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Looking at DBD as a numbers game is just depressing.

Bard
Bard Member Posts: 657

Okay.

Lets say the target for balance is a close 2 man escape; two people making it out through the exit gates through the skin of their teeth.

In order for this to happen, somebody has to die with 1-2 gens left. That's the hurdle you have to clear to have a chance of winning (or even drawing) as a killer. If everybody's alive going into EGC, 99% of the time you're getting one kill or zero kills.

Lets assume the killer is focusing the first guy down somewhat, but isn't hard tunneling him. When the first guy is killed, he's been hooked three times, one has been hooked twice, and the others have been hooked once. For simplicity, I'll assume no items and no perks (for now).

This is seven hooks in the time it took the survivors to complete four generators.

Lets also assume that on average, the time is split such that on average, 1.5 survivors are doing gens at any one time (the rest being chased, sitting on a hook, doing altruism, or ######### around like a Claudette in solo queue).

  • 4 gens with 80 seconds of work apiece takes 320 seconds.
  • Split among an average of 1.5 survivors, it actually takes 213 seconds.
  • For the killer to match this pace, they would need to down a survivor once every 30 seconds.

A survivor down and hooked once every 30 seconds. Just to draw while not playing like a massive prick and constantly mass slugging.

Assuming you down the survivor after having played two tiles, it's going to take around 40 seconds to chase them, about 10 seconds to get them on a hook, and another 10 seconds to start your next chase, so the most a killer will be able to manage (assuming the survivors don't do backflips into your weapon constantly) is a survivor down and hooked around once a minute; half the pace required to get into a position to just not lose.

So... yeah. Without some tunneling, gen slow, or mass slugging, you stand no chance against even a decent group of survivors, solo or swf.

Now... what about with perks.

Lets say the killer is running Pop.

Lets also say the survivors are each running an exhaustion perk.

  • 7 pops brings the total work required up to 460 seconds
  • With the 1.5 average survivors repairing, that's 306 seconds of work
  • The killer would need a hook every 44 seconds to match this pace.

This almost sounds reasonable, but then the survivor perks come in.

I'm not even accounting for how using Pop that many times is bound to slow your chases down, things look bad enough with just accounting for Exhasution.

Exhaustion perks give you enough distance to get another tile in. I'll be charitable to the killer and assume they outplay them at that tile, so it's only three tiles.

With 20 seconds per tile, that's still about a 60 second chase, 10 seconds of body transport, and 10 seconds of looking into your next chase. A hook every 80 seconds... still about half the pace you need just to get into the territory for a draw.

Yeah... a gen slow perk isn't gonna cut it.

If you want to be prepared for the off chance people don't crouch in corners for 10 minutes instead of doing gens, you're gonna need to pack a full loadout of generator control perks, or you're gonna need to sweat your ass off with mass slugs, tunneling, and patrolling hooks.

Believe me, this is the kind of outcome I want in my games; I want to slap on a full tracking & chase oriented perk loadout on Bubba or Clown and have close games where the survivors just barely get all the gens done and a couple squeeze their way out the gates while leaving a friend to die. Two kills, two escapes, a ten hook game, 30k BP for me and both of the escapees, and a damn good match.

Unfortunately, I know that in many games, 1.5 survivors on a team knowing what a generator is a bit of an ask, and some survivors will find a way to get hit twice at the god pallets at Gideon Meat Plant's basement, so a balance state where I can hope for close games against evenly matched opponents is just a dream.