I remember when the first blight event came out and added the secondary plant objective. THAT was cool and it would be super cool to have something like that all the time; Anyways I honestly agree with this! I enjoy killer but I feel as if I'm way way way too focused on gens and it can be super frustrating.
I've been playing roughly 80% killer for at least a year, but I can't really put a number on it. I first mained Legion- the 4.4 wounded stabbing one- but that wasn't good for anyone, so I gravitated to Doctor, again, before rework. I still hold these killers in high regard, especially after being changed, but Doctor not so much. My main killer is Knight. I do not play the objective; I don't religiously kick generators or run perks to slow down the game because that's not fun. I chase survivors, I put guards on the hunt, and I use guards to hit gens when necessary, but a predominant portion of my games is simply chasing and damaging. I also don't aim for four kills or a win streak because that's hopelessly elitist and it goes against the spirit of DBD. I avoid perks that I would hate to play against, despite survivors failing to reciprocate this in the current Made for This meta. I aim for 6 hook states and at least one sacrifice, which I think is rather standard and it's something I exceed in practically every match. I'm saying all this, not only as a confession, but so you know I'm qualified on this topic, when I wholeheartedly agree that killer sucks right now. Made for This, Windows, and Resilience haunt M1 killers and you can't get one objective done (a hook) before survivors get three (generators) unless you've honed that particular killer to an iridescent sheen or you're playing one that's objectively good, like Blight. The other night, I played a random assortment of killers, some I have experience with, some not so much. Pig, Onryō, Blight, Wesker, Nemesis, Billy, Cannibal, Hag, Artist. With 2% exception, I got rushed to the end of the match and then survivors took the remaining time to humiliate and blind me for free points. I say this as if it made me mad, but I don't feel anything anymore. The worst thing a game can be is boring. Playing a match of any killer that you haven't sunk hundreds of hours into, is boring. It's predictable. Don't make generators slower again or solo survivors will just outright quit, and that 80% would turn into 100%. There is no feasible way to nerf survivor without causing havoc to the survivors who aren't as competent, so we buff killer. I think the endgame collapse, and how exit gates work, need a change in general. I want the collapse to begin after the last generator pops because opening a gate is already so fast. This would indirectly buff killer by allowing endgame perks to hold more pressure, but it would also make the endgame more approachable to incompetent survivors who don't know how to 99 a gate. Aside from that, I want all killers to be faster. I think that is the only way to make the game more fun, interactive, and balanced. This would also mean you can actually chase survivors instead of hitting them once and moving to the next gen. The baseline I have is 5m/s, which would then scale with powers and power. So, Knight and Merchant would be ~4.8 since they can apply pressure around the map, while Trapper and Hag would be closer to 5.0 because they have to move around the map quickly and set up their traps. I think it's absurd that they chose to buff vaulting in the same patch as Made for This, and they still have yet to fix this perk in the upcoming Alien patch. I feel no reason or encouragement to play killer when this perk runs rampant and causes such pain to so many killers. I used to play for hours at a time and ignore my sleep for this game, but now I boot it up once or twice a day. Windows of Opportunity and Made for This just sucks the fun out of every trial because it's so obvious that you're not going to be able to catch any survivors running them, which will be every survivor because why wouldn't you pick the obvious best option. I don't want Made for This to be in the game. I don't want Windows or Boil Over to be in the game. I understand, though, that these are opinions. I believe it's not an opinion, though, to say that killer should be stronger, and that making them faster would make that happen. I don't have faith in BHVR to accomplish this change smoothly, I think they'll swing and miss by either making it too overbearing or too weak, and then slowly tune it back to a reasonable amount. Finally, I want to say that I predicted this. After my first hiatus, I came back for pyramid head, and realized that survivor was too strong because they were too competent. I recognized the problem that arose from survivors knowing how the game works, but they did nothing to change this as it only became more problematic. I also feel like tunneling and camping have their place, but it's hard to criticize genrushing because it's simply how survivors work. You can't expect survivors to stop doing generators just because it makes the game worse; they win, and that's all they care about. So, I don't object to genrushing. Camping isn't very fun or useful, but it has its place if you have multiple survivors downed or hooked nearby. You're forcing survivors to do something other than generators, which is good for the game. Sitting on the first survivor you down is not good for the game. Tunneling is something I try to avoid typically, but some teams bring it upon themselves, and I believe this functions as a consequence. If the survivors don't try and protect their teammate and just try to win, then the killer gets a kill, meaning that the killer, in a way, wins. All these things the community hates- Tunneling, camping, genrushing- They're all natural parts to this game that occur in some trials, even if either side is playing particularly well.
Only in this game have I witnessed that it's considered toxic to, as the weaker side, not intentionally lose. Playing in "toxic" ways (slugging/tunneling/camping) is sometimes necessary to win, but you're seen as this irredeemable monster if you do it. Meanwhile survivors are expected to get 5 gens done in 5 minutes, t-bag at the exit gates, emote at pallets, overuse flashlights, and if they don't do these things they're seen as bad or soft.
I play both roles and if you are a good sport regardless of your playstyle I enjoy my games. At the very least be decent if you can clearly see someone struggling at the game. And I agree with everything that's said in the video. Give survivors more objectives. Maybe change the swf system up a bit, i.e. don't let swf people spectate after game, don't give them the information HUD, ... It's insane how big of an advantage you have in a swf. I'm just glad I mostly don't get to know it while playing as a killer.
THIS, this has been my opinion for a super long time, glad I'm not the only one who thinks gen rushing is as bad as tunneling/camping which become more necessary to get a single kill, even at a competitive level they NEED to tunnel and camp one to even get a single kill, it's a serious core issue and it doesn't get talked about as much as it should, everyone always jumps to the "skill issue"
The main problem in dbd rn is the gen speeds and partially killers that are C and under. So for gens, they should either make corrupt basekit for 80 seconds and doesn't deactivate when downing a survivor or make deadlock basekit to last 25 seconds and takes 5% of the current most progressed generator or possibly grim embrace whilst it'll decrease tunneling and grim embrace will last for 45-60 seconds. For gen perks some of then shouldn't stack e.g de javu with resilience whilst it gives the gen 15% repair speed just like prove thyself or gen perks can stack but the repair percentage can't go over than 12%. Tool boxes needs a repair speed nerf aswell especially the add ons. I also feel like gens should take 5 seconds longer to do but cause of this change, overcharge and COB will be nerfed that it can only activate on one gen at a time. Killers that C tier or lower all needs buffing or even complete reworks whilst they are too weak to do anything against the survivors plus killers that are weak doesn't feel like a threat. Some examples of this is trapper starting with all his traps so he can place them all where ever he wants without the need of going all around the map picking up and placing the traps. He won't be able to pick up any traps until all his traps has been placed or until he has 1 trap left in his hand. When be reaches 3 traps, he can only carry 3 traps in his hands for the remainder of the trial. Additionally the add on that gives him haste after placing a trap should be basekit. These changes would boost trapper from D tier to B tier. Small changes like this can easily make killers like trapper alot stronger that they currently are.
You know how killers have to break walls? How about we put wooden boards on certain vaulting spots which survivors have to dismantle if they want to use it
I'm so glad they stopped putting breakable walls on maps. They suck imo. I like the ones on midwich cause not breaking them doesn't put you at a disadvantage, just changes how the map is played. Having a wall next to a god window which you have to break feels so ass to me.
Piston mechanic. Piston boxes are scattered around and plentiful. Each gen holds up to 4 pistons. Pistons cannot be removed once installed. Each piston increase how much a gen can be repaired by 25%. They also had floor cap of 5%. For each piston the gen cannot regress below 5%. So at 4 pistons the gen can be fully repaired and cannot regress below 20%. Pistons can be installed at any point. Picking up a piston from a box takes 2 seconds and doesn't take up an item slot, however being hit by killer destroys the carried piston and causes it to return to its box. Installing a piston takes 5 seconds, however a gen does not have to have any gen progress done to be installed. Multiple survivors can install a piston on a gen at the same time. If the problem is how fast early game is compared to late game, the pistons should help slow down early game without just increasing gen time. The amount of piston boxes available will be enough that the killer can't just camp a couple boxes, the 20% regression protection the pistons provide should make up for time spent finding and installing pistons as it'll weaken late game 3 genning
I think it's now about changing your mindset. You got 5 hooks? Wow, you are wonderful, that was good of you! Counting on devs changing killer for the better is rather pointless. I've heard somewhere that it's better if survivors are happy because they comprise the biggest portion of the community, If the gameplay for survivor is more frustrating than enjoyable, the losses will be higher
Ty for this people have been saying that killer is the strongest in the game rn which as a survivor main i completely disagree i feel like most games are insta wins and and or killers straight up just dropping chase constantly because they know its just not worth
fully agree. ive almost completely stopped playing killer bc survivor is just so easy right now. id rather mindlessly run chases than sweat to secure a 4k. theres nothing wrong with trying hard to win, but the imbalance is absurd right now.
You can clearly tell the difference playing both sides. I was able to get to rank 1 as survivor fairly quickly, but had to usual a pro pinhead build just to get past gold.
yeah, playing survivor feels pretty boring when 7 out of 10 games you just fix generators and never getting chased because the killer is too busy trying to tunnel one person and even if I get chassed it feels so empty because you know it doesn't matter how well or bad you play because it always feels like Behaviour gave you all the tools to get min a 3 man escape I know they are doing it for the beginners to have an easier time to learn the game, but come on at least give me the chance to remove the extra 2 support wheels from my 3 wheeled bicycle
There needs to be a break in repetition, maybe changing generators as the objective to a more environmental dependent objective, I like how interactive the nostromo map is , now imagine each map has a different way to escape without gens being needed having that spread about , would a change , like how f13 had different ways to escape
Honestly as a killer main. Playing survivor is really boring. I think we need not just another incentive as a secondary objective. But a change to how generator repair is done. Holding down one button and pressing another one every now and then gets so boring. And personally I just cannot stand the hit registration in this game. Even as killer I have moment where I am like "wow. That should not have hit. And then I have moments where I absolutely think it should have.
I feel like there should be parts you need to find for generators to finish them completely, like every 25% progress you need to fid a part to add to the gen to continue to the next 25% or something similar to that, obviously gen times would need to be shortened then to adjust for looking for parts
i like that idea but i think it should be at 75%, and u only need to go get one part for each gens total of 5 times, otherwise 25% is to much each time that and i like the gen time it takes which is fine, if surivvors just have to go get parts for each gen to continue that would work. gen time even wont need to be reduce since survivors have chase hud info which gives them alot of time to repair gens since surivvors know they're safe due to the fact chase hud info shows the killer isn't near your gen or terror radius doesn't matter anymore to scare people of gens due to chase info as well thats one reason why gens get done so fast cause everyone knows they're safe on gens.
Oh man ... I wish I could face anyone who can appreciate gimmicky build on low tier killer. But all I got are tea bags. Well good luck in your struggles mates.
as a killer main I felt this video lol Every chase in my games ends in 30 seconds and there are only two options: 1. I down a survivor in 30 seconds because of their blunder 2. I drop chasing them because that would cost me a gen and yeah, tunneling is the most effective way to win a game
As a killer main (used to be survivor) I 100% agree with this.. if the survivors have every tool to pop 3 gens in the span of a chance at the start of the trail.. killers have to do what they have to do... If the survivors go in an up roar.. then so be it... It's not fair that killers get flamed for tunneling.. when they don't have much of a choice...
Honestly it's really hard to see how to salvage DbD at this point. A bigger part of the issue is how polarizing the killer's objective is for the survivors. If the killer loses gens, they still have a game to play. If a survivor dies, then that's one player that is stuck sitting around waiting for their friends to finish up this wouldn't be an issue if SWF had stayed relegated to "the fun party mode"/a non competitive mode, since you could just pull a world of tank and already be getting ready for your next match seconds after you're sacrificed. An extremely poor idea to remedy this, and solve your request to give survivors a secondary objective... would be adding in some kind of ritual to rez a killed player. You make it a side job where you have to harvest a resource, like the Halloween flowers, and after getting enough you can bring a survivor back using a ritual. Optimally it'd probably have to have some kind of stage effect so that the killer would know it's happening, and make it hard enough that you may want to dedicate a player to doing this side job... Possibly for the cowardly Claudettes that hide on the edge of the map. Then the survivor comes back at second hook, maybe with some 'summoning sickness' for a short lived debuff, and definitely an extremely limited number of uses... two at an extreme most. The bigger issue is, at this point, DbD's age. We're starting to get into the WoW territory where the mechanics have grown too ridged, both by the dev's hands and how the community force's it's meta. You have Evil dead with it's massive maps and hordes, DB:tB with it's "fight back against the killers in short bursts, and possibly win", Project Playtime with it's vertical loops and the slew of asymmetrical killer games coming down the pipe. Will any of them 'kill' DbD? Hah, no. But each brings a unique twist, a breath of fresh air that reminds the 'downtrodden' killer mains of a time when their hunts used to be more thoughtful and fun. It might just make them wander out the door for a bit, and make it really hard to come back. And if that happens, DbD loses only a 1/5th of their players... but half of the game.
Really unique idea with the revival mechanic, and I will just say if a survivor has some means of being extra altruistic at great risk to themselves, a lot of them will take that risk. Boon of revival is the way to go, but it'd have to be something global that sucks up someone's whole world for a while. Would also be a cool anti-tunnel mechanic.
Imo i think they should add some passives abilities for each killer type and weapon type. For example, territorial killers like hag and trapper should get a 1 minute corrupt on all gens, to allow them to setup a few traps without having nothing (a down instantly removes it like corrupt), but for strong chase oriented killers like blight nurse and wesker a small extra lounge/faster vault would be fair but not op. For weapon type i was thinking about mainly 4 categories, blade, blunt, heavy and hybrid. Blade always inflicts hemorrage, blunt gives you 4% hindred, heavy can instadown, but they have either short to no lounge, or a long miss penalty. Hybrids are a bit of both classes, but weaker, like blight has a piecing weapon, which is a hybrid between blunt and blade, giving 20 second hemmorage and 2% hindred. I was also thinking on adding small maluses, such as small killers getting stunned for longer periods, and tall killers having longer vaults
I recall a bunch of people who were for all the survivor buffs early on saying that "oh... once they buff Solo Q killer will get a buff too." Well... looks like that ain't happening. You hit the nail on the head here! Good job as always. I think they need to buff killer with a basekit effect centered around hooking individual survivors (like maybe grim embrace), and I think they need to give time wasting objectives to survivor that are focused around enhancing loops (like a pallet repair feature; limited to twice per survivor per game, for example).
Did killers not get faster weapon recover, and survivors a shorter speed boost once they get hit. I'm not saying these changes were enough however the statement killer didn't get buffed is wrong
@@theshimmereffect3506 at this point the problem with the game is that there isn't anything else You can do to balance it without adding new mechanics, which takes a lot of time and might cause it to break a lot
I'm playing Dbd 7 years and since then I think this game is basically 0 fun. As you said, killer are in really bad spot. They are boring to play since every single game is gen rush. New survivor perks, specially Made for This is absolutly OP. The more they trying to ''balance'' this game the more it sucks.
see looping is one thing. at least they are actively engaging in distraction / patrol delay. it’s just a whole other problem that even only focusing gens, you’ll still get rushed out if you’re playing non meta killers
I would like to argue that the killer Fundamentally isn't the power role in DBD and based on my time playing this game (with the exception of truly s+ tier killers) never has been. Survivors set the tempo of the game and all the power lies in their hands, to put it simply the killer has to either wait for or force survivors to make a mistakes in order to win the game and the less mistakes they make the harder this is to accomplish. This is why the strongest meta perks for survivor throughout history have been ones to alleviate thits, you run out into the open accidentally? No you didn't did hard, mft, windows! You made a mistake and unhooked too greedily, NOPE, deliverance, unbreakable, base kit BT! Survivors have so much power over the game that the vast majority of the killer player base has no agency and the ones that do are considered war crimes. The worst part about this is that due to this commu ity mindset of 'us vs them' oh you're complaining about Dead Hard well what about eruption!? THAT'S NOT THE POINT, THEY WERE BOTH BROKEN, but due to the communities back and forth flame war it took 4 years for dead hard to get changed and a full year of eruption being obscenely op. Nothing can change without an uproar and due to the nature of the game being a 4 v 1, this outcry will almost always be weighted in the survivors favor. Killer is not free of fault either, we all have our innate biases and it prevents us from seeing the simple solutions to balancing this game. Sorry, I went on a rant there Simplest fix for the game is for the community to just play both sides really. Acknowledge the problems that either roles had and argue for fixes on either side So if you're reading this, go put some hours into the other role, play against the perks that YOU ARE RUNNING and then make your critiques.
could not agree more. people treat dbd like killer is it’s own game and survivor is it’s own game. no. you will never understand the game as a whole unless you play both roles. you could have 1000 hours on surv and still be completely clueless to countless aspects of the game
@@goodbyed0m It actually gives me a great idea though! But outside of that I really liked how mellow the vibe of your video was m8, stay solid, hope to see more of you in the recommended feed!
Another huge issue is that loops are just simply waaaaay too strong 90% of loops in this game are so op that killer doesn't have gameplay at them, all chasing is survivor holds w to god loop pre drop it them hold w to the next one while the killer is forced to break it
That’s the one thing I like most about the new xenomorph killer; old school looping is useless against him. You need to find a different way of playing as survivor and that feels so damn refreshing for both sides.
I play both killer and survivor and iridescent 1 on both (not that that means anything but my mmr is high) I play every killer but mostly rotate between 7 and I do agree everytime I play one of my m1 killers it doesn’t matter how well i play at all i won’t get a kill unless i tunnel or they just straight up throw because splitting gens is the meta and since u don’t have map pressure u simply cannot maintain gens no matter how fast u end chases. It seems like pain res is so needed these days to pressure the gen (or more with toolboxes) that’s about to pop 45 seconds into the match.
Great video! I completely agree that killer is in a really tough spot right now. The gens are flying at light speed and it feels impossible to get any map pressure as an M1 killer. I'm glad you brought up how the objectives have shifted - survivors can fully commit to gens while killers have to juggle both stopping gens and getting hooks. It leads to killers feeling powerless even when they play well. I really like your idea for a new survivor boon that incentivizes an alternate objective. We definitely need something to slow the early game gen rush down a bit. Overall awesome commentary, you made some fantastic points! I can only hope and pray that the devs make some killer buffs in the future. Keep up the great content!
Another thing that can screw over Killers (and survivors, but not nearly as much) is the maps. There are so many god awful maps essentially indoors. Maps like Haddonfield, Springwood, Ormand, Garden of Joy, Reworked Red Forest, and all the indoor maps that aren’t Larry’s (as it’s the only decent one) need to be either reworked or completely abolished similar to Hawkins. But let’s be honest Bhvr are never going to do this because they’re one of the most incompetent and entitled studios out there.
I'm a Ghostie Main who has had to find another Killer to Main because of this Meta. Now it's Dredge, and it's still hard. I tried out Nurse for the first time in customs and thankfully, I like her. This game has become so hard, I can't pressure as my Main anymore and it's sad. There's NOTHING an M1 Killer can do. It's my objective to Kill you, and now you get tunneled out. It's so painful. So painful. BHVR, please, do something.
i am legit sorry you cannot enjoy the game the way you should be able to. it baffles me why all the balance changes devs make simply buff m2 killers and nerf m1 killers even further
Meanwhile devour hope over here just living its life to the fullest because survivors would rather do gens instead of totems leading to them getting killed because devour got to 5 stacks and has undying or thrill protecting it
As someone who’s playing in the EU, Gen Speed hasn’t changed much, I do get the occasional match though where they do fly. But my biggest gripe currently is that if BHVR do go forward with compensation buffs, we already know they are going to be extremely minimal or safe. Because they can’t really buff certain killers without blowing them into the stratosphere. Trickster my main, is one of those issues, trickster excels at the 1v1 but sucks at Gen control unless he’s downing in seconds. The problem is simply this, what can they do, to let trickster be less stressful. Answer? trick question. Because if they buff trickster, they make his already unbearable chase pressure/control and make it worse, thus will heighten people’s frustration. Cause I don’t see them giving him map traversal at all. I do agree without a doubt however a secondary objective might be necessary, which is why I really wanted the pre-game countdown or whatever the fuck it was called
I totaly agree that playing killer now is super hard. You need to keep up with and even overperform four different players to get a win. For a note, I consider a win getting a pip to your monthly ranking, it's a fair indicator that ranks you by how well you played (injuries, hooks, pressure, etc.), not how much kills you got, and I'm sad it's no longer a part of matchmaking, but it's kinda off the topic. Anyway, I played Doctor yesterday, had to face the 14k lobby (I myself am 1.6k but I'm really good. I say that not because I'm biased but because I played 1v1 tournament and even got some wins. Not 1st place but still), and those lads were crazy. I couldn't tell if they were an swf or smth, cause they left immideatly after the match, but the amount of pressure I've felt was too much. Taking one chase in the start made me loose two gens, then one more midgame and I even managed to get a 3 man slug. Unfortunately unbreakables saved them a lot. Map was backwater swamp btw. At the end on the day I managed to get 1 kill before the endgame, and 1 more in the endgame. It took me so much effort to get there I was done with DBD for a whole day. One game and I'm already drained. 12 minutes of constant pressure is a lot to handle. It felt unfair a lot of times that I can't do shit to those people and threaten them in any real way then getting a random hook cause of bad survivoirs positioning. Feels like we need some real changes to how DBD treats killers. Cause if not, I can't keep playing this game in the way I like, with Myers, for example, cause I can't keep up physicaly. And I don't wanna play Nurse, Blight, Spirit 24/7 as well. Such an experience ruins DBD a lot to me.
I love the commentary videos. You always state everything so well and you can tell that you play both rolls and genuinely love the game. I believe you're correct that there should be another boon. I just can't think of one that could help. Maybe once you've been hooked twice you light the totem and you get a hatch to let you out or something like that.
What if all survivors would start with exposed that lasts till one survivor gets downed? That kinda would make survs more anxious to just sit on gen at the start (especially on indoor maps or on gens without looping spots near them). It would provide killer with easier early pressure (especially m1ers). It would greatly buff stealth killers (since pretty much all of them depend on m1, I think Chucky is an exception). It could also potentially influence more flashlights instead of toolboxes. And it wouldn't buff already strong killers who depend on m2s for the most part, which most of them are decent anyway already. The major drawback is that it would tremendously buff Spirit. She already is really strong and can snowball with easy first down. But, I don't see much reason why her phase should stay as m1 anyway (outside 2 of her perks that are working with m1). She's not Nurse levels of broken, but having exposed, Jolt/Surge or Sloppy working with phase hits feels like using training wheels (I did her adept few months ago and it was such unsatisfying experience, survs did my hex totem early and I got 2 downs without really trying, which in the end made them unable to come back after that - and it's just one of those effects in use).
Killer has only 3 rules that I made 1.Don’t tunnel until they t-bag cause that means they love being on hook 2.NOED is a stupid perk and using it means you should make a better build if you need a crutch so bad 3.SWF’s and TTV’s get your sweatiest build and a mori if you can spare one simply cause a SWF or a TTV not going to flashlight save and blastmine you is about the same as running into a game without anyone using adrenaline or the killer using pain res Killer may be in a bad spot but as a killer main I will use perks that aren’t too annoying to face until they all last minute flashlight swap and all run falshbang then I’m tunneling like a mole
I think gens need another component to them so that they are both more interesting and also don't go as quickly. There should be parts scattered throughout the trial that periodically spawn in random places and survivors can see their aura within maybe 12 meters or so. Gens should only be able to progress a certain amount and then they require the installation of one of these parts before survivors can work on them again. Killer regression perks can be changed as well so that gens never progress past the last installed part's progress.
6:25 ahh yes I see now why i dont struggle with my killer games. Honestly idk if this is unfair extremely toxic but I have been playing this game for a long time and the main reason I still enjoy it is cause i never got my mmr high enough to face good players and if i do then I gg go next. This lets me play whatever build I want with some background music and I can unwind playing my fav game.
4 updates in a row for survivors that are all INSANLY huge and game breaking! chase hud info, made for this perk 3% made looping around even the smallest of loops makes it almost impossible to catch survivors with no skill required, faster vaulting for survivors, Nicholas cage perks. and the singularity perks are not good almost no one is using them.
I agree, gen rush and tunneling are the same thing to accept one and not the other it would be to have a biased opinion because in both cases it is forced the objectives. For having played other games with similar gameplay, I always prefer dbd to those other games where the gen rush like is accepted by the gaming community, there is literally nothing fun to play games having accepted this genre of gameplay. There's nothing interesting about all that, it just takes the fun out of the game. You don't just have to play survivor or killer, you also have to play the other faction to understand how other players feel, what it's like. being genrushed or tunnelled. Also if you're not playing a meta killer you don't have much chance of getting kills because you will have genrushed yourself and despite any attempt to put pressure on the survivors, it won't be enough. In short I want everyone to have fun playing dbd.
I think the real issue is how boring every Killer Perk is due to being locked by how viable they are on Nurse and Blight. Look at every meta killer perk and find one that isn't gen perk or "killer does something slightly faster" perk. I know everyone stopped talking about removing perk tiers after the prestige change, but I wish levelable tiers were retired for a perk statline for both killers and survivors (no in-game stats, just what tier of perk they can run). That way, there can be actual, extremely unique changes between the tiers of perks (for example, Sloppy Butcher only inflicts Mangled at tier 1, but puts survivors in Deep Wounds at tier 3). This way, weak M1 killers can balance their power out with perks and better gen control, while extremely strong powers are basically perkless. On the survivor side, it would mean that there is an actual reason to main multiple survivors, since the unique statline lets them run perk builds at max efficiency. This also would hopefully slow down the powercreep, too, since the devs could rehash old perks with slight changes, just using different stats so they fit in new builds.
Except when he lied about killers not getting any buff. The weapon wipe decrease time and survivors shorter speed boost may have not been enough however its objectively wrong to gas it to that degree.
I agree and some perks should be in base kit for killers like corrupt like it makes a big difference a little like survivers can easily get back up from corruption and killers should get buffs too like why not have m1 killers have 1% more of movement speed at least and plz reverted the fast vaults there so unhealthy for the game to a point I gave up on ghostface and legion and am starting to main survivor more and they feel better to play as then killer but unfair like I don't use any flashlights, medkits, toolboxes just one on chests and i sometimes do bring a idem but only for use medkits or toolboxes challenges really and like when I win as survivor it doesn't feel fair unlike killer it makes you feel you rob someone's good time really to me and i feel bad for them and I do not blame killers for only using gen regressing perks at all like it takes 90 secs to get a gen done when solo repair
i 100% agree corrupt should be basekit for killers so many killers are requiring setup time and bvhr doesn't think about that very well, alot of killers just to have a normal game require corrupt, that and if a survivor does go down its removed anyways so its fair or survivors can go to the other side and repair those gens. on top of that it will fix the spawn issue that survivors get INSANE RNG thats not fair for the killer and they get to spawn next to a gen and start repairs anyways and this adds up when u have 3 survivors next to 3 different gens at start and your chasing your first survivor which will take close to a 1min to possibly even down them and put them on a hook. time is added even more when survivors bring in endurance medkits, made for this 3% or insane maps that give them free escapes. i think corrupt basekit would be GOOD FOR THIS GAME! it would make survivors want to hide and the start and move over to other side slowly making it more fun instead of straight to a gen etc... and those that want to run can run but show scratch marks.
This Video was fcking strong u just told the dead serious truth, As a Killer u get gen rushed to oblivion but if u counter it by tunneling, anti gen perks and co U the killer suck cause u play meta perks or tunnel lol like u said its always the once that gen rush that blame u for that! We need a early game objective so survs dont sit on gens immediatly cause if ur chase goes longer then 30 seconds u have to fear u already lost atleast 2 gens, i had rounds as killer where 4 gens pop in 5 min and my ugliest example is 5 gens in 8 min, this shouldnt be a think survivors have way to many ways to speed up their ONLY objective like gen rush perks or toolbox thats just nasty, rightnow playing killer is just frustrating and u also notice that since fewer people play killer and yeah if Survs couldnt rush their objectives that fast it would already change everything like back in the days when u had eruption that forced them of gens for an extra time or pain res to get that extra 25% now u have nothing to compensate cause nearly every anti gen rush perk got nerfed but gen rush meta stays the same thats just insane…
Behavior should consider on reworking maps by making tiles shorter like walls and such and/or reducing pallets, implementing a repair pallet feature that takes about 20 seconds to fix a pallet but to do so maybe you have to take apart off the generator to recreate the pallet so maybe it takes away 15-22 sec from the generator to fix something else. A new feature that allows Killers to break windows like in TCM and again same repair suggestion i made for pallets applied to windows
Personal I think when you become injured you got heal or you be in the dying state like deep wound but would take a lot longer too go in the dying state that be the second objective
That or I’d honestly maybe remove flashlights altogether. I’d leave flashbang because it’s 1-3 use in a match and you really need to do something for it and spend time on it so you get rewarded. Removing med kit to chest only or flashlights altogether is definitely a very good idea!
people would just abuse that with sloppy, like when they made healing take 24 seconds basekit... literally every killer was running sloppy and abusing it
@@RedCommunistDragon then killers will just just run franklins if the only way survivors can heal each other are with medkits... and i also think that twins perk that revela survivors location when they interact with a chest will become meta too
@@plainbubble There could be common med kits lying around the arena that aren’t in chests. Uncommon kits should be guaranteed from normal chests, while a purple med kit will spawn in the basement.
What about reworking Cenobites perk Deadlock, and making the current deadlock base kit for killers? It will make gens going slower if survivors split pressure? Maybe I lazy idea but that's what popped up in my head
I would like them to do something to incentivize killers to hook more. Maybe base kit Agitation would be nice because Pain Res is extremely strong in the early game if you play a killer with a good chase power + at least a bit of mobility. Anyway I feel like everygame as and against killer is the same perks: sloppy, pain res, pop, deadlock and if you use meme perks it's ez lose in most cases
I think making corrupt intervention basekit wouldn't be a bad idea, considering how big maps are and insane spawns can be with pallets and tiles. I would also normalize gen speeds by caping how much a player can benefit from items/perks and add a optional secondary objective. Considering the devs are actively trying to combat camping/tunneling(which they should) i think this puts the game in a more fun state for everyone.
I dont get it, if Im a survivor what am I supposed to do when the game starts? Im not going to start repairing generators because....? And then what should I do? Run aimlessly around the map?
I remember that the devs once said there was a second objective in the works but they decided to scrap it It would be that gens first had to be refuelled and this could only be done by running to one of a couple fuel tanks spread across the map But the problem was that it made matches take too long and if they where to introduce that they would need to give survivors another hookstate (at that point in time) because they would perish before they could finish all the gens too often
Amen, only facts. I wholeheartedly agree with you. I play both on a daily basis. I’m no where what you would say good. But I feel like I can hold my own on either. I get annoyed on both sides gen rush and tunneling. I believe it needs to be more simplified and less complex. Each new perk or killer or meta has evolved into something way out in left field. It just seems to take away from the simplified concept of what the game started out as.
The game is definitely killer sided and btw i play both sides and almost every game i play i get 4ks and i dont play scummy because it really is a skill issue at the end of the day. BTW I play ghost face and legion so Noone can make the argument I use busted killers
@RedCommunistDragon not even I can confidently say that I can go into my games with no strong perks or offerings and not use my power and still get a 4k in 90 percent of my games
made for this 3% perk is pretty damn OP! around loops its a huge problem its like old dead hard when 4 people have it, its extremely op!, they need to add something on survivors if to many survivors pick the same perk the stat % should go down, bvhr doesn't take that CRAP into consideration AT ALL! they only look at the 1v1 situation which is TERRIBLE FOR BALANCE cause this game isnt 1v1. its why old dead hard was so overpowered cause 4 survivors can have it. last thing that is ruining this game is CHASE HUD INFO big time that is KILLING THIS GAME chase hud info needs to go it was extremely bad idea wtf was bvhr thinking allowing all survivors to have protection and know they're safe it also makes the game even more boring LOL! chase hud info also ruined chase killers more since they're forced to chase longer thus gens get done faster. bvhr doesn't have a good balance team and doesn't think at all they're clearly one sided. this game is survivor sided thats just facts, bvhr hasn't even fix spawns they still have survivors spawning on objectives lol so 3 survivors get to be next to a gen saves them repair time and not having to search or leave scratch marks and killer can only chase one survivor so somes games u can get 2 or 3 gens don't after the first hook cause killer still has to take survivor over to hook LOL! this game is so busted and broken if u play m1 chase killers its not even fun when it feels like your going vs cheaters.
I've never understood dead by daylight logic people have at times and I'm so glad that you're actually pointing out and talking about all this bs. As a survivor first chase should ALWAYS result in enough time for almost two gens unless you go against VERY specific killers (and even then i was able to run a bubba with bamboozle for almost THREE whole gens once. Know how many mistakes he made during that chase? Two, only TWO mistakes and the chase lost him about three gens), and yet at the same time the killer should always have the goal of getting one survivor killed by two gens completed??? The logic makes absolutely no sense. Yeah let me just run you for two gens and if you leave for someone easier then we get an extra gen for it. You should have had me on death hook by now anyways but that's just a skill issue. 🤷
Anything goes with me. Idc if 4 gens pop and I get my first down. I played badly. I tunnel out a survivor. Their team let them down. They should've been taking the pressure
The excuse that "you can't tunnel or kick gens because the community will hate you" Is really dumb because you can just not care? I'll tunnel if 3 gens get done in under 4 mins. Which is pretty much eveery game.
This video seems incredibly hyperbolic. I can tell you for a fact that right now is not the worst time for killers. We can simply look back in time and see infinites, exhaustion not existing (meaning these perks come back while running), old old dead hard, and a bevy of other broken things that made killer miserable against even semi-competent survivors.