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Haven't watched it the core problem with dbd is there isn't enough shirtless killers
In order to support dead by daylight, the dead by daylight Players are doing shirtless streaming , But I do recommend getting in shape
I think the feeling of helplessness that is felt by both sides is why so many people don't think the game is in a healthy state and I would have to agree. I think that what should happen is a major rework to so many things on both sides of the playing field because the games where someone feels like an npc might be causing some of the major split between the killer and survivor mains with the game
core issue is that there arent enough Feng skins
You are wrong!
1 Killer that leaves means 4 Survs that have no game!
Saying "This is a Team game" is being Survivor biased and seing only their side!
Its a Team Game for 50% of a Game!
For the other 50%, ONE Killer, its a solo Game!
In every regard of balancing a Killer should be handled as 50% and a Survivor as 12,5%. What they do is they treat everyone like 100% and THAT is the Problem this Game has!
One survivor alone should never havethe possibility to juke a Killer the whole game, except he is exceptionally skilled! Thats not how it is! With those Maps, Pallet , Door and WIndowplacements every Person with 50 Hours can loop a Killer with 3 k hours for 10 mins (WHEN he does the mistake of committing that longh into a chase) This should not be possible!
AND absolute garbage Matchmaking and Maps!
2:20 Because for one Player, IT IS A SINGLE PLAYER EXPERIENCE!
Its PVP!
Thats still not a Group Game!
Its a Multiplayer Game!
P
V
P
!!!
2:30 And boom here it is again…
dude…you need to stop worrying what is fun to play against and start worrying what is fun to play as…
because how it looks like a few months, if this continues, you will need Killer Bots VERY SOON…
I never quite know what ppl mean when they say balance kills fun. I'd be curious to see some other DBD person who says stuff like that to reply to this.
Also it's important to note for the mega oldies, stuff like OoO squads and 7-blink Nurses weren't as oppressive back then due to the immensely harsher grind required to get goods. Nowadays you can prestige a character in like 10 games if you optimise for events. Just totally different than the modern bloodweb and prestige systems.
Just want to say, a good, non-tunneling Blight is one of the funnest things to go against. If they end the game in 30 seconds eh that's obviously boring. But if there's actually some strong interactive chases with standing tiles, that's just awesome. Sadly a pretty rare experience for me, but definitely a treasured one!
You have a lot of great takes but I don't think this is one of them. Not the core of your argument – things like 3gen merchant are genuine examples of this – but rather your picks of examples of killers who force this style of game on the survivors.
There is way more skill expression against and as Chucky than you give credit. Scamper is not an "I win" button at every single pallet. It does counter mindless pre-dropping, which is one of the most boring and frustrating things survivors can do to you as killer, and I think the fact Chucky punishes that where other killers like Clown reward it is a great thing about the killer and why he's one of their best designed killers in ages. Slice and Dice was the only part about him that was frustrating because of the trick that let you basically 180, but I'm pretty sure they fixed that.
Case in point, I've been trying to 100% the game, and I actually got my adept David against a Chucky. Despite having No Mither, the Chucky could not catch me. Yet he was able to kill my allies. I ran him for several generators at one point. If Chucky just auto-wins chase because of Scamper, that shouldn't be possible, since he only needed to hit me once, but I outllived all of my allies and made him give up on me two separate times and then got hatch.
I especially think it's unfair to levy this criticism against Chucky when you yourself are an Alien main, a killer many survivors claim auto-wins chase because the tail has no counter. You know that's not true.
As for Nurse, mastering the blink is only half the battle for her. Just knowing how to use her blink correctly will win you against inexperienced survivors. But once you start going against survivors who break LoS, every blink becomes a mindgame between the Nurse and the survivor. The Nurse needs to guess what the survivor just did after she lost sight of them. This is a guessing game that's weighted in the Nurse's favor, but it's still a human interaction between two players. A bot cannot make the kinds of guesses and reads that you need to extend chase against a Nurse that a good survivor can, and likewise all the fun of playing Nurse goes out the window because you no longer need to guess what the survivor is going to do.
I recently started trying to learn Huntress.
During a distortion meta.
With people bringing indoor map offerings and shadowstep.
The amount of people who…. don't want to play the game. It just baffles me.
People who would rather hold W and keep LOS blockers between you than ever actually loop anything ever because heaven forbid they have to actually know how to loop.
I have had people stand still and let me walk up and m1 them, because they ran themselves into a corner on the other end of the map and couldn't keep an LOS blocker between us anymore. I'm like 30m+ away and they just wait for me to close in to m1 distance rather than do… anything. At those ranges hatchets are still mind games and dodgeable.
But they don't even want to interact with the killer in that small way.
I'll be real honest: I just started tunnel distortion users out of my games entirely, and then try to throw snipes at everyone else till they escape.
Distortion+shadowstep users who hide as soon as they are within 40m of you. I figure if they don't want to play the game, then I'll make sure they don't.
Everyone else? I'll play normally with.
It does feel like that. Even in a solo q experience other survivors see you get tunneled and feel like there's really nothing to do about it same with me. Like i guess just stick to gens since someone is getting tunneled. Theres hardly anybody taking body hits for each other, getting flashlight saves, using hook as a safe place instead of yanking that tunneled survivor off hook immediately, etc. There's really no fun and you do feel like a NPC.
We are a reaching a month since knight and know where to hide where kill switched so wtf have the devs been doing jacking each other off or somat
I think the core issues of the game's balance stem from the core problem of hooks and generators themselves. The goals of the survivors and killers are too separate from each other. Escape is the default game state. Nothing about doing generators forces any sort of engagement with the killer. If anything, it encourages the opposite. While hooks bring things to screeching halt for the killer after a chase. You can't just move on, you need to secure hook states which eats up time that is constantly ticking away to the game's default state, and putting survivors on hooks isn't engaging gameplay.
Everyone wants chases for being fun and engaging, but that's not really possible because generators are a ticking clock that runs out regardless. So that creates a big problem that leads to a lot of what we see. Either killers have to be designed to shut down chases, or shut down generators. If they're designed to shut down chases then you can't have fun playing with them because your interaction with them ends before it even begins. And if they're designed to shut down generators you can't have fun with them because they lose the second they give up their gen control so they simply don't chase you.
And the ones that can't do either are miserable to play because the survivors are balanced around the former types and able to pump out gens too fast for them to do much of anything. And that's not even getting into the issue of being able to deny hook states through numerous means.
If you go there, aren't checkspots the same for m1 killers ? And if not why not ?
Yes exactly. I've had so many games as survivor where I felt like nothing I did mattered – I was bound to die. And as Killer feeling extremely bored because I won every loop engagement (Killer power). I've been playing Twins recently and been having a blast and I can tell most survivors I play against are having fun too – mainly Punting Victor, Hilarious.
I just give up 1st hook every single game, for 6 years now. Since every…single…killer only tunnels only me for my 8 p100s, pride charms, kick streams, david king main for him being gay now, my disability ts, etc…. so i am forced to throw every single match do to only the killer community that tunnels if i even try to play a match normally.❤❤❤
Honestly both options don't seem to work out. The state of the game now is very boring compared to the past. So many perks that once were great now just sit there collecting dust. Having very few niche perks cause of the sake of balance.
I think the best thing is for them to find a common ground between balance,and having some fun niche moments that don't bust the game in. For example STOP NERFING EVERYTHING!!! One of the things I love in video games is having multiple options for builds. Now I find myself bringing the same damn perks in every match cause nothing else is good,and they did this for the sake of balance. I'm sorry,but there is a thing called over balancing,and that's what these devs are doing. Balance is fine,but over balancing can kill a game.
I’ve been making an active effort for obvious new players to have a chance to play out the match as killer. A lot of players take this shit way too seriously
I defo felt like an NPC last night when my team fed Myers his tombstone piece and then he came and popped tier 3 on me and had me out of the match in the first 90 seconds.
Balance is in a pretty good spot right now, the problem is skill expression for both sides is at an all time low. Most matches play out almost automatically. It may sound like balance whining, but we gotta talk about how many base kit mechanics (and uncounterable new killer powers) keep being added before matches just become one big cutscene. The reason the current meta is so tunnel-heavy is largely due to the over-abundance of ways to gain haste and endurance, as well as adrenaline being the most popular survivor perk, all actively punishing killers who try to spread pressure and go for late game plays.
At its core, both sides objectives do not incentivize interaction with other players as much as they could. Killers win condition is kills, not hooks. Survivors is gens. The result is both sides just trying to buy enough time by player super safe, rather than go for interesting plays.
I agree with everything u said well done man