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Asymmetric games are very hard to balance and keep balanced while releasing new content. DBD isnt perfect but the variety of content keeps people coming back.
Not only is tunneling possible, MULTIPLE KILLERS can pincer you and take you out of the game immediately.
You cannot support a game being better purely by saying
"it looks better"
and
"it has more stuff to do per round"
Graphics don't really matter up until a point where it hinders presentation, and more stuff to do is far from a good thing, asymmetrical games are not even remotely easy to balance, which is why Dead by Daylight survived with the whole idea of "less is more"
But I'm sure THIS will be the one, surely this one will take off unlike Evil Dead, Last Year, Friday the 13th, VHS or Predator.
LMAO
knock on wood
They DO have a perk system though, that wasn't part of the testing.
5 would be pointless in DbD.
To 1: The survivor community has to take the blame for generators only. Hex totems could be a second objective, but survivors don't want to find and cleanse them. Therefore they are mostly weak. Skill checks won't be touched, because survivors would protest once again.
To 2: The hook mechanic is crucial to keep a match going, to give second and third impressions, which can be used for different pathing, mind games and memes. The killer earns the right to defend the position where the survivor went down. In the end, to stop camping and tunneling, every single (fresh/mixed) hook has to increase the chances to win as killer significantly. Designing this properly, without any holes, is a complex issue though.
evil dead as an example: Focused on a niche group who liked evil dead. The maps were very large and there was a lot going on. Steep learning curve and other players could really screw you over with items and ammo being per player. Games were at least 30 minutes long unless one side was completely dominating, but even then the survivor side could only go so fast.