http://dbd.game/killswitch
Are medium vaults intentional?
I'm sorry but i can't understand it. If it is intentional then it's a terrible way to balance the game but if it's unintentional why is it still here?
Answers
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Its intentional. Its a good mechanic.
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But there are much better ways to deal with infinite loops, for example having one sprint vault that is slower than the current fast vault and one walk-vault that is the same speed would make it easier to understand for new players and easier to calculate for experienced players. I'm sorry for bothering you so late at night btw
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Intentional, and I like it. It helps against survivors that abuse a window, and it also helps Clown stop loops more easily (since tonics guarantee a medium vault).
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Yes.
There used to be only the fast vault animation, changed because it was way too easy to abuse.
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It’s not that hard to understand. A fast vault occurs whenever your running directly at the window or pallet, and medium vaults occur when you’re running in from any other angle, or when you’re suffering from Hindered.
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Medium Vaults don't just stop infinites. They also create a minimum amount of telegraphing on the survivor's part to prevent them from being able to freely fast vault after bluffing the vault. Without medium vaults too many vaults become too safe to bluff vaults on because the survivor can suddenly instantly be across them if its clear the killer isn't going to double back or whatever.
They add a LOT to the game, because now faking intent as a survivor has a cost. So clearly if the survivor is running right at a vault they are going to vault... unless they are faking it, in which case if you stay on them they medium and you get a hit... but what if they aren't faking it? Then staying on them makes you lose a lot of chase distance!
Its a VERY good mechanic and absolutely should stay.
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But it's extremely difficult to realize how the vault system works as survivor. I found out because i was watching YouTubers vault faster than me and looked it up, a lot of people won't do that and never learn how to run killers properly
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This is more a tutorial/conveyance issue, rather than fast vaulting being bad. Including, for example, a little chime when you fast vault or a 'bad noise' sound when you slow vault, combined with maybe a visualization of the angle, wouldn't be terrible Maybe it could be an 'adder' effect to another perk with a useful effect to help make a 'tutorial perk' like fixated.
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I don’t think that’s necessary. It’s pretty much based on logic.
Anybody could see this themselves by testing it in real life. You’re going to jump over something faster, and further when running straight at it. Attempting to do the same from other angles is going to slow momentum when engaging in the jump.
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Thats because the tutorials could be way better and are a relic of 5 years ago.
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Huh?
It's by far the deepest survivor mechanics in the game, and after working on it for literally thousands of hours it is still possible to improve more. Precision of the vaulting angle, slightly but not excessively delayed vault initiation, curving properly for the distance to be treated as 2.5m of something close enough straight line, fast vaulting on parallel walls - all of it is quite the opposite of "easy to understand".
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In my game design courses if your response to a conveyance issue is "Based on logic" you get an F.
Games are naturally abstracted reality. "Logically" you should vault slower when bleeding too, and the dude twice as large as you who could step over that window sill should get over it faster than you having to hurl yourself over it, neither of these things are true. Logically shining a flashlight at someone's face a few seconds wouldn't make them spazz out and drop someone 1/3rd their size, they would just turn their head away for a second.
"Real world" logic doesn't apply, what matters is the game's internal logic and how clear it is. This is why despite flashlights being stupid and non-sensical they work in the logic of DBD, and why Flashbangs are intuitive and easy to understand in function and usage because your already familiar with the logic of 'light=stun and escape' vs killers carrying stuff.
If the game doesn't tell you its own set of internal rules in a clear yet subtle way, you did conveyance wrong. And despite knowing about fast vaults personally I can definitely see why it would be hard to 'naturally' learn about them, especially because unless you already know about them you might never SEE a fast vault because it seems to make the most sense to try to come at the vault from an 90 degree angle to maximize looping around the wall.
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I didn’t say it wasn’t deep. I said it’s easy to understand because the basics are based in logic.
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Its more about adding a skillgap to looping. With the right pathing you can get more fast vaults. Many games have a lot more difficult movement techs and the basics of vaulting are easy to understand if someone explains it (the game doesnt do it).
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Ah....I remember those days....The old "Pallet Vaccumes" was a pretty big thing as well. The game was pretty bad back then and im surprised killers managed to catch anyone. Honestly the games balance has improved so much since then.
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It's intentional and a terrible way to balance the game considering that the killer can hit you even while fast vaulting because so many players have trash connections and this is the only game in existence that rewards trash connections over good ones
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Why are they bad?
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