The survivor experience feels like it gets worse and worse with every update
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As you see, apparently nobody seems to care that killer players found those add-ons (which were guaranteed free health states) incredibly frustrating to go against. It really isn’t worth the effort trying to convince people who don’t seem to want to consider the perspective of the role that they themselves don’t personally play. You just get a bunch of anonymous downvote bombs with most not willing to provide any sort of counter argument or explanation why they disagree with you.
Post edited by Classic_Rando on-5 -
Here’s a test you can do: create a post that says “survivors should have a 50% average escape rate” and see what ratio of upvotes to downvotes you get.
Anyway, every time I see it on the forum now I will send you a screen shot if you like 😉
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So…survivor players are actually all secretly miserable but still play the game in historically high numbers and spend a lot of money supporting the game anyway?
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I try not to worry about stuff like that too much, for a lot of people it becomes just a circular argument where no side comes to an understanding or agreement about anything.
It just devolves into:
"X side finds this frustrating"
"yeah but Y side has to deal with Z, so it's fine!"
I'd much prefer it if somebody would just respond with something like "Well, I thought old syringes/stypics were fine because xyz" Even if I end up disagreeing at least I'd get why people thought that way.
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Your first post here argued that the game was balanced because of the target kill rate. Now you've moved the goal post to arbitrarily choose queue times.
Sounds like you've already decided in the answer and are desperately searching for a rationalization for that.
I'll also point out that queue times are a horrible metric to choose, not just because they vary between regions and time of day, but also because short queue times is specifically the function of the matchmaking system. So, defending matchmaking here is certainly a stance.
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I didn’t “move” anything. Kill/escape rates and queue times are very much linked together, not mutually exclusive. The 60/40 ratio has led to much more balanced queue times during peak hours, which is exactly what I am aiming for if I am BHVR.
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Kill/escape rates and queue times are very much linked together, not mutually exclusive. The 60/40 ratio has led to much more balanced queue times
2v8 alone proves that this analysis doesn't work the way you want it to.
Escape rates are higher in 2v8 and queue times are terrible, but not because "killers aren't playing" it's exactly the opposite: survivors don't want to queue up.
By your metric no killer would touch 2v8, yet it's the most popular game mode this game has ever seen. At least for killers.
Which also is more evidence that survivors don't generally care as much about "winning" as much as the gameplay.
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genuinely i think dbd becoming as competitive as its gotten is effectively killing the atmosphere for both sides, making people leave.
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Quite funny how you showed your true face too.
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They didnt make this game more competitive. There is no visible mmr. The matchmaking prioritizes short queues. Game is still pretty unbalanced considering everything.
It is the community with tourneys and similar formats and the popularization of winstreaks by tryhard streamers.
The thing they did is just make the game harder for survivor overtime.
So idk, how do you stop something which the community itself did.
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you dont even know but accuse me if you like
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Honestly, the hiding update and antitunnel update both turned out the same, shot down by the community, with only fragments left in the game.
BHVR tried to make the game fun for both sides, but this community decided that they don't want that.
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I wholeheartedly agree with this honestly, I hate the content creation space which is enabling this nonsense
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I still think that what happened in the phase 2 QoL, was the fault of what happened in the phase 1 QoL.
There were SO MANY people that demanded the phase 1 survivor nerfs by as light as possible, and demanded phase 1 never punish survivors unless it was 100% certain the survivor was purposely doing the bad behavior.
We even had survivors sharing video footage of themselves not doing anything useful for long periods of time, getting AFK crows, and yelling "you're punishing me for THIS? I'm just trying to SURVIVE".
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Alternatively, they shouldn't have punished people for trying to cleanse totems.
They also shouldn't have punished people for being tunneled out.
Basic stuff like that would've gone a long way.
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the problem is the 2 sides fun is at the cost of the other so balance is harder han it would be in a non asym and the problem with a lot of a syms is they heavily favor survivors and die because no one wants to play killer
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Nah devs decided to turn tails cause the biased ones were barking the loudest. Devs need to stop being scared every time.
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How is of the record good tho? It basically punishes you for being a good player. „You loop the killer for too long, ah means you don‘t need it’s effect“. This perk is worthless and does not even work as an anti tunnel perk.
Styptics could easily be waited out and syringes required you to loop the killer for quite some time to activate mid chase, which was high risk high reward. If it healed people too fast they could have just nerfed the numbers by +10seconds and they would be perfectly fine. I don‘t get why everything in this game needs a stupid rework instead of just changing the numbers when that‘s all that is needed.
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Well camping is still perfectly viable, 3 gening still works just fine, tunneling was never easier after nerfing maps and anti tunnel perks and you can still perfectly face camp as bubba. So what did they take away now? I‘m not seeing it. You can still do every strategy
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I agree the devs need to either rework gens to allow for a slower pace or add more worthwhile side objectives, that are worth doing for survivors (like boons/chests/new easter eggs….).
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Same. I‘m still waiting to play against more than the same 5 killers every match. People simply chose the easiest path of least resistance, so nerfing survivors across the board only benefits the stronger killers, because the weaker killers still lack behind
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I never got the point of the anti hiding update. Isn‘t the game still labeled as an hide and seek. The first anti tunnel update was good except of those punishments. It just needed a few tweaks.
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Not only should the killer not get a notification when someone is unhooked but they should never see the aura of the hook they are on. Outside of end game feel this could be worth a try. But at the same time I think they should factor in gen focus and not ignore gen rushing as an issue.
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Hiding was one of the only ways to counter some of the higher tier killers too lol
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it's the only infinite resource to handle the likes of Nurse.
it's why I'm sad about vials. getting them only helped the poor oppressed mobility killers
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by competitive i mean the atmosphere of the game. the game has shifted very far from its indie horror aspects, like most maps have been changed/created with the ability to see across the map, making maps 3x brighter than before, and changing maps and removing its identity, all in the name of game balance. in my opinion, maps were almost always hated on because of things like loops, infinites, etc, and the devs should've just kept their eyes on those things, not what makes the game actually scary. its so disappointing too especially with the developed graphics update we got.
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