http://dbd.game/killswitch
What if Patrick was right?
About the fact hooks are not considered skilled play as long as you dont get a kill.
Lets say you go againts a swf squad that take hits and hook stages for each other.
Even though you get 8 hooks,you dont get any kills and by the time you get 8 hooks,all gens are done and they all escape.
A skilled killer would make sure this wont happen as theoretically the main objective is to kill survivors.Of course if the killer cares about that,in the end,you can still pip and get a lot of bloodpoints with 8 hooks,even though you didn't kill anyone.
Of course,if the game was built around the fact killing a survivor had a huge impact on bps and pip system that would make more sense.
He would try to take out a survivor as soon as possible as it has a huge impact dealing with 1 less survivor.
In a way,you get 8 hooks,but you dont kill anyone so theoretically survivors outplayed you because they all managed to escape by working together.
You could also argue that camping is more effective for killers than it should be,because more than often if you camp the first hooked survivor,and only 2 gens are done,you have a decent chance to snowball the game.
And there's a lot of situations where camping a survivor hooked in an important zone of the map is better than just leaving the hook and let the survivor rescue.
Until mechanics that would force killers to leave a hooked survivor are implemented,camping will be more beneficial for the killers.
Comments
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While i don't think he was completely right he isn't completely wrong either.
If you get 1 kill with 9 hooks then no one is going to deny that your chase game was on point. DbD isn't just about chases though.
There is a macro level of play too, Who do you target? Which hooks do you choose that allow you to defend multiple objectives? etc etc...
In the 9 hook 1 kill game while the chases might have been incredible, the hook distribution can't be worse then that.
You excelled at the micro part of the game but did horrible at the macro part. So i honestly think it's fair that that killer goes down in rank and faces easier survivors untill they learn how to more effectively target survivors.
You don't necessarily have to hardcore tunnel but if you don't have a kill by hook 5-6 you are doing something wrong if you want to play to win
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In situations like this I like to turn my mind and think about hockey.
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Yeah that's what i'm saying,if you play to win,then you play to kill all the survivors
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After years of complaining how Killers camping and tunneling out a survivor at 5 gens is incredibly frsutrating, and the Devs themselves acknowledging how it decimates Solo queue matches, of course they came up with a system that rewards this kind of behaviour.
In Solo queue, basing it on escapes has lead to a drop in altruism and an increase in incedibly selfish play. I've seen survivors completely and totally screw over team mates. Lots of leaving people to die on their first hook, and in end game stats, these same people have done the least in the entire match.
To Patrick, that's "skill".
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I agree,that something must be done againts camping to force killers to leave the hook or else they suffer some kind of penalty.
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He's not entirely wrong, but the problem imo is that while in hockey and other sports there are strict rules aimed to make the game fair and enjoyable for anyone, in DbD it's free for all. Imagine if it was possible for a hockey team to get a point and then all players stand in front of the goal preventing the team from getting any points. At the end they would win, but a 1-0 played like that, is it really a win? Should that team be allowed to progress and demote the other one?
In addition, the win condition in DbD is not that defined as in sports. If I sacrifice myself and by doing that I allow my whole team to escape, I wouldn't say I lost but according to SBMM I did.
In conclusion, judging a match only by its outcome in this game is quite short sighted imo.
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Taking out the first survivor you find isnt skill. Its easy gamemode. Everyone can do this by far too easy.
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Skilled play or no, MMR is fatally flawed in a different way. let me explain.
As a game designer, it is their job to make the most fun way of playing the game also the most efficient to win.
At this point, anyone reasonably familiar with Dead by Daylight knows 2 things. First, MMR only cares about kills and escapes. Second, the most effective way to get kills is to Camp and Tunnel all game every game. Humans are competitive by nature, so I would guess that the majority of players will care about that MMR number even though they can't see it. So... there's going to be a whole lot of killers that just camp and tunnel every single game.
So... what do those two things taken together lead to? Getting camped and tunneled isn't fun, and honestly doing it isn't all that fun either. But that's the play style that is most highly rewarded by the MMR system... so currently the most fun way of playing the game is NO WHERE NEAR the most efficient way to play. That's a massive design flaw.
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Yeah,the system is flawed,the only fix is to do something about camping.
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Hooks > kills anyway of the week.
The old emblem system was better just needed caps and tweaks to adjust it.
But now we have SBMM in a 4v1 game which is naturally going to be harder, the solution?
Personally I still think hooks should be the balance point but we should have a win, loss and a DRAW. That would allow hooks to be used and would make a better SBMM.
This game isnt the basic 4v4 balance point like most competitive games have, adding the ability to draw at 8hooks 0kills (as an example) would be okay and honestly better, less hooks =loss and more hooks =win
How much you win/lose depends on your hook count, that simple.
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right? 🙃
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