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The overall game feels like it is heavily favored towards killers recently.

A few months ago, the game was pretty clearly favored on the side of killers. Before, pallets were everywhere, pallet vacuums allowed survivors to easily avoid hits, flashlights could easily counter killers picking up survivors, and exhaustion perks could continuously recharge during chases. There were a whole lot of factors which stacked up against killers, but nerf after nerf later against survivors, and survivors feel honestly underpowered now.

Flashlights:

Flashlights are not nearly as useful now, as one must be in perfect position to use it, though they are still relatively effective at pallet breaks. To a large extent, I think these changes are overall fine, especially with the new recent change that makes it to where the flashlight is no longer blinding to the actual player themselves. They have also made it clearer to the survivor when the killer is actually blinded which is nice. The flashlight nerfs alone are not a big deal, though combined with all the other nerfs, it does really put survivors in a dilemma.

Pallets:

Pallets have received some of the greatest nerfs of everything. Pallets are nowhere near as frequent as they were a few months ago, which is fine, though perhaps they could have been slightly more lenient with the amount of pallets in a match. Given the nerf to the pallet vacuum, there has been a massive issue arising with players getting hit through pallets. To an extent this was fixed slightly, but it is still an extremely common occurrence, where the player will get hit by the killer when their attacks are nowhere near the actual survivor. This has been one of the worst nerfs that survivors have experienced thus far, and it is a bug more than a feature. That said, it really ought to be something that is more heavily prioritized in terms of balancing. The ideas behind balancing the pallets have been decent, though perhaps it has gone overkill in the process.

Windows:

This one is pretty simple, and fortunately in the most recent patch, the windows are supposed to be more consistent for survivors. On the contrary, many window looping locations have been shut off in the game, taking away certain safe looping locations for survivors. This reduces the incentive for perks such as bamboozle, and while it is not necessarily a bad change, paired with the other nerfs to survivors, it is just one more issue that survivors must deal with.

Exhaustion:

This one was a pretty massive nerf. Exhaustion no longer recovers while sprinting. Not sure how I personally feel about this one, but I understand the premise behind the nerf. Perhaps Vigil could receive an additional buff to allow exhaustion to recover while running for a fraction of the rate that it recovered before, though I am aware that they are currently testing the new buff on it.

A good friend of mine is a very skilled rank one killer, and he has been counting the number of times the survivor team that he has gone up against has managed to finish all five generators. He eventually lost count after 55 rounds in which the survivor team did not manage to complete all five generators before they were killed. At rank one survivor, it is extremely common now for the killer to manage four kills, even with SWF groups, and usually the maximum number of survivors who escape against a competent killer are two, if that. On occasion there will be times where there are three or four survivors who escape, though this is usually against killers who are not exceptionally great at the killer role, or they simply had a bad match. Even with the best of killers, 55 games in a row without all generators being completed (and considering the fact that he had No One Escapes Death as a backup in case they did finish the generators) seems rather unreasonable. I think the real issue is, survivors were so overpowered for so long that they decided to instead make survivors underpowered rather than balanced. So many of these changes hurt solo queue players than anything.

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Comments

  • Pie314159265358Pie314159265358 Member Posts: 8

    Just saying, but I think after 55 matches, he would have at least once found survivors "on the same skill level" as him.

  • DeadByFlashlightDeadByFlashlight Member Posts: 1,642

    @Pie314159265358 said:
    A few months ago, the game was pretty clearly favored on the side of killers. Before, pallets were everywhere, pallet vacuums allowed survivors to easily avoid hits, flashlights could easily counter killers picking up survivors, and exhaustion perks could continuously recharge during chases. There were a whole lot of factors which stacked up against killers, but nerf after nerf later against survivors, and survivors feel honestly underpowered now.

    Flashlights:

    Flashlights are not nearly as useful now, as one must be in perfect position to use it, though they are still relatively effective at pallet breaks. To a large extent, I think these changes are overall fine, especially with the new recent change that makes it to where the flashlight is no longer blinding to the actual player themselves. They have also made it clearer to the survivor when the killer is actually blinded which is nice. The flashlight nerfs alone are not a big deal, though combined with all the other nerfs, it does really put survivors in a dilemma.

    Pallets:

    Pallets have received some of the greatest nerfs of everything. Pallets are nowhere near as frequent as they were a few months ago, which is fine, though perhaps they could have been slightly more lenient with the amount of pallets in a match. Given the nerf to the pallet vacuum, there has been a massive issue arising with players getting hit through pallets. To an extent this was fixed slightly, but it is still an extremely common occurrence, where the player will get hit by the killer when their attacks are nowhere near the actual survivor. This has been one of the worst nerfs that survivors have experienced thus far, and it is a bug more than a feature. That said, it really ought to be something that is more heavily prioritized in terms of balancing. The ideas behind balancing the pallets have been decent, though perhaps it has gone overkill in the process.

    Windows:

    This one is pretty simple, and fortunately in the most recent patch, the windows are supposed to be more consistent for survivors. On the contrary, many window looping locations have been shut off in the game, taking away certain safe looping locations for survivors. This reduces the incentive for perks such as bamboozle, and while it is not necessarily a bad change, paired with the other nerfs to survivors, it is just one more issue that survivors must deal with.

    Exhaustion:

    This one was a pretty massive nerf. Exhaustion no longer recovers while sprinting. Not sure how I personally feel about this one, but I understand the premise behind the nerf. Perhaps Vigil could receive an additional buff to allow exhaustion to recover while running for a fraction of the rate that it recovered before, though I am aware that they are currently testing the new buff on it.

    A good friend of mine is a very skilled rank one killer, and he has been counting the number of times the survivor team that he has gone up against has managed to finish all five generators. He eventually lost count after 55 rounds in which the survivor team did not manage to complete all five generators before they were killed. At rank one survivor, it is extremely common now for the killer to manage four kills, even with SWF groups, and usually the maximum number of survivors who escape against a competent killer are two, if that. On occasion there will be times where there are three or four survivors who escape, though this is usually against killers who are not exceptionally great at the killer role, or they simply had a bad match. Even with the best of killers, 55 games in a row without all generators being completed (and considering the fact that he had No One Escapes Death as a backup in case they did finish the generators) seems rather unreasonable. I think the real issue is, survivors were so overpowered for so long that they decided to instead make survivors underpowered rather than balanced. So many of these changes hurt solo queue players than anything.

    At no point of the whole lifespan of DBD, the game has be killer-favoured.

    Flashlights? Yes they are not OP anymore as they used to.

    Pallets? Yes, survivors are not nurses anymore.

    Windows? Yes vaulting is harder now and at some infinite spots, you cant fast vault anymore. Is that a bad change? Yeah I know, survivors like to stick to their super safe loops :wink:

    Exhaustion? That nerf was barely noticable, personally it didnt affect me at all as survivor.

    What about the biggest balance issues in the game?
    Perks like DS and SC? untouched because devs are scared to take action

    core game mechanics like SWF or gentime? Still broken AF. The devs are still acting like survivors cant communicate, its just laughable

  • DeadByFlashlightDeadByFlashlight Member Posts: 1,642

    @Pie314159265358 said:
    What, because I make an account for the first time to express a concern to the developers, it is automatically a one-post troll account? Please address the post, or move on.

    Thats not automatically the case, but chances are very high.
    Either you have no experience in the game (then I will forgive you) or you are one of those survivor mains that never play killer

  • Wolf74Wolf74 Member Posts: 2,959

    So actual FIXES to "safe spots" are favoring killer? Wow... that's a longshot.
    You think killer should be forced to use all the band aid solution perks?
    Can we please increase the number of perk slots for this?
    Maybe like double the number of perk slots to get all the fixes for killer issues?
    Ruin, BBQ, FD, Bamboozle, End, BS, Spirit Fury, Sloppy Butcher.

  • BlueberryBlueberry Member Posts: 4,173

    The game isn't even remotely close to balanced. Survivor is still extremely overpowered. The changes have been extremely minor and hardly effect anything significant. I play both sides at rank 1 with almost 2k hours.

  • SythalinSythalin Member Posts: 280

    Yet another post coming from a salty survivor who are angry that after 2 years of being able to bully 90% of the killers are finally going to have to take their own advice and "git gud".

  • GamzelloGamzello Member Posts: 810

    No way, I think survivors are having it a lot better tbh. Skilled survivors, if they know what they are doing can be so annoying. I play both survivor and killer to understand this, and playing killer is pretty hard. I mainly play more survivor though because I genuinely find it more interesting in my opinion.

    Whenever I play killer, getting stunned during a chase enough is already frustrating enough. Then all of a sudden; a gen is done, or two gens are done. That's why I try to be careful with the time I take on this game, I do lots and lots of roaming, quick chases I eventually stop if I can't get them within 20-30 seconds (rare case but it's happened before).

    I try my best to back up from pallets as killer, (esp now that they're going to add even more pallets in the near future.) This is more survivor-sided. I mean they're even nerfing bloodlust which I don't really understand why, and this is coming from a survivor main.

    I'm a rank 9 killer, and so far I've encountered tons of SWFs, have been accused of camping when I literally roam afterwards, I try my best to dodge flashlights whenever I see someone trying to aim it at me, flashlights aren't even that hard to dodge though if you're fast enough to do it. Yet it's still really frustrating to play as killer even with all of those changes. I've heard in the higher ranks of survivors people literally can get all 5 gens done within 5-10 minutes or even less, and that already sounds like it wouldn't even be a fun or decent challenging game for killers.

    Again, rank 9 killer. Rank 10 solo-survivor main.

  • blue4zionblue4zion Member Posts: 1,051

    They're just doing what needs to be done.
    This game is SEVERELY survivor sided.
    As long as a survivor doesn't make a mistake, you can be chasing them the entire game.

  • Rebel_RavenRebel_Raven Member Posts: 1,654

    You're supposed to fear the killers while having a decent chance to escape.

  • Pie314159265358Pie314159265358 Member Posts: 8
    edited October 2018

    Actually, I play both survivor and killer -- survivor at rank one and killer at rank nine. Killer is frankly pretty easy, even having only one perk and no addons equipped it is pretty consistent to get a 4k. Pallet looping, despite being the only truly effective way for a survivor to actually survive, has been nerfed time and time again, and it can easily be mind gamed with anyone with a basic level of intelligence. Killers can hit survivors through pallets frequently, even after it has been thrown down preemptively, and survivors also have to deal with the unpredictability of bad teammates. Frankly, the majority of complaints coming from killers nowadays revolve around individuals who lack the basic logic to outsmart survivors. Yes, a great survivor can pallet loop for a good while, but an intelligent killer will move on to the next target if it becomes too bad.

    The problem is, people here are looking at the absolute extremes: The best of the best survivors. I am not a professional killer myself, but I can easily get 4ks with minimal effort, yet it is quite rare now for survivors to get four escapes, unless they are specifically against a bad killer or are a perfect unison survive with friends team. Being bad at killer is not an excuse to nerf survivors to the point that they cannot be played, especially when they are constantly screwed over by laggy pallets, windows, lunge ranges, etc.

  • Captain_SpauldingCaptain_Spaulding Member Posts: 467

    I highly doubt you're using one perk and getting 4ks as a rank 9 killer. It's not easy at all being a killer. Sure, it's gotten easier but before this patch it was hell. I can't even count the amount of salty swf I've had to endure getting to rank 5. The body blocking, the flashlight saves, the t-bagging, swarming hooks. Survivors literally have the game in the palm of their hands and now that they're slowly losing all of the "game play" mechanics they have, it's now killer sided? Grow up and git gud or continue to cry those salty entitled survivor tears.

  • SnakeSound222SnakeSound222 Member Posts: 1,638
    edited October 2018
    It really isn’t. Survivors still have the upper hand, both in-game and in the minds of the devs. They just made hook saves take zero skill in two patches (2.2.0 and 2.3.0) and decided against nerfing Decisive Crutch.
  • Pie314159265358Pie314159265358 Member Posts: 8

    Except I do, and extremely often at that. 4 kills might not be as easy at ranks higher than 9 necessarily, but they are still perfectly possible, and they happen frequently given that a killer has any clue about what they are doing. 55 games, not one time did the generators all get completed. You know why? Because the individual playing the killer uses logic. He does not blindly try to use brute force to overwhelm the survivors; he instead thinks. A good majority of the issues that killers constantly whine and complain about are easily countered with basic logic skills -- listening for nearby survivors, facing walls, hitting survivors while they body block, dropping survivors in the instance that there are too many, slugging when necessary, etc. As for teabagging, I have faced it as well, but it is only a handicap for the individual doing it. It is your own fault if you let it provoke you and prevent you from making rational decisions.

    The killer can afford to mess up. Survivors can afford once, but individually, their opportunities are limited. The killer has the luxury of recovering from a mishap, and those mishaps do not penalize their next attempt to catch the survivor to the same extent that is does vice versa. Survivors also must deal with the unpredictability of teammates, who can also mess up in the place of another survivor. When you play as killer, you have yourself to blame, but survivors have to deal with incompetency from within their own team.

    Killers can hit through pallets, stack blood lust, control the mind games, and predict the route in which a survivor can run. Nurse is not affected by pallet loops, Clown can prevent their efficiency, Spirit can mind game survivors at loops, Trapper and Hag can outright deny loops, and that is without considering certain perks such as spirit fury, brutal strength, bamboozle, and enduring which can also assist in pallet looping tremendously. However, a great killer does not resort to their perks to carry them far. I am an alright killer, but I do lack in tracking. If there is one problem that I do have in the game, it is continuously keeping track of a survivor -- not downing them. Because believe it or not, survivors do make mistakes. It happens, and even the slightest shift against their favor can result in a hit on their behalf.

    If killers stopped respecting the pallets and stopped pretending as though killer were simply a game of asserting brute strength and dominance then many less killers would be complaining all the time. There were survivor nerfs that were absolutely needed, but at this point people who are still complaining about "overpowered survivors" are clearly not the most intelligent individuals. There are many outlets to manage generator control, pallet looping, and other behaviors that killers constantly complain about. Yes, I do play killer myself, and not all matches are going to be a perfect 4k. However, fundamental reasoning and logic can create a pretty consistent pattern of them.

  • se05239se05239 Member Posts: 3,389

    @Pie314159265358 said:
    The killer can afford to mess up.

    This short line alone shows exactly how little you know.
    Is there something a Killer doesn't have, it's time. Every single second is important and every mistake will cost you greatly.

  • George_SorosGeorge_Soros Member Posts: 2,270
    I disagree too, @Pie314159265358 . Giving opportunities to survivors to pallet and window loop for 3-4 gens was terrible, it's gonna be slightly better now. And the increase on healing time was badly needed too - it's the perfect middle ground between making repairs even longer and not changing anything. I play a lot of survivor too and it was just too easy, while playing killer have been hell quite often.
    Looping must stay to some extent, survivors must have some way of escaping/dodging the killer, but not for a practically infinite amount of time.
    Again, the game is going to be a little more stealth based. Much better.
  • Pie314159265358Pie314159265358 Member Posts: 8

    You did not address my argument. I could likewise insist that you know very little by throwing in a single quote. Why not address my statements? But to put it frankly: A killer can afford to mess up. A killer cannot afford to mess up over and over again, however. It is the collective time of a killer's mistakes that determined whether or not they will fail or succeed. However, a killer is not bound by a health bar: They are bound by time. And likewise, survivors too are bound by time in a sense. The longer a match draws out, the weaker they will become. The time spent healing, repairing generators, saving others on hooks, rescuing slugged survivors, attempting saves from the killer's grasp, and being chased all prevent them from completing one objective alone. Killer is about managing one's resources and predicting the contender. It is a trial of wit, not of strength. Perhaps if you plan to charge your way through a match mindlessly then survivors could be considered overpowered. However, if people use their brains, they might find themselves performing a whole lot better.

  • Wolf74Wolf74 Member Posts: 2,959
    edited October 2018

    @Pie314159265358 said:
    Actually, I play both survivor and killer -- survivor at rank one and killer at rank nine. Killer is frankly pretty easy, even having only one perk and no addons equipped it is pretty consistent to get a 4k. Pallet looping, despite being the only truly effective way for a survivor to actually survive, has been nerfed time and time again, and it can easily be mind gamed with anyone with a basic level of intelligence. Killers can hit survivors through pallets frequently, even after it has been thrown down preemptively, and survivors also have to deal with the unpredictability of bad teammates. Frankly, the majority of complaints coming from killers nowadays revolve around individuals who lack the basic logic to outsmart survivors. Yes, a great survivor can pallet loop for a good while, but an intelligent killer will move on to the next target if it becomes too bad.

    The problem is, people here are looking at the absolute extremes: The best of the best survivors. I am not a professional killer myself, but I can easily get 4ks with minimal effort, yet it is quite rare now for survivors to get four escapes, unless they are specifically against a bad killer or are a perfect unison survive with friends team. Being bad at killer is not an excuse to nerf survivors to the point that they cannot be played, especially when they are constantly screwed over by laggy pallets, windows, lunge ranges, etc.

    Now I am pretty sure:

    Either you are truly one of the top 1% killer in the game and do not know it and expect other to play on the same level OR you are blatantly lying to all of us.
    Some of your arguments make me think it's the second.
    -preemptive pallets hit through
    -looping nerfed multiple times
    -just switch targets

    Pretty please, can we see you streaming? I want to learn how to play killer, ok?

  • SomeissuesSomeissues Member Posts: 1,368

    Look username Pie314159265358

    clearly made this account to troll, nuff said

  • RSBRSB Member Posts: 2,259
    edited October 2018

    Oh boy, look, another new account spamming how killers are overpowered.

    Just like it is the same group of people going batshit and spamming forums.
    Btw.

  • Dwight_ConfusionDwight_Confusion Member Posts: 1,561

    I play both sides at high rank.

    This game is getting balanced the right way. Survivors can no longer play like morons and pip... the emblem system was the 1st step in this great new direction.

    Pallets aren't as safe now as they used to be. SO MANY TIMES the pallet teleport that existed for over a year screwed me out of a hit. SO there's that.

    Maybe 500+ times I should of hit a survivor over the last year and didn't because that swooped across in a pallet teleport animation. So yeah...

    The hatch is STILL extremely survivor biased. It's like 80/20 survivor sided. If a healthy survivor is remotely close to it when its opened at end game, it's a standoff or basically the killer hits the survivor and they get out.

    The devs are doing a really good job with things. They are changing up perks.. reworking killers... they are doing what is needed and what is right.

    Then we've got some survivor mains calling and crying for homosexual characters in the game... so yeah.

    Millennial opinions and thoughts can be illusion. Be objective.

    In NON SWF games, this game is balanced. In SWF groups of 3 or 4... it's close. Really close.

  • DemonDaddyDemonDaddy Member Posts: 1,486
    Not even touching on the current state of balance. In an asymmetrical game, why would it be an issue if the power role is just that? Shouldn't escaping a chase be the very last coarse of action a survivor wants to engage in? Being seen by a killer is suppose to be a mistake on the survivors side. I want to see improvements for both sides. What I don't want is a 1v1 match inside a 1v4 game. Survivor strength is teamwork not solo baiting the guy with a weapon.
  • mcNuggetsmcNuggets Member Posts: 759

    @Dwight_Confusion said:
    I play both sides at high rank.

    This game is getting balanced the right way. Survivors can no longer play like morons and pip... the emblem system was the 1st step in this great new direction.

    Pallets aren't as safe now as they used to be. SO MANY TIMES the pallet teleport that existed for over a year screwed me out of a hit. SO there's that.

    Maybe 500+ times I should of hit a survivor over the last year and didn't because that swooped across in a pallet teleport animation. So yeah...

    The hatch is STILL extremely survivor biased. It's like 80/20 survivor sided. If a healthy survivor is remotely close to it when its opened at end game, it's a standoff or basically the killer hits the survivor and they get out.

    The devs are doing a really good job with things. They are changing up perks.. reworking killers... they are doing what is needed and what is right.

    Then we've got some survivor mains calling and crying for homosexual characters in the game... so yeah.

    Millennial opinions and thoughts can be illusion. Be objective.

    In NON SWF games, this game is balanced. In SWF groups of 3 or 4... it's close. Really close.

    What has balancing to do do with homosexual characters in the game?
    You still in there, we don't even have confirmed heterosexual characters in the game? xD

  • Pie314159265358Pie314159265358 Member Posts: 8

    It was to be expected. It happens in every game where one side is excessively whiny, and expects a free win left and right. They complain over and over until one character or side is nerfed to the point that it is not viable for the vast majority of the user base. Because they themselves are incompetent, they feel obliged to ruin the game for others. Killers should not be getting 4 kills every match, and survivors should not be getting 4 escapes every match. Yet it is pretty consistent that whether I play killer, my friends play killer, or other people in general play killer that they are getting 4 kills almost every time.

    A lot of survivors were never happy with the nerfs, but at least to some extent many of them listened. Now when the pendulum has swung too far, they have complaints of their own, and when they issue those complaints, it is met with nothing but whining from the other side. Hypocrisy at its finest.

  • The_CrusaderThe_Crusader Member Posts: 3,688
    I've said it before and I'll say it again, the best way to balance the game is to remove Decisive Strike.

    I can't count the number of times I've gone for a hook with 5 gens remaining, the hook was a bit far, they hit 35% and then I have to chase them again. Catch them, hook them and two gens pop. Now if that survior was hooked I could have been off kicking one of those gens to regress it and chasing the survivor who was working on it, plus one would have had to come off to unhook. That perk alone causes so much lost momentum and if it's a non-obsessionf then you can't even see the Strike coming.

    Then there are the obsessions who you don't see all game. You down them at the end and they crawl for the hatch/exit gates. There is literally NOTHING you can do to stop them. Think how ridiculous that is - a game where you have absolutely no chance of stopping the other player from winning. You pick them up, they hit their skillcheck always and they escape. It robs you of a kill.

    I feel that if they just pulled this crap out of the game they wouldn't need to nerf survivors so hard.

    Would healing changes which survivors dont like have been needed had Decisive been pulled from the gone and Ruin totems were actually better hidden? I don't think so. Nobody said survivors heal too fast but it's universally agreed that D-strike is absolutely broken and that totem spawns are absolutely ridiculous.
  • Wolf74Wolf74 Member Posts: 2,959

    I am still confused that people talk so much about DS, but ignore that SC has a way bigger impact on the game.

  • The_CrusaderThe_Crusader Member Posts: 3,688
    Wolf74 said:

    I am still confused that people talk so much about DS, but ignore that SC has a way bigger impact on the game.

    Probably because DS has the more immediate and visible impact on the game.

    As I said in the example above, I was unable to gain momentum and slow down two gens because DS robbed me of an early hook. Self-Care wouldn't have saved them becauae I was on their tail the whole team.

    SC never felt as toxic and broken as DS.

    In regards to the recent changes I think self-care is nerfed now. It takes a long time to heal, and with mangled it's even worse.

    The best way to adapt is to go for team heals as the game was intended, sadly though you still see some people insist on SC even if they don't have a med kit or botany. It wastes so much time now. Then they go online and cry about how it's too hard.

    Its funny because if I play with friends I've ditched SC for we'll make it and I'm doing great in games.
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