sacrificed, for the sake of this kill rate stat.
The kill rate itself is proof of that. Survivors are dying 60% of the time on average, escaping 40%.
So, even by those numbers you're far more likely to die (lose) than escape (win) on survivor. Your thesis here doesn't hold water for many people. If survivors only cared about winning this game would've died simply with this one metric goal.
Arguably, the game is strained already, and things like disconnects, giving up, and "go next" meta all point to major issues, but that's not just because of losing constantly.
The gameplay sucks, sometimes even when you win. Sometimes doing what it takes to win sucks more.
But we can't talk about making the gameplay fun, apparently, because we might have to actually fix some things, and that might impact the Almighty kill rate for a month or so. We can't have that.
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That's not necessarily true. I currently escape about half my survivor matches and I'm happy with the number itself. I don't mind the other half being losses. The matches I mind are when the killer wins by slugging everyone after playing like straight trash all match, or when I get tunneled out immediately, or I get slugged for the 4k and am crawling around on the ground for four minutes, or camped into second stage/death. It's absolutely the cheese that makes this game unfun for many people. Those are the ones that stick with you and piss you off. Regardless of role, I'm fine with losing to people I feel played better/smarter than me, but that's often not how it goes.
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The problem is when we try to talk about making the gameplay fun for killers, the conversation gets an overwhelming amount of pushback.
Excessive hiding is unfun for killers, and we we SUPPOSED TO have a phase 1 update to address this problem, but survivors complained they are "just trying to survive", and got the entire thing nerfed so badly that BHVR might as well just revert the AFK crows to what they were before phase 1.
Bully SWFs are unfun for killers, but if people try to talk about that, we get told it's not really a problem, or "at least they aren't doing gens"
Gen rushing is unfun for killers, but if people try to talk about that, we get told "it's not real" or "that's not what gen rushing is"
Being forced to slug isn't fun for killers, but if people try to talk about that, we get told "slugging is worse for survivors" or "it's not really a problem"
Voice comms and SWFs aren't fun for killers, but if people try to talk about that, we get told "you can't punish people for playing with friends"
So really, when people say "making the gameplay fun", the vast majority of the time it's really "making the gameplay fun FOR SURVIVORS ONLY"
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Tell me your biased whithout telling me your biased 101.
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People complain about the game on both sides because they lose more often than they think they should.
If survivors cared about winrates, you'd see them throw a tantrum over the fact that BHVR officially balances for a 40% escape rate, which means they are intentionally getting disadvantaged in balancing.
Survivors really don't care much about losing, it's about the way they're made to lose.
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he's not, he's pointing something out that happens alot in this forum. your response is proof of that
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Well they keep nerfing every strategy killer gets so dont be surprised when survivor gets stale.
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But tunnelling a survivor out and running 4 gen regression perks is still the best way to win. Could you please elaborate on what you mean by "every strategy" because running gen perks and tunnelling hasn't really changed all that much.
When the devs actually looked at that and tried (very badly, in my opinion) to fix/change that, the pushback they got was so big it never made it to live.
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Still waiting for the flood of perkless Ghostface and Trapper players that were just waiting for anti-camp, anti-tunnel, anti-slug, and pallet density to be cancelled before returning to the game for fun wholesome matches. Oh right, its still the same OP killers on repeat with no viable options in chase for survivors.
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The problem is when we try to talk about making the gameplay fun for killers, the conversation gets an overwhelming amount of pushback.
No, the problem is that you never talk about stuff that's unfun for killers, UNLESS it is to disparage people for talking about problems on the survivor side.
No one brings these issues up on their own merit, they are always used to admonish others for talking about tunnelling and camping. The only thing killers bring to the forefront as an issue is gen speeds, which ultimately boils down to 'I lost, fix it'.
Your attitude is never 'This should be fixed, and this too', your attitude is always 'Your issues shouldn't be fixed because my issues also aren't fixed'.
THAT is what gets you the pushback.
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I did see people on these forums loudly complain when BHVR announced the kill rates are supposed to be 60%.
Some people said it was proof the game was killer sided, and some people demanded it be moved to 50%. Some people threatened to leave the game because they didn't like a 60% kill rate.
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This is just telling on the content you choose to consume. There are hours and hours of videos across platforms talking about the QoL issues killers face that don't mention survivor complaints a single time. Just because you don't see something from your very insulated perspective doesn't mean it doesn't exist.
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And none of it ever makes its way here onto the forums, which is what we're talking about.
Some people said it was proof the game was killer sided
It IS proof the game is killer-sided, the devs literally rig it to be.
But declaring that it is killer-sided isn't the same as complaining about it being killer-sided. People mention that the game is killer-sided when killers demand further direct killer buffs. Buffs that, coincidentally, also never have anything to do with the issues you complain about not being allowed to complain about.
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I care less about balance, and more about how stale survivor has felt for a long time. Killer powers keep getting more interesting, while survivor is still just vaulting and dropping pallets. No new mechanics are added for survivors, so perks are just re-hashes of previous perks. All just different ways to heal, do gens or get a speed boost, ect.
The Fog Vials could have been fun, but they got nuked instantly. The key rework destroyed it's only good add-on, that being Blood Amber. Not to mention that maps are still awful and uninteresting to use.
The only fun I've had in the last couple of years is the addition of Meme perks. But there's only so many you can add before they all become interchangeable. Survivor needs something new.
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Do you think there is something fundamentally different from killer players and survivor players, where survivor players care about fairness but not about winning, and killer players care about winning but not about fairness?
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Survivors gave up OTR, Styptic and Syringe for 5 seconds of extra anti-tunnel. Kind of hilarious honestly.
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OTR is still good though, no killer is waiting out 40s of endurance. The whole point of it as an anti-tunnel perk is to guarantee you get 2 health states if you're tunnelled off hook.
Styptic/Syringes were just unfair, not saying they shouldn't be impactful or strong but there's a reason why Killer plays found them incredibly frustrating.
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Goes both ways. Survivors complain about cheese and you can spin a wheel and get one of these responses:
"Your team messed up"
"Should have slammed gens while your teammate was tunneled/camped/slugged"
"Killers are just trying to win too"
"You shouldn't have gen rushed"
"Should have brought perks"
"You need to adapt"
"Get better at looping"
"Blame matchmaking, not players"
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There are plenty of tantrums about the 40% escape rate. They show up on this forum all the time.
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How dare survivors ask for the game to be fair.
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They let fog-vials die in a week but let kaneki run rampant for 9 months.
They let haddonfield be a empty map for months but change hawkins to not only nerf main, but nerf EVERY OTHER DECENT ROOM HAWKINS HAD.
The railing room?, the rails got broken and it has a window, any other room?, pallets seems to be reduced.
Spawn-rules just universally nerfing survivors across the board.
Anti-camp speed nerfed, its slower than it was before with the ramp up.
It just makes no sense for me to be playing survivor when i get punished just for playing for my team, playing for fun or playing for support.
If im not playing ds unbreakable, i will be tunneled out, someone else gets tunneled out and there is close to nothing i can do about it, because bhvr for some reason stopped caring entirely.
No casual player thinks survivor is easy, no one.
I can name alot of people who have said killer is easy.
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Completely failing to understand that it's a 1v4 game for the killer. If each survivor has a "fair" game with the killer, then the killer has zero chance to play at all. We've been there before, look at what's been happening in the game when the survival rates dip above 50% and you'll understand why things are the way they are. Hell, look at matches against killers with sub-50 kill rates right now and understand that that's what you asking for as the killer experience . . . across the board. You won't get queue pops anymore because your victims, err, the killers will all quit.
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The only strat i can tell from the past notes to be nerfed.
Is hit and run and unable to punish survivors healing on hook.
Undetechable is unchanged.
Aura got buffed, distortion is gutted
Oblivious got buffed.
Some exposed perks got buffed like friends til the end (which only s-tiers obliviously, so thanks bhvr).
There is nothing else that has been nerfed besides that unknowns window vault, gaining a hatse boost if you injure, vault window and you vault aswell....which supiror anatomy exists as a replacement.
The only hex perk that got nerfed was pentimento.
(Which you wouldnt be winning against a cordinated swf anyway).
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Excessive hiding is unfun for killers, and we we SUPPOSED TO have a phase 1 update to address this problem
We did. In fact, they updated the afk crow system and closed some loopholes like dropping your item excessively or barely moving. Those updates still exist. They also deleted distortion.
The initial release of updated crows was so overtuned that it gave the killer free intel simply by having survivors play the actual game, then it was tuned down to only target excessive issues... Like the one you're complaining about now that was addressed at least these 3 times.
Bully SWFs are unfun for killers
Well, double locker saves got nerfed into effectively being non existent. Maps were made smaller and hooks respawn for free to remove dead zones.
Actually problematic interactions like conviction gaining a charge by healing yourself have been addressed. Buckle up ftp also removed and reworked. Not to mention targeting things like removing the upper rpd library to prevent issues.
And on top of that, there's an abandon option for the killer if no one has completed a gen in 10 minutes.
Gen rushing is unfun for killers
Gens got extra time, survivors spawn together, prove thyself and BNP were nerfed into obscurity by demand, and most importantly, chase times were reduced substantially.
Unfortunately, the biggest contributor to "gen rushing" is that killers not only insist, but demand that "standing near a hook supervising the only survivor who isn't doing gens and can't physically do one" is the only strategy they need... Which also leaves 3 survivors completely alone to checks notes do gens for free.
Shame we couldn't fix that one for people.
Being forced to slug isn't fun for killers
This one is so general your just complaining to complain. Again, they made hooks respawn and shrank maps. Hooks are available, so they already targeted this.
If you're referring to survivors trying to interact with the killer (i.e. flashlight save) they nerfed flashbang and background player.
Not to mention that complaining about survivors choosing to voluntarily interact with the killer means they aren't on gens. So you're complaining about survivors doing gens and complaining about survivors not doing gens. Do you see a problem with that mindset?
Voice comms and SWFs aren't fun for killers
Not really sure what you want done with this. They already demonstrably showed us that even a 4 man SWF is only escaping 40% of the time on average. They actually did balance SWF, and have the stats to show that.
So, in all honesty, they've actually addressed these concerns for you.
My main problem is that any time a thread like this comes up to discuss survivor issues, we get a handful of the "usual suspects" who want to derail the thread to talk about killer issues. This thread has already been derailed, in fact.
And it's that kind of derailing that causes every one of your concerns to get attention (even if it's not enough attention for your liking) and gets things like anti tunnel scrapped within seconds after waiting 10 years for a meaningful solution.
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Of course, that's because survivors don't know how to quit. BHVR has shown in their actions they care nothing about the experience.
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I play survivor more than I play killer. I think 40% escape rate is perfectly fair. I’m making this judgment based on almost 3,000 hours playing both sides. Escaping 40% of the time feels fine to me. 60% kill rate also feels fine to me.
I remember when average kill rates were lower, closer to 50%, and the game felt pretty miserable on the killer side unless you were playing S-tier killers with the sweatiest builds. Survivor queue times were super long because killer sucked to play. I was playing with a friend tonight and he, oddly enough, made a comment about how nice it is that survivor queue times during the evening when we play are only a few minutes instead of the 10-15 minutes that they used to be.Killer players need to feel like the game is fair too, because otherwise we just go back to the time of super long survivor queues. Most of the complaints on this forum about the game being “unfair” are coming from survivor players who don’t play killer at all or don’t play killer very much, certainly not enough to consistently go against skilled survivors.
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The experience doesn't only feel like it's gotten worse, it has gotten worse. At this point, it's very hard to argue that anything that could significantly improve the Survivor experience isn't off the table. BHVR is very keen on keeping the game exactly where it is. In fact, they seem proud of it. Pardon my attitude, but God forbid that Killer has to deal with getting less than the 4k every trial.
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The reality is that the experience of the game as a whole is degrading and it's not just a survivor or killer thing. The current state of game balance is both sides speedrunning their objective and trying to avoid as much interaction as possible.
Not to mention this community is trying to rival the peak toxicity of LoL.
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This narrative holds no water, in my opinion. The game has never been in such a bad state for Killer as 6.1.0 was for Survivor, and that was only the start of it. Roughly 6 months ago, we had a patch that was doling out DC penalties and locking Survivors out of the game because they hopped on a gen too close to the Killer after being unhooked. That patch lasted for an entire week. A patch dedicated to improving the Survivor experience was pulled from the PTB after 2 days.
At what point do we just admit that the game was fine before, but that there were pain points for everyone? Otherwise we have to believe that anything outside of the 4k is unacceptable and that Killer is in a bad state as long as they have to focus on macro play or really have to be inconvenienced at all.
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Where?
Because I'm on these forums plenty, and I only see it brought up as a counter-argument to people complaining that 'survs OP'.
I never see it brought up on its own merit, in the way people talk about camping, tunnelling or slugging.
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Interesting that having an equal chance of escaping or dying (winning or losing) is considered "having zero chance to play". If killer players will only play when the game is unfairly balanced in their favor, would you perhaps call that gasp..."entitled"?
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I guess we’re done arguing here because the only resolution for you is “we just that the game was fine before”, which translates to “everyone just agree with my personal opinion”.
I’m not trying to get everyone to agree with my opinion - in fact I’m very well aware based on downvotes that my opinions that come from the perspective of someone who plays both sides of the game are often not popular. I’m simply stating what has happened to queue times in the past when game balanced was titled in more favorable way for survivors than it is now.
There’s actually not much point in arguing anyone’s personal opinion here. All we have to do is look at queue times and I’m guessing BHVR probably does this to make their balance decisions. Survivor queue times during peak hours when the largest number of people are playing used to be atrociously long, and now they are actually reasonable. That’s exactly what BHVR are trying to achieve. Balance around this, not individual opinions from people who are either performing below the average or people who don’t feel like the average is “fair”. This isn’t coming from a “biased killer main” point of view. For example, I will argue very strongly for further survivor buffs/killer nerfs in 2v8 because the queue times are telling us that it’s still not enough fun for many players to choose the survivor side.A lot of people were not enjoying the game back when it was “fine before” and that’s why we had 15 minute (or longer) survivor queue times during peak hours vs the much shorter survivor queue times we had now. I played quite a few survivor matches with a couple friends last night and we all had a great time. Stop insisting that everyone who plays survivor is miserable, because it’s not even close to being reality for many players.
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Here to support the unpopular opinion that balance needs to be based on the queue times because that is the most objective way of measuring how much relative fun is having. The only opinion that seems to get you upvotes in this thread is “I’m not having fun playing survivor, so please nerf killers and no I don’t care how it affects the experience of those players”.
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