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Splitting up on gens seems like a pretty foolproof strategy
I generally find most games are decently balanced. Even red rank SWFs don't mean guaranteed loss. But man, when a coordinated SWF team splits up on 4 separate gens and they all focus objectives, it seems borderline unwinnable especially if you're playing a killer with no mobility/teleports. This isn't a complain thread, mainly looking for tips as to how to deal with these situations?
I had a Billy game on Autohaven where they just constantly all were on separate gens. I got 2 hooks that game, but even with the chainsaw mobility I couldn't get enough pressure to keep them off gens and I think one big mistake was not committing to enough chases. I had pop but that wasn't enough to make a real difference. I was faced with either:
- Go for a chase, try to end it fairly quick and get a hook, at the risk of 3 other gens gaining 30-40+ seconds of progress depending on how many good loops the surv had (lots of small pallet loops on Autohaven). Go for another survivor, chase, they get 2 gens done and 1 halfway.
- Constantly chase them off gens, but then I don't get hooks and they just do 3 others anyway.
I just hit rank 4 and have plenty to learn, but I wonder what options I had there. Slugfest perhaps?
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I mean you pretty much need: ruin undying, corrupt pop, to be extremely good with the killer, willing to tunnel the first guy you hook into the floor, or be running infectious fright and slug a ton.
I do a lot of rank 1 Bubba with no slowdown and it’s carried by the fact he can drop people in seconds if they don’t respect the saw.
Billy is the same way but since his nerf he’s a lot weaker at loops in my opinion. You should still be getting way more than 2 hooks a game though, even ones you lose. If you are not getting downs fast enough you should run more chase perks.
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From my experience slugging is a proper tool that you need to learn when and how to use. Also understand that some killers stand no chance in certain situations balance-wise. It's not on you, it's on the game. That's a sad statement and yet is true.
There are hints that devs might start prioritizing high level balance soon. It appears they are aiming towards pushing dbd into the competitive scene. We'll need to wait. But there is hope you'll finally be able to compete using your favorite killer purely relying on your own skill. That's not a thing nowadays. You just need to accept it.
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2 hooks was a rare occurrence, I tried scaring them off gens over committing to chases which is primarily what lost me that game. But I don't know that I would've gotten more than a 0-1k out of that regardless. Majority of games pop is more than enough and I do pretty well with Billy.
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My best advice for this situation is to find a 3-gen and stick to it. Instead of chasing survivors off gens that are on separate sides of the map from eachother, chase them off gens that are really close together.
With this being said, since you have pop, don't be afraid to chase survivors a little far from your 3-gen. Just make sure you know when to drop a chase and whatnot. Once you catch someone, you not only get a hook, but you have pop to make all of the progress they've done while you were gone practically disappear.
If you're really worried about them hopping on the gen as soon as you leave, equip Surveillance on your build. It's literally made for situations like this. Good luck!
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It's not easy to lay out a strategy to counter that. It all depends on the situation, but I can say this with certainty- if you get into a lobby with 4 survivors that are split and at least two know how to run loops and link tiles and you just happen to choose those two, you're not winning. You won't even come close, and this is especially true if you're going against survivors that have 7k hours. They can all have 0 perks and still escape.
You have to be ok with this if you plan on playing a long time, because this does happen sometimes. Otherwise it's going to be a frustrating path for you. That said, it is still possible to do better than others the more you fine tune your M2, improve on your situational awareness & game sense, learn your tiles, etc. But just keep in mind that there are games that you won't even come close to breaking even because the RNG gods are against you.
I say find a killer that you like and play them for a few hundred hours and get as good as you can with them. Don't choose Freddy- his basekit is too strong and you won't learn. Billy is ok, (even after the nerf) and if you can get good with him, then playing other killers will be a lot easier. Find a streamer that plays a killer you like and try not to get too invested in their complaints. :) Bronx used to have a good Billy but I think he mostly plays Demo now. Oh Tofu has a good Billy but I don't think he plays him that much anymore either. Sal gu is a Korean streamer that plays Billy and they usually play for the endgame there. Check him out if you want to see how he deals with it.
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It's a pretty rough ride and some games, especially certain maps, will make you question why you bother trying.
As a general rule, try to look around early game for gens that have spawned very close to each other, and then dote on those at the expense of others. Try to waste survivors resources in this area so it becomes a dead zone. If all else fails and you grind down to one gen, you'll have a small area of the map with a dead zone around it that survivors will have to go to in order to escape (unless they have a key /shrug). This lets you drag a game out and snatch victory from the jaws of defeat if you manage to hook a survivor in the same area.
Don't let early-game gen pops get into your head. The game starts out with survivors at their strongest, with all their hook states, pallets, and perks up - you need to scope out what areas of the map are strong, avoid them, and waste enough pallets in your first chase that you will have shorter chases later. Yeah, your first chase might be a little long, but without that first down your momentum will never start. If you defend gens correctly, the map will gradually get "smaller" and the safe areas more sparse, leaving survivors with worn out items and on their last hook in a tough situation even though they got 2 or 3 gens done for free. The worst place you can be is having 1 gen left and they're all spread out, and there are safe loops everywhere with pallets.
As Billy, I would say balance being greedy for the instadown with also using your M1 enough that survivors have to drop pallets (they should never be able to comfortably read when you're going to use your saw imo). Some survivors might not even heal versus you because you have an instadown, so having m1 as an option will help, especially if you ate a few loops beforehand.
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Winning against sweat squads is unlikely.
If you really want to win, you can camp one person and hope the team is overly altruistic. Aside from that, it's a done deal.
Any experienced killer knows that you have to slug a lot in high ranks in order to slow down the game. Playing normal won't cut it against optimal survivors.
Of course, you can keep practicing and get better at chases. But that only goes so far. Sometimes you just have to accept the odds were heavily stacked against you.
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Weirdly I didn't even think of trying to force a good 3 gen because I normally don't have to with Billy like I do other killers lol. I can be all over the map and still do great. But yea I think that would have helped a bunch and I will probably have to more even with Billy now that I'm into red ranks.
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Well, I'd argue that Billy can take chases outside of his 3-Gen zone and be able to get back to it before a gen is completed. That combined with Pop means you can probably take chases a good distance away from your 3-gen, get back there, and erase survivor progress if they managed to work on one of your favored gens.
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The good sweats can get their guy off of a camp, unless you have a saw killer, almost every time. Or at least, it becomes hook trade hook trade hook trade all escape. They will all have unbreakable borrowed time ds.
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Which hints?
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Swfs got killers beat because they are all in agreement to extend hook states to rush gens and swfs are generally OK to take the death if others survive. There is nothing you can do but hope they want to do more than gens.
Solos are careless, rushed and anxious because with all the suicides and unwillingness to cooperate. It's much more wild west with solos. You've basically got polar opposites
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I mainly play survivor and I'll get a lot of heat for this but they need to increase the amount of time it takes to finish a gen solo. Now my idea to balance it is to decrease the time it takes to finish a gen each time a survivor is killed.
I know people say that dbd wasn't originally designed as co-op or whatever but it's been implemented and that's where the devs need to focus on moving towards buffing is working together.
Yes it'll make working with potatoes near impossible but it'll promote teamwork. I just don't think the whole requirement that I have to have this perk to have a chance of winning is good and that's for both sides killers stacking gen regression and survivors with meta perks. Hell having a gen completion speed boost after dead survivors could in fact deter camping/tunnelling more so tunneling then camping.
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Depip squad. Look it up on youtube.
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My experience with this was with Oni I did not run Ruin and Undying I ran IF, Tinkerer, PGTW and BBQ and chili. I got my power 3 gens popped with Tinkerer i slugged one person dashed to the other Gen and downed that survivor and for the rest of the game I dominated. Even though I lost 2 gens I saved myself from losing 3 gens.
so my advice is just slug so you don’t lose gens
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I'm not one for tunnelling, camping or slugging but there are some matches where you don't have a choice and have to pull out the big guns. Just make sure to still be smart about what action to take and when to take it.
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Slugging. It's bassicly a nececity if survivors are optimal.
If you beat a team without slugging then that team was way below your skill level
From the moment you hit and down the survivor
Weapon cooldown: 3 seconds
Picking up animation: 3 seconds
Walking to a hook: 1-16 seconds
Hooking: 2 seconds
So 9-25 seconds of zero pressure. Let's say on avarage 15 seconds. If all survivors are on seperate gens that 45 charges of the 400 in total they need to do all gens.
That's 10% you give away for free by hooking. Not counting the actual chase just the hooking process. You can't affort to give that away against optimal survivors
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That's pretty much why most rando teams fail - they like to hop 3-4 on a gen right from the start of game...well guess what, you just have to be unlucky a little bit for the killer to turn that into a slaughterhouse.
Split up.
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You're probably right about that. Like I said though, if the killer is desperate enough they can hard camp. It's not a guarantee, but the survivors might slip up. Not to mention, it's a lot less work for the killer.
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When you encounter 4 survivors who are actually intelligent (like...5% of your games), you in turn have to play it smart. It's not the end of the world if 2 gens go on the first chase. That's what should be happening if the survivors are decent and you're not a Nurse/Spirit/Blight. Here's how I typically approach my tournament matches as killer:
The very first thing you need to do is make note of your gen spawns and your surroundings. Corrupt Intervention is absolutely mandatory against a good team. You can't give survivors complete control of the map right from the start. Identify which 4 gens spawned closest together and prioritize that area.
If you're an experienced killer, you should have a pretty good idea of where survivors spawned. They can't spawn within 3 tiles of you. Spawns are pretty static relative to where you spawned. If I spawn near shack in Torment Creek, they 100% spawned at the silo.
Taking the very first chase may or may not be a good idea. If the survivor immediately books it to the Corrupted side of the map, chances are they're telling their teammates to jump on gens while they pull you away. Survivors communicating isn't the end of the world. You aren't powerless. But you can't play as if they aren't communicating.
If I'm on a high mobility killer or Spirit, chances are I'm cycling back to a high priority gen whether I get an early tag or not on the first survivor. You need to establish control of the map.
Once you're out of the early game, you should be golden in a pub match. Just stick to your fundamentals and make sound decisions. You really shouldn't have to tunnel and camp the survivors to death. An objective-focused team does not necessarily equal a death squad. Obviously, if it's competitive level sweat, you'll need to factor in Deliverance/Camaraderie/etc., but I have literally never seen that level of coordination in a pub match in 2700 hrs.
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