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Unpopular DBD opinions that would get you downvoted?

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Comments

  • Nazzzak
    Nazzzak Member Posts: 7,813

    Yeah but my kid was literally a FNAF fan in kindergarten so they're probably not wrong 😭

  • DarkStrife
    DarkStrife Member Posts: 53

    being a killer main

  • zonkednb
    zonkednb Member Posts: 491

    I feel the downvotes come less from the concept in a vacuum, and more the belief of the consequences of such a split. Queue times would be worse in casual and borderline unplayable in ranked. Sweaty slug-for-the-4k type players will keep doing the same thing, just in casual now. Doing too well in casual, even if you're just vibing, will have the now much thicker survivor rulebook tossed at you.

    I 100% agree with the 2nd point. Once I've got a 3k, finding the final survivor for the 4k is just pointless busywork. The outcome of the game has already come down to luck. Slugging for it is just forcing one survivor to sit and wait while you spend up to 4 minutes looking for their teammate, who is obviously going to stealth for hatch. I've alreayd made my point with 3, I'll get 4 if I find hatch before the last guy. Or I might give it, if they're cute.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,625
    edited June 5
  • HoodedWildKard
    HoodedWildKard Member Posts: 2,625

    Idk i think people overexaggerate how badly it would affect the game. Between map features, 2v8 and chaos shuffle we're pretty much constantly running with split playlists atm and the queue times aren't intolerable. Make good prizes like skins for ranked seasons would encourage people to play more. And ranked can be balanced differently, in a way you couldn't do with casual.

    In the same vein, yes some players will absolutely sweat casual, but not absolutely everyone and no more than already happens. Any decrease in sweats in casual playlist is an improvement.

    And yh i tend to deliberately let last surv go unless I have a 4k challenge, or they've been toxic af.

  • sonata93
    sonata93 Member Posts: 441

    At its core, the game isn’t broken/imbalanced as people make out. It actually gives both killer/survivor a fair chance at winning.

    The imbalance comes from the individual, not the game. It’s sweaty playstyles (bully squads, tunnelling, etc) that make the game feel unfair and unfun. I also think perks have become oversaturated and we need a meta shake up again. Or better yet, try to create a more even playfield in terms of perk strengths so that we see better variety.

  • Chomperka
    Chomperka Member Posts: 251

    God surv main takes in this thread are hilarious , at the very least people understand those usually will get them downvoted, killers truly should stop using this cheap cheese tactics called chase and hook.

  • UnicornMedal
    UnicornMedal Member Posts: 2,039
    • The claim that the game is "the most balanced it's ever been" gives the same vibe to me as "Smash is the best with all of the items turned off on Final Destination". It appears more balanced when you don't care about fun, but even then it's a mess. I think it's said by competitive minded people and then repeated verbatim.
  • Wezqu
    Wezqu Member Posts: 1,720
  • Chomperka
    Chomperka Member Posts: 251

    Because all takes are biased toward survivors when game balance is already wildly surv sided? People just use this thread to "i want bhvr to make unbalanced changes toward my side because I am bad at this game but still feel bad when I lose"

  • Chomperka
    Chomperka Member Posts: 251
    edited June 7

    My takes:

    1. There is no such thing as "genrush" or "tunneling", its just players doing their objective in the game in most efficient way possible, and you shouldn't ever blame players for it.
    2. There is so many means against "tunneling" in this game(including perk that literally takes hook phase away from tunneled person) that survs complaining about it are just low skilled(meaning blaming it for their loses, not just being annoyed by it, which is fair)
    3. "anti" systems are unhealthy and just toxic, if you want players to stop commiting to certain playstyles you should make others more viable and efficient. BHVR sometimes take steps in right direction(PTB tunneling reduction changes around a year ago, if it was just elusive for unhooked survivor+buffs for killer doing unique hook it would be nice changes, but of course they had to add "anti" system that just removes ability to kick gens for killer if they tunnel. That's unhealthy and its absolutely right changes didn't make it to live)
    4. Hatch is extremely toxic mechanic for both sides, for killer it takes deserved 4k away and for survivors it makes last 2 survivors just stealth hoping another one will be caught earlier so they get a chance for hatch. Needs to be reworked.
    5. Oni is absolutely strongest killers in this game should be, survs have clear and fair counterplay(delaying first hit as much as possible) but killer itself is capable of winning even against really strong players. Everyone who is stronger like ghoul or nurse are just unhealthy for the game that make general game balance adjustments much harder and create unfair perk nerfs situation like ultimate weapon when good perks becomes garbage just because its op for nurse.
    6. Killer power and difficulty should not have any correlation, its should be entirely up to player what kind of killer they want to play as, something more complex like singularity or blight, or simple like ghoul or legion. "Being hard to play" doesn't justify OP killers at all.

  • Chomperka
    Chomperka Member Posts: 251
  • littlehoot
    littlehoot Member Posts: 167

    I actually really agree with your second point. I've brought it up before on another thread—mostly by drawing from my experiences playing FFXIV, where after every instanced duty you're allowed to give a "commendation" to someone else in your party (only if you were not partied up before joining the lobby, so you can't just give comms to your friends). Getting enough commendations unlocks achievements, rewards, etc. You don't HAVE to give one out in a game if you don't want to. But honestly, whenever I leave a duty and I see the little notification that someone gave me a comm, it's really nice.

    IDK it just encourages positive behaviour? Like sure, maybe people would only do it at first to get the benefits or rewards, but does it really matter why someone exhibits positive behaviour in a lobby as long as they are in fact doing it? It would foster way more good will and positivity in the community. Especially if it extended to being able to give the killer a comm as a survivor, or the killer being able to hand out a commendation to a survivor they thought was really good.

    This is especially the case because console players don't get chat. There have been heaps of games where I've wanted to say something to a fellow survivor or a killer I thought was good, but couldn't because they were on console. Even in matches where I've died as survivor, there have been killers I really enjoyed and thought deserved their flowers. As it stands, the little 'thumbs up' thing doesn't really do anything. It doesn't even notify the person that they got that acknowledgement.

    I just think it would be a small thing that might encourage slightly more good will and positive interactions within the player base.

    I also really agree with your other two points. The first because at this point, after what they did to Myers, BHVR has effectively gutted all true horror elements from gameplay, so ######### it, let me dress up in silly clothes.

    The third because it is obscene the amount of things any given player has to learn to be even passably good at the game. We're about to get our FORTY THIRD KILLER, of which each and every one has a different type of counterplay tactic you're supposed to remember. As well as how different perks work and counterplay those as well. It's bonkers to expect any casual player to remember all of that information.

    At this point don't even ask me to distinguish between different gen blocking perks. The gen is blocked. At some point maybe it will be unblocked. What caused it? Good question, don't know, it is a mystery.

  • TropesDaMan
    TropesDaMan Member Posts: 480

    As a skully main i just wanna say

    screw cosmetics, the gameplay is fun

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 2,004
    edited June 9

    Slugging will stop being a problem when killers are not actively punished for hooking survivors by many existing and future perks.

    Untitled Image
  • Shirtless_Myers
    Shirtless_Myers Member Posts: 515

    Being able to see other survivor perks is generally worthless to the majority of players, as they won't have the time to go over them mid-match unless they have thousands of hours and memorized hundreds of perks for a quick flash. Honestly, quite an odd decision when you could also have them appear during the loading screen, allowing new players to at least read their descriptions.

    They value profits over healthy game design and offer a game that outright ignores the issues concerning one side for months on end, creating Pay-to-Win experiences to generate more sales.

    The team behind Dead by Daylight lacks any backbone as they allow cheaters to run rampant, and when they can truly rid the playerbase of them, they instead back out of the permanent bans and give them a temporary ban that lasts less than a week. It's also worth noting that they only went after the cheaters who injected DLC and cosmetics, not just any form of cheating, showcasing their priorities.

    If the developers could reach through the screen and hold your hand as a killer, they would, as the matchmaking is so horrid that solo queue survivors are expected to complete 3-4 generators for their team, as their teammates want to run around and ignore the objective. It's gotten to the point that if I even want to play the game on survivor, I'm expected to sit on a generator for a majority of the game, or they won't get done, while also needing to have a really great chase to make up for teammates' subpar ones. Deal with 3-4 generator slowdown perks as they refuse to acknowledge the disparity between solo versus SWF.

    Anti-face camp should be a part of the endgame, as it's incredibly stale watching the killer dry hump the survivor on the hook while in solo queue, knowing at best it’ll be a trade. If you've gotten to the endgame with multiple survivors in play, I feel like you deserve to lose if your approach is nothing but waiting in front of the hook. Endgame should receive changes to make it more dynamic for both sides.

    Overall, solo queue feels miserable to play, and I don't think the developers care enough. Killer may feel frustrated in the occasional matchup with a group able to stack nasty setups that solo queue simply isn't able to achieve due to a lack of voice communication. Having solo queue forced to forgo stronger perks as they'd need some method of aura reading for certain builds to even function. Or they could cheat with wall hacks, as the developers do nothing about subtle cheating.

  • NekoTorvic
    NekoTorvic Member Posts: 852

    • It's been interesting to read the stuff in this thread. So here's my takes:
    • This game's community has an attitude problem that is basically a part of the game's culture. It is absurd to me that new players know about and get upset by things like "tunneling" before they even know what some of the more meta perks do, and I think it's entirely an issue of player attitude. If your attitude is that certain things are bad and unfair and unskilled and personal attacks, then you are much more likely to have a bad time than if your attitude were one of self improvement, and understanding of what each side has to do to win.
    • Both sides need to have ways to "ramp up" the pressure they put on the other side, and eliminating them entirely would lead to extremely stale gameplay. The important thing is that there's a cost/benefit analysis that happens, and that the side being pressured has tools to respond (this word is important, the tools should not NEGATE the pressure for free, they should allow a meaningful response to the pressure)
    • A lot of the discussions about this game's balance, for some unfathomable reason, always seem to be based on the premise that "The team-side of the game cannot be expected to work as a team". I understand perfect coordination should not be expected at all times, but if the killer is playing well enough to require perfect coordination, then it's fair that the survivors should have to be perfectly coordinated. Balancing the game around survivors not being able to play as a team is just silly to me. Though I will say, the game does need more tools for better survivor coordination.
    • The chaos of a looser matchmaking is always preferable to me. I much prefer going against very new people sometimes, and being nice to them and playing more chill, and then immediately going against hyper competitive people who clearly outplay me and are way out of my league, and everything in between, than just consistently and constantly having high pressure games against the same kinds of players, I find this latter version to be tiresome.
    • High skill players going on incredibly high win streaks on killers (or even survivors, to be fair) does not necessarily prove that a killer is unfair or unbalanced. Most survivors have no idea what to do against high skill killers, and the same happens the other way around. What's more important for balancing is how players of similar, but good/high skill levels interact with each other, and most importantly, the cost/benefit analyses of the tools each side has available when used adequately and the cost/benefit of the other side when responding to those tools.
    • Low skill players and new player should mostly be left out of balancing considerations. They should be given the tools to act and learn, but no one should be making balance changes based on a player's poor understanding of the game. The game should, however, change to be clearer for people, so that errors can be identified and understood by new players, so they can get better more easily. So in other words, we shouldn't coddle unskilled players so they don't get punished for misplaying, we should give them the tools to facilitate their improvement, if they choose to improve.
    • Now for a spicy one that I have never, in 8 years of playing this game, been able to get off my mind, and it's a bias I carry, (but try to put aside when considering balance and such): The main objective survivors have to complete in order to win is "hold one button on an inanimate object, and occasionally press another one. Do this for a few seconds, then repeat." This always makes me think, in the back of my mind, that it's totally fine for killers to have more agency in their part of the game, which is the chase. Therefore, I think it's fine for killers to have about 65% of the agency in chases, so long as they have the skill to do it, cuz I do think killers should have decently high skill floors. (On the topic of player attitude I raised earlier, this used to be enough to get me to be proper upset during the first years I played the game…but I learned, changed my attitude and I'm much better for it lol)
    • Speaking of chase agency. I think survivors have WAY more agency against some killer powers than people seem to think. While killers like Slinger, Henry, and some other projectile killers have the ultimate say because if they hit their power, they get the value, it is absolutely a fact that survivors can make it very difficult to hit them and even cause misses. Survivors that are good can mislead you with their direction, they move in unpredictable ways, they read what you're trying to do and all of these things can cause misses even on highly skilled killer players. This, imo, is a fair level of agency for survivors to have against these skillshot killers, and if the killers hit their shots despite survivors making it as hard as possible, it speaks more to the skill level of the killer player than to a flaw in the killer's design.

    I think I could keep going but I think I've said plenty lol. Fun thread to read. People have so many different opinions.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,971

    Shoulder the Burden is insanely powerful and more people should be aware of that.

  • TropesDaMan
    TropesDaMan Member Posts: 480

    The amount of times ive been screwed over by it is just immense

  • cestoda5
    cestoda5 Member Posts: 51

    In every measurable metric the game is killer sided. Please enlighten us all with your acumen.

  • TropesDaMan
    TropesDaMan Member Posts: 480

    This game is nobody sided, each sides have their problems and anyone who says a specific side rules the game has clearly struggled against said side. From Kiler sides, gens go to fast, perks like SB and DS carry survivors too hard. Yet from survivor sides Killers are too strong, and most strategies are toxic. No one wins lol

  • oxygen
    oxygen Member Posts: 3,392
    edited June 9

    MMR was always meant to be infinitely more like the "hidden quickplay mmr" of many other games, not the ranked points that determine if you're gold or platinum. The devs should've genuinely told us way less about the system (what specific numbers is low-mid-high-top x%, softcap, backfill matchmaking and so on), in fact it would've been beneficial for the system working properly as what it is (a matchmaking variable and nothing more) if they straight up lied in our faces and just claimed they were experimenting with the old matchmaking system.

  • TropesDaMan
    TropesDaMan Member Posts: 480

    i have another one

    VIGIL SHOULD NOT AFFECT HINDERED

  • zonkednb
    zonkednb Member Posts: 491

    I think this take is pretty universally popular. Or, at the very least, should not effect hindered that originates from a killer power as opposed to a perk.

  • drag27
    drag27 Member Posts: 268

    you have Unbreakable

    "In Dead by Daylight, pressuring survivors means forcing them to stop repairing generators and waste time on other tasks"

    if this is true then slugging a survivor by definition is "pressuring the survivors" so your hot take doesnt make sense. Unless this is another "but its not fair to the survivor"?