The Problem with Dead by Daylight



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28 thoughts on “The Problem with Dead by Daylight”

  1. Love the content bro keep it up! Whenever a game has a META it needs to constantly change. Esp with a game that is very repetitive as it is. Always either seeing the same perks or killer is veeerrryyy Boring >< I myself as a killer main don't really care about what other perks people use, camping / tunnelling is more of a pain for me.

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  2. Nerf alot of gen regression and progression perks and toolboxes, then get rid of alot of the second chance bullshit but also tune the instadown stuff killers can do in tandem…. or you know, have different gamemodes some more casual and some more sweaty that restricted the use of certain things, like say you cant take items into match and can only get items from chest and no map offerings are allowed and such… honestly though, a Meta will always form reguardless of what behaviour does. It's how people are programmed, we like to win so we will always look to optimize which leads to meta.

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  3. Dbd has the cringest community ever… everyone plays for 20hours and gives their Ideas in the comments how to make the game more balanced and what should change. When you got half a brain and basic skills you knoew that 90% of the Ideas are just pure garbage. The biggest problem is that everyone thinks he is top mmr but cant run for 10sec from killer

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  4. I learned two things in this video. One: that there were/are some weak killer players out there trying for time limit draws rather than the win. Two: that “META” is an acronym.
    Even when I play the current killer meta, I don’t start thinking about the 3 gen strat. However if the game is slipping away, I’ll start defending a smaller area.
    The thing is that the 3 gen strat has been in the game since the beginning. I had a game a couple of years ago as The Pig on a pre-rework Coldwind map. I won after the survivors played themselves into a 3 gen situation. After the match, one of the survivors complained that I wouldn’t chase them. I replied “You put yourselves into a 3 gen. Am I supposed to play stupid & leave the area?” I think get upset if a killer plays smart, doesn’t take bad chases & adapts as the game goes on, no matter what perks they run.

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  5. My MMR is REALLY high, so whenever i play (even if i'm not trying to sweat and just trying to play a meme build) I feel like i always lose 2 gens in the first chase, if i don't bring Deadlock or any other slowdown perk i just…lose, and get teabagged into oblivion because of those SWFs.
    Some say the game is killer sided but i think that killer is only stronger than soloq, coordinated teams just aren't possible to play against with a weak M1 killer.
    And then i snapped, played insidious camp bubba, got 4k after 4k, played with Blight (as a new blight player mind you), one of the easier 4ks in my entire life.

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  6. Ppl seem to forget, ppl play these types of games to win. It's PVP, u play pvp to beat other players… lol. Meta will always apply, there is no getting away from it. U want no meta, get rid of all items and perks, done. Perk overhauls every few months, way to much work on a developers end. Don't like the meta, don't play the game.

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  7. yeah i think theres like 7 or 8 perks that need to change, just to get rid of this gen rush meta because playing the game is boring now, i dont want to slow gens till i win the game in 20 minutes bc all the survivors are just good in chase, it feels like im cheating, but its also because all my perks are gen slowdown while only half the survivors need gen speed perks to be viable. this isnt me saying survivors are the issue btw im saying the fact i need to run them so i dont lose in 3 minutes says a lot about the meta

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  8. I think just an overall change to objectives. If there alternative ways to "win" other than gens then a full gen loadout is no longer viable. For example when 4 gens have been done if the last 3 gens are close to each other a door on the map is able to be opened(like the endgame doors) once opened the killer is alerted that it is opened inside is 2 chests and a gen this door won't be on the opposite side of the map but will be a decent distance away from the 3 gen. This may help a full gen regressing build not be as viable as it will be MUCH less effective but obviously the survivor downside to this so that the killer knows when it's been opened and it takes them some time to open the door maybe double if not triple that of the normal door as it fails to open due to only 4 gens powering and not 5. And maybe having a switch around the map that can only be activated once per match that when pulled give all gens 10 seconds of progress instantly and the reasoning lore wise for this is the switch is a backup failsafe to get gens going. Just little things like this that makes full gen kits unnecessary for killers while also adding new interesting mechanics to paly with keeping the entire game less stale. Plus having these gen helping options means there is less need for survivors to use gen rush perks instead being able to use perks that keep them in that match longer/looping perks instead. The problem I see with this is adding this stuff then survivors still bringing gen rush builds so I think alternatives for killers should also be introduced such as if they hook a survivor in basement for each survivor the entity awards them 1% extra gen kicking speed and regression for each gen. It's not much but give a little extra incentive to try and hook in basement and for every boon on the map the killer gets a 0.5 speed boost. Just lots of little things like that. things that make the killer feel like they get more bloodlust the more the survivors put up a fight. Also a switch should be available for the killer to hit once per match that gives a 30% speed boost for 3 seconds plus aura reading for 3 seconds oblivious for 6 seconds and all gens loose 2% progress. Again lots of small things that don't completely change the game but gives reason and incentive to do more risky things like leaving things unattended or making yourself exposed in order to get rewards it would make killers feel more like killers hunting and plotting and survivors feel less helpless and weak like there actually SURVIVING. A genuine power struggle back and forth where you can feel the tension and anxiety would make the game alot less repetitive. This plus slightly reworking the meta because I think the perks right now are really good where they are it's just when some perks are out together there bad. Like the amazing knight perk is perfect for so many builds BUT is unfair when put into the meta build. I don't want them to change the knights new perk I love it how it is but it dosent work with the meta because it's too strong. So maybe instead of reworking the perks give reasons not to use them together. If they can implement bloodpoint bonuses to keep surv and killer players evenly matched so there's not massive amounts of one side then why can't they do that for the perks. if you use the most common perk build you get idk maybe 20% reduced bloodpoints or something like that depending on how effective the build statistically is. And the same for the most common 3-4 perk builds with a smaller punishment for the less effective/used build. This would mean that while yes your winning all the games still your going to level slower get less stuff and so if your meta build is all level 2s and you want level 3s it's going to be harder to get them. If it's true that the game gives you your worst map if you win too much then personally I'm happy about it and think they should add more stuff like that but with more perk related stuff. It should try and give you a map which counters and also compliments your perk layout the most. Like a gen kicking loadout should be put on the biggest map they have so the gens are spread and a pallet tanking build should be put on medium levels pallet map so it's complimented and you can use the build but not on a map like the game where you deny the own thing the survs have to live

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  9. There's no solution to this. It's impossible to have a game with no meta. Something strong will rise, then the enemy team will counter with what that's weak to, then the other side gets fed up and does the same. That's literally what the meta is.
    Now, having constant perk updates so people try new things is how you slow a meta rising. This is why League keeps getting updated with random ass stuff like flowers on the map, constant character reworks and new items. Because if they ever stop, the game will get "solved", and that's when you get a "stale meta".
    This game's problem is that they try to fix it by making new perks that are just another take on an already existing perk, and then they sell them to you. This will temporarily distract people from the meta stuff, but as long as they don't mess with the strongest stuff it's a matter of days they go back to their tried and true strategies. Plus, people that are unable to buy chapters on release will entirely skip the theorycrafting part and stay with the tools that work for them.
    They either rework a bunch of highly used or extremely obscure and useless perks each 3 months or this problem will keep popping up no matter how many meta shake ups they do.
    The last meta shake up ended up being extremely killer sided, but even then I had more fun trying new builds than I'm having nowadays (Provided I didn't get facecamped to death. The first 2 weeks were rough…)

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  10. How about instead of touching perks we give Solo Qs the ability to communicate with each other, hm?

    The perks are not the problem here at all, it's the fact that there is a huge difference between the capabilities of SWFs and those of Solo Qs. A SWF can and does counter Eruption+CoB, they can tap the gen to prevent it from regressing or call out when they're about to go down so that they can avoid getting incapacitated. A Solo Q squad can't do any of that because they lack communication, smth that is so basic yet makes so much of a difference in this TEAM based game.

    The best course of action would be to eliminate the massive difference between SWFs and Solo Qs, give Solo Qs voice chat or a chat wheel or smth, literally anything so that they can communicate at all. That way the devs don't have to constantly juggle between 2 groups of survivors when they try to balance shit

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  11. I'd say it's unreasonable to expect an entire community of competitive players playing a game based on a ranked standing to be okay with not trying to win as DBD is also very good at making you hate loosing over most other games even in a casual setting.

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  12. Played asymmetrical game called Evolve and was big fan, reached like top 2 Wraith as a Monster even playing with low spec pc 800×600. Got DBD as a gift around 1 month ago, reached soloq survivor highest rank and killer as well. These types of games always will be unbalanced as the game is called asymmetrical… Sure there are some overpowered perks here and there that needs some fixing but, in most cases, the comunnity always will whine doesn't matter what they get. I can be a sweatlord tryharding to escape/kill and "win" every game or i can just have fun as I do in a lot of games letting a bunch of survivors slugging before third hook, giving hatchet, pretending to not see a survivor hiding in a corner, forcing myself into a chase, letting a baby killer kill me etc. The point is how big is your ego to be a sweatlord every game. In my experience, in high ranks full party survivors are the worst, these types of games every killer should tryhard or leave before starting.

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  13. Constantly changing the game runs into problems where returning players have no clue what they're doing. It's human nature to want to win, you're not going to change that. Altering a couple perks every so often would seem like the safest bet.

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  14. Heres how to keep this from happening. Option one is ban three perks on both sides every three months so the game does not become stale and upsetting. Force both sides to be more creative by taking away the most meta build there are. Option two is to rebuild the entire perk lot for both sides to balance everything out and make a clean slate. Option three is to categorize the perks into different classes and only allow one perk from each class to be on a character so both survivors and killers cannot abuse any combination of perks to make the game unfair to the other side.

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  15. Metas are a necessary evil, but the current gen kick meta for killers is probably the worst ever. I much MUCH prefer the 200% Ruin + Undying meta. The 2 biggest issues (after changing the current gen perks on both sides) are:

    Map design: many maps are too one sided. For a lot of killers, getting one map can just spell out an instant loss (trapper on eerie of crows) and other maps like the game & midwich are just way too unfriendly for new players. Not saying variety is bad, but shrinking the bigger maps and making it easier and more intuitive to find gens in indoor maps can already be helpful.

    Swf vs soloq: way to big of a difference. New icons look good though, we’ll see if that’s enough.

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  16. instead of nerfing strong perks, they should massively buff the weakest perks. slowly bringing all the perks to a 5/10 will eventually make every perk so weak they no longer affect the game. make all of the perks strong and then people will use all of the perks.

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  17. The best solution imo is adding a point system for perks so you can only equip a certain number per loadout. for example overcharge is 6 pts call of brine is also 6 points while weaker perks have smaller values meaning you could only equip one or two "strong perks per game. This would make it so much more fun making builds and trying different combos. I hope I explained it well enough. Basically though there is a perk point cap. Then all they would really have to do is adjust the amount of points perks are worth if they are seen as too strong.

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