Keep infinite running, but add stamina bar
Comments
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fine. remove bloodlust then.
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Then whom do we chase when all four survivors have access to "How to loop the killer for 5 gens" tutorials just a YouTube search away?
Oh. We go play Civ.
Enjoy queue times.
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Right now you don't have to be good to extend a chase. You just need to play safe and hold W.
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It wouldn't work in this game because the killer is faster than the survivor running so they would hit them once and then they would just get them again because their stamina would run out.
It worked in games like Friday the 13th for example because even the running Jasons were slower than the councillors and they had cabins to jump in and ways to get themselves time to recover it and continue the chase.
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Hey man, I'm with you on the looping crap. I don't like that so much of the game revolves around it.
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lots of perks punish the other side for doing there objective
Empathy, Iron Will, Sole Survivor, Ds, Left Behind, Borrowed, Umbreakable, Alert, Dead Hard, Wake Up, Stake Out, Boil Over, Breakdown, Distortion, Flip, Buckle up, Breakout, Desperate Measure, Fast Track, Self-Preservation.
Brutal, Enduring, Tinkerer, Nurses, Devour, Huntress Lul,Fire Up, Remember Me, Blood Warden, Hangmans, Surveillance, Make Your Choice, Spirit Fury, Haunted Ground, Rancor, Discordance, Cruel Limits, Mindbreaker, Nemesis, Gearhead, Dead Mans, Retribution, Forced Penance, Deathbound,Dragons grip, Hoarder, Oppression,
Each sides Has these perks, and theres nothing wrong with them
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makes no sense, things are fine like they are. punishing for being deecent at the game makes no sense, the killer should just get a little bit better at looping
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I actually find the stamina bar idea quite interesting. Feel like if they created a new game they'd maybe add a mechanic like this.
I will say though your reasoning for wanting to add it has a flaw. You want it added because of survivors running a killer for a marathon then using it later in the chase. Thing is that's the killers fault for chasing a survivor that long.
I don't want to encourage killers to continue with these really long chases because the survivor will soon be exhausted. Killer should be taught to not chase survivors too long if that survivor is wasting a lot of their time.
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I disagree. Killer base speed is faster than survivor. Which means, if you put them side by side on an open road, the Killer is going to win the race. It may be sooner, or later, but the Killer is going to win. Add in obstacles along the road, and it will take the Killer longer to pass up the survivor because they lose time going over or around, but in the end, they will still win the race. Add in an Exhaustion Perk, and yes the survivor gets a 3-second boost speed somewhere along the way (whether it's right the beginning, or further down the road), but unless they stop running altogether, the Killer is still going to eventually win the race because of the difference in base speeds. But the Killer also has Bloodlust - and that's the kicker. Because the longer the Killer chases a survivor, the faster they get. So again, the Killer wins the race.
Bring that into the game environment, and the same holds true unless the survivor can out-think/out-maneuver the Killer enough to stay out of reach.
So if a Killer isn't catching a survivor, it's not because the survivor is simply holding down the run key, and it's most definitely not because they are "playing it safe."
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That's literally what most killer mains on this forum want. They just want a free 4k, and if there is at least a bit of challenge to that, they come on here and cry about "second chances"
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This is a really good point actually, and the first rebuttal to the idea I've seen that isn't just "lol no killers have it too EZ already git gud"
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Like good billies are punished for being too effective?
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Wouldn't work. It works in Home Sweet Home because the game has clearly been designed around it. Doing this now would most likely kill dbd for survivors. This is punishing good survivors for being good at chases.
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As far as i know there is a unused stamina bar in the game.
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Cheers mate lol thought it was only fair to give some credit where credit was due. The idea is something that would suit what the devs had originally envisioned.
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Give a survivor a five second head start, or 16m distance, and it takes the killer about 25 seconds to close the gap. Add in a few pre-thrown pallets and the math speaks for itself. Now, I'm not arguing one way or another about the original topic, but you don't need skill or practice to extend a chase. You can use skill, but you don't need it. Not at all.
Trust me, this is my regular experience. Most of my opponents are absolutely crap in a chase, I catch them in seconds the moment they try to loop me and I'm not even that good. But they dont reach rank 1 by being good in a chase, they just cheese it and it totally works. Which is the reason I main Blight. But that's beside the point, agaisnt any basic, non-mobile killer you don't need skill, just the ability to sprint forward.
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IF a survivor can run the killer for the majority of the game, the issue is not about exhaustion, its about skill difference and thus, matchmaking.
Yeah, it should be adressed, but in the right way.
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Will never happen. Sorry ;(
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According to the wiki, there was a stamina bar for Survivors in the alpha but was removed due to how easily it left Survivors without any survival methods and could be downed too easily.
What you should be calling out is not players using what they can to win but bad map design that makes running in a straight line the only way to play the game
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So if the killer (the power role) has the power to run forever, then why should the survivor also have the power to do so?
The stamina bar doesn't even stop a survivor from running forever (read the title).
If you ran the killer for 5 minutes without using your exhaustion perk then you obviously don't need it. You bought your team 5 minutes. Congrats. Enough is enough. You shouldn't be allowed to use an exhaustion perk to buy yourself another 5 minutes.
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Bloodlust is lost every time the killer has to "pass an obstacle" (break a pallet). Plus the mechanic will be removed eventually anyway
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Oh, right... That "inferior perk" that I see 75% of survivors using.
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I have read the title and I have read the post. I'm not sure why this continues to be unclear to people.
Why should the survivor have the ability to run without limits just because the killer does? Because it's fair. Actually less than fair, since the killers are all faster than the survivors. Placing further limits (NO, NOT THE LACK OF ABILITY TO RUN, I'M SAYING ANY LIMITS) on the survivor's ability to get away from a killer's infinite, faster chase, would make things more imbalanced.
I will say again: If the killer is chasing after a survivor for five straight minutes and that's still not enough for him to either catch up or remember that there are three other survivors working on generators as he does, then he's not playing very intelligently.
"The survivor should be punished for spending too much time trying to run away from me!" ...OK.
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This would not be the way to nerf dead hard and it basically has 0 effect on the other exhaustion perks.
The way to nerf dead hard is to rework it. I personally think they should just make it so when you get hit, you get an extra speed boost that is more powerful than the regular one (think like when you get hit while using sprint burst at the same time)
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This adds more depth to Survivor but most won't like it.
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Infinite stamina in this game leads to a lot of the game's problems, but it sets DBD apart from its competitors like Friday the 13th. Go play that game if you want a stamina mechanic.
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Im not sure what reality you live in in where dead hard is better than sprint burst but do send a post card.
Dead hard is used more because its more interactive not because its better.
SB gameplay is exessively boring.
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Why don’t we remove the ability to run altogether? if they walk, it’s guaranteed balance. Plus, good survivors don’t need to run to escape chases. It would shake the meta and make things more interesting.
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I really like this idea, But they'll have to remove bloodlust because the survivors will get tired eventually And the killer will catch up
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This is no good. Decreasing the skill ceiling of the game directly only hurts the game, because it'll make god survivors (survivors which most of matches play perfectly) undistinguishable from very good survivors (survivors who occasionally make a mistake in a match). What you need to do is increase the skill ceiling of all killers instead.
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Then the devs should remove "skill ceilings" from killers. Why are killers punished for being too good?
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Bad idea it will just punishes good survivors
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And survivors want free escapes and. Survivors cry about killers being op
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Actually, it would punish bad survivors the most. Not that I necessarily think it's the best solution, predropping and holding W needs addressing in a proper manner.
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Killers have a higher kill rate than survivors right now. So the Devs will continue to nerf Killers until it's closed to 2 kills/2 deaths. Right now killers are running above 60% kill rate.
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With killers like Doctor what else can you do really? Doc, PH, and Slinger can't be looped. All that's left is to run.
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What about when survivors kill them self on hooks. That just adds to the kill rate so you cant really use the kill rate
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Survivors also escape through hatches. But it's so rare that either happen, that it's probably not statistically significant.
However, I will say this about survivors killing themselves on hooks, they are doing it, most times, because they feel like they have lost the match. If the match is going so bad that you are killing yourself on hook, then the killer is probably going to kill you anyway.
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As opposed to the Survivors, who want free unhooks. And if there's at least a bit of a challenge to that, they come on here and cry about 'camping'.
Or Survivors, who want easy loops. And if there's any challenge to looping, they come on here and cry about 'OP Killers' and 'no counter-play'.
Works both ways.
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Totally agree on stamina, but they need to work on it. The problem is that a surv after a hit can literally ho om the other side of the map before of decide of stop and loop a pallet/window . And in some situation you have to decide to committee or not the hold w surv, because can be a bait to make you far from a next popping gen.
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Don't like it, if you do this literally everyone will just start running sprint burst instead since it get's used at the start of chase and is arguably just as strong as dead hard while not getting hit by this nerf at all.
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