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Also game balance for survs is somewhere between solo and 4swf, so solo players are always disadvantaged and swf is not - they do not like to do strong soloq perks that could be abused in swf and strong swf perks are hard to use in soloq.
There will never be definite anwser, because some people use the top 0,1% of players as proof of the game being one sided, while majority of player base is sitting in lower skill bracket.
As you noted the actual balance is about survivor teams vs. killer, which seems reasonably balanced when you consider 3K and 4K a killer win and everything else a survivor win.
If you instead focus on kill/escape rates the game suddenly becomes very killer sided, because any single survivor has a higher chance to die than to survive. However, this is clearly intended and supported by the overall design.
When the playerbase makes fixing a problem more risky than just leaving it alone...it gets left alone.
no matter what the devs will do the game will always be "killer sided" as long as enough amount of people think so
people who play the game know the nurse is by far the best killer and pretty much doesn't even play the same game but since she has a higher skill ceiling and those who are still learning get less kills the numbers make it seem like she isn't as strong as she really is
Solo que desperately needs a lot of buffs to become enjoyable again, but I BET once they do, SWF will try to exploit it in order to get the same buffs plus coordination. Which is kinda the problem. DBD was balanced when there was only solo. But SWF is rightfully insanely popular, so its a no brainer to keep it. Even if it makes balancing the game almost impossible.
And what is wrong with aura reading?
One of the best examples I can give? Prove thyself. as it is, its a fairly weak perk for soloque because you can whole games with people ignoring you having the perk and you would have to add more perks just to use it, while SWF can easily say " I'm over here, come over, we rush this gen now". Prove thyself is, in this context, fairly weak for soloque, but absolutely too strong for SWF. did they do anything? Why yes. they nerfed the perk and reworked the working on a gen together mechanic. In general. Making it this weak for solos while SWF still gets a mile out of it.
WHat does it teach us? Devs still did not learn the lesson about the problem of their game.
As for aura reading we have too much and most of it stacks killer wise. DBD is has no element of of cat and mouse there's way too much information instantly had with no effort needed. We might as well remove scratch marks since every killer runs aura/scream/gen regression perk.
Hell even once you get to higher MMR it isn't just SWF anymore it gets quite hard for killer in general. More frustrating also.
You can die because of someone else as survivor, and it's annoying absolutely, but killer when you make a mistake it's on you and that one mistake is like four times worse as you are just you. So you feel bad on top of performing bad, and then if you get tilted you start making more mistakes and in general killer can be a really hard and frustrating experience the higher in MMR you go.
So incredibly true. Once upon a time you could actually try to play stealthy, but now you need at least 3 perks to try and not get constantly revealed. And then there are several perks that outright ignore any of your defenses. And even a whole killer mechanic that ignores all survivor defenses. Its as if Devs don't want any other playstyle except for high action chases, but at the same time bring killers who ruin exactly this aspect by being too good at preventing these chases.
SB+MFT+Resilience+Adrenaline
or
Hyperfocus + Stake Out + Resilience + Deja Vu along with BNP toolboxes?
modern day DbD is literally pumped up chase game, the very proof is that majority of new perks released are focused on the chase aspect.
how do killers prevent these chases if they actually never happen (the case with the very goal of Distortion users).
Stealth play and pumping gens with it are the primary reasons killers run slowdown perks. They are adapting to the most common playstyle they encounter.