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Cropsy

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Cropsy
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  • I include SWF in my posts here about balance but I wouldn't be interested in turning off SWF matches as a killer. The problem is not the coordination of SWF. The problem is these tend to be the matches where as a killer you really feel the lack of balance in the game being pushed to their extremes. If those balance issues…
  • I don't give a crap about what the point of perks like BT are. That's part of the problem. BHVR has taken perks too far, sending mixed messages, and creating this stupid cyclical approach of counters to counters to counter counters. I think you're stuck in the screwed up mindset BHVR's mishandling of balance has created.…
  • Odd that a lot of comments are that it's too big or easy to get lost in. I feel it's a small map. I think it's a good thing it plays differently. Different dynamics because of a map are a welcome addition to shake up a game where balance issues around the same things are constantly a problem. The only times I get lost are,…
  • They don't. It's the killer's choice. Hooks are the killer's part of the game. Gens are the survivors part of the game. Even with such a poor execution, it's obvious that's the game's base framework. When it comes to facecamping, survivor complaints demonstrate zero responsibility when they still have moves. Don't go for…
  • Speaking of thinking first, it's an idea. Not a set in stone change. That kind of simplistic black and white thinking in which there's no imagination for how to deal with exceptions doesn't really add anything here. Program it with an exception so the twins both have to be there. *Yawn*
  • That is definitely the problem. Not enough core changes. I sure hope the BHVR approach isn't solely about money or else much needed core changes will never happen. Right now it feels like, 'You don't like how survivor/killer beat you with ____ perk/ability because you had no way to counter? Buy the new survivor/killer with…
  • First, any solution shouldn't be perk or ability based because it will just end up countered by the next set of dlc they release and the devs need to start making changes to the core game to build back some sort of integrity and balance. I understand new dlc/perks gets them more money, and they probably don't mind making…
  • It's true that a person's feelings and stress are their own. But everyone is playing a game for the feeling and, with the exception of games looking to troll the player, all games are designed to play into a person's feelings--to make you want to play. Whether that's something demonstrative emotional or just the feeling of…
  • Apples and monster truck tires. Ridiculous false equivocation. An arena or shooter game is not at all comparable. When a survivor is hooked, they're not waiting to respawn into the match fresh with a new life. You get one life in this game and when the match is on, the match is on. No safe zones, no respawns, no timeouts.…
  • It’s true. I think the devs have dug themselves a hole relying on perks and powers that are a continuous one up manship of counters for counters. New killers and survivor perks aren’t even creative. They’re designed to put out the balance dumpster fires the last DLC created. I liked the old gameplay before infinite loops…
  • I'm not entirely clear how I feel about this because balance issues existed before MMR. Old system sucked. New system sucks. But I think the new system creates space for fine tuning that could eventually be good. Currently, I go from one really easy match as a killer, to an impossible match the next game. That spike is…
  • I've been playing since launch. OP is spot on. And regardless of how those who rely on logical fallacies respond, one's experience or lack of experience with dbd doesn't negate the reality that it's much easier to be successful in dbd as a survivor than killer, or the reality that there is much less pressure involved in…
  • Is facecamping really an issue? Seems like the killer can't block the hook. I tried to do it today, and a survivor was still able to unhook even though I was standing right in front of the hook. So yeah, get all your SWF buddies or borrowed time randos who've learned the game has made killers a minimal threat and have an…
  • Not too easy to play. And looping isn't fun. Good survivors have the edge. Looping overall is a lame mechanic. It's like an annoying version of the chase part of duck, duck, goose without the endorphins from actually moving. At launch, stealth was the skill survivors needed, which is a better fit for a game called Dead by…
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