There is something fundamentally wrong with generators.

2»

Comments

  • miku1
    miku1 Member Posts: 12

    No gens are slow as is there are alot of preks to help you slow them down more just use them stop crying

  • yeet
    yeet Member Posts: 1,832

    killer gameplay at a lower level is inherently more intuitive, since most gamers are used to first person sort of games and running around hitting people isn't exactly difficult to get used to at first

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    I've estimated that you have about 9 minutes assuming you can average about 1 health state every 25 seconds, not counting the first few seconds before anyone can get on a generator.

    Hooking someone slows them down slightly, so adding up the stalls from each hook besides the final 2 gives you about 7 extra minutes.

    Now as you probably want to point out, most Killers take longer than 25 seconds to hit you (remember, I said hit not down. So that's 50 seconds of total acceptable chase time per hook). And this is true and why we call those Killers unviable without Ruin. The remaining Killers such as Nurse, Spirit, Billy ect are the viable ones since they can get hits and downs at the required rate.

  • EAisHonest
    EAisHonest Member Posts: 29

    you dont need it. u also dont need to 4k every game. entitled much?

  • BillyAndStu
    BillyAndStu Member Posts: 120

    Yes except if a team is good than worst case scenario there is always one person doing gens with 1 hooked, 1 unhooking, and 1 being chased. But chase's against survs who know how to loop and prolong chase's make ruin a must pick which more often than not gets cleansed within the first 2 mins. Gens need to be slower.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    The thing is that after the chase a few Survivors have to STOP doing gens. 2-3 to be specific depending on if you get into another chase time.

    That's effectively the same as adding on extra gen time. Assuming you 3 hook all Survivors you will get this stall effect a total of 10 times (the final 2 hooks are null in terms of stall). So while the initial time you have is only about 180 seconds or 3 minutes (that's 80 seconds per gen twice plus 20 seconds for the gate) the amount of time you actually have to catch Survivors is longer than that since the stall effect from each hook is significantly larger than the 2 waves of gens that is initially there.

    Even if each hook only stalls the game by 20 seconds that will end up well over doubling the time it takes them to complete all the gens, and due to how the meta plays out it can often end up being well over 35 seconds of stall per hook.

    Again, yes good Survivors can stall for 50 seconds against most Killers. That's why this isn't a true counter argument to Survivors being OP (especially since the entire point is to presuppose you hook each Survivor 3 times). The actual reason why I even calculated that number was just to get a good idea of how long a chase should last on average for it to be balanced and 50 seconds was the number I estimated.

    For the record part of the conclusion is that if you have to break at least 2 pallets in each chase then you will always lose if the Survivor doesn't run right at you, even if we take nothing else into account.

    Nurse and Spirit can worth with this time frame no problem for obvious reasons.

    Billy's instant down comes clutch combined with this fast patrol times

    Hag can get free hits with her traps, sometimes even almost cross map

    Demogorgon's shread can clutch loops and cut down on pallet breaking time and more importantly his teleport can both lock down generators to give extra time, give sneak attacks and reduce initial chase distances most importantly

    Huntress can bypass loops with hatchets and also get effective instant downs with the melee hatchets

    Freddy can use his teleport for mindgames to reduce initial distances between him and the Survivor and can use his traps to shut down loops.

    Everyone else is varying degrees of non-viable.

  • PandaChris
    PandaChris Member Posts: 140

    They could always just add a secondary objective like a Seal that has to be cleansed with a different mini game. They could be on walls and the survivor has to cleanse one before they leave the dead by daylight realm.

    So, there are generators to power the exit gates and a Seal that has to be destroyed that unbinds them from the realm or whatever lore you want to input there. I just think it would be important to have a different mini game.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    I'm going to assume this isn't intentional. But you are straw-manning me.

    All I'm claiming is the following:

    1 - Hooks will stall the game thus giving you more time to get more hooks

    2 - Working backwards from the estimated stall via 10 hooks (the remaining 2 are not applicable for these purposes) you can calculate that you'd need to hit Survivors at a rate of 1 hit every 25 seconds

    That's it. The only reason I brought any of this up was because you were claiming that you could expect games to end in 2-3 minutes, which if you get hooks then you can't.

    I did not claim the game was balanced.

    The grace period is irrelevent since the only assumption made is that they are unhooked at some point and that in doing so they are stalled. Since gen regression isn't taken into account for calculating the time the actual point in time they are being stalled is irrelevant, just the duration, for which the lowball estimate is about 20 seconds of stall per hook and the highball estimate is 40 seconds.

    The Killers I specifically listed are the ones that can actually reasonably achieve that 25 seconds per hit ratio. The ones I did not list are the ones that cannot if the Survivors know what they are doing such as Pig, Legion or Doctor among others.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    To be more specific estimations like mine are how people like @Xerge can conclude that the Killer has upwards of 7 minutes to do his thing even though the raw gens and gate alone only represent 3 minutes. Hook stalls make up the remaining 4 minutes there.

  • Artyomich
    Artyomich Member Posts: 281

    I play I hate generator speed Freddy and I have yet to see a Red rank team actually finish every generator lmfao

  • newduls
    newduls Member Posts: 90

    You can't play other killers at high rank without a focus on gen defense.

    That means slow down perks, in order of their value (imo). PGTW, RUIN, DL/Thana.

    You gotta play zone D, don't worry about hooking as much as keeping survivors injured and keeping the 3 to 4 generators that are closest together regressed while clearing out all pallets in the zone.

    Master playing this way and you'll find ALL the killers to be effective at R1. SWF struggle against this style of play. Even in the era of infinite this playstyle was super effective. It lost popularity because the games are too long for streamers to keep the attention span of their audiences... I would suppose.

    I played a game today as legion in which in the first 3 to 4 mins of play they had completed 3 gens. It was an SWF, they all had flash lights. I had zoned out a corner of the map that had 3 gens close together. The survivors recognized the situation and started trying to chunk out the 2 gens furthest apart in the distribution. I 4ked. It was a long game. I'd chase someone if they left my zone I'd go back. I cleared pallets. Used KI to keep tabs on people entering the zone. Used hooks to target the most progressed in the group of 3. All the survivors were quite good, they were good at using jungle gyms and forced me to retreat back to gen defense on more then a few occasions without even going that far from the zone just because they managed to mind game at 2 jungle gyms that were fairly close to the group.

    I'm R1, the survivors I played against were all R1. Which is fairly uncommon in my experience, I dont' get alot of all R1 games.

    The mistake the survivors made was trying to break my control of my zone before they were down to 1 gen. Once I killed one they weren't able to turn it around. I was able to let 1 gen in the group go to get another kill, then finish the last 2 because they had been so focused on the group of 3 the 1 gen that was way on the other side of the map had 0 progress on it, so it was easy for me to use KI to force the survivors on and off the gens, flipping back and forth until I caught one out and downed him.

    2 may have escaped if they had done the far map gen, but I would have gotten at least 2 of them simple because they would have all been on their last hooks.

    One fairly common strat in R1 that I think will often fail you is trying to eliminate a single survivor so you're down to 3. While this can work, it often backfires.

    Killers need to recognize that when you're playing to KILL and only kill your actually ignoring your primary objective. Which is to protect your generators. Protect the gens, the kills will come.

  • PigNRun
    PigNRun Member Posts: 2,428

    Small correction here. Why do you think Killers have a higher kill rate in low ranks? Because if both sides suck, the Killer role, the one that can actually remove people from the match, has better odds of winning. Their role is literally just Find Survivor -> M1 them once -> Follow -> M1 them again -> Hook. And repeat. Survivors have to extend chases, and that requires game knowledge, and complete generators which require muscle memory (skillchecks) and being bold towards killer presence.

  • twistedmonkey
    twistedmonkey Member Posts: 4,291

    I never said anything about low ranks so I don't know why you mentioned the obvious.

    You seem to be over simplifying how to play killer. It's not simply follow the survivor and M1, hook. There is much more to downing a survivor in a game at high ranks than simply follow an hit. It's probably why a lot of players complain about balance if they play this way.

    You need to outsmart the survivor and be predictive of movements, know how, where and when to use your power. Muscle memory also plays a large part as knowing the distance between you and them versus a good suvivor is needed to make a hit or you miss much like how they can know the distance to extend a loop.

    Killers also require a lot of game and map knowledge so they can chase the survivor around a loop the correct way to make then take more time for them to get to another loop spot along with mind gaming them at certain pallets which all gives a higher chance for more hits. Your knowledge of the map, loops spots and what has been used can win or lose a game for you. You also have to know when to break a chase.