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Anti loop is boring.
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Because addons don't change loop potential, and having to use perks to address your fundamental inability to partake still leaves you behind EVERYONE ELSE. And most anti-loop perks are weak at best, can be ignored, or outright get disabled.
As hilarious as it can be to stack up on ways to just walk through pallets, that's not good gameplay or balanced compared to "I can do something at a loop AND bring other perks"
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This is so true- I appreciate skill. No skill in the knight tho.
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But they do, they impact how easy or hard sometimes looping can be by how the addons change the powers of the killer. Perks are literally there as an addition to what you don't have - they are meant to be used to help tailor to a certain playstyle or to cover for weaknesses.
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The holes in the shack walls that show the killer and let the red-light filter through are one of the biggest unaddressed gripes killers have with the shack, turning it into the survivors fun house and making it one of, if not the most futile and frustrating tile in the game.
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"GrEeDiNg AnD cOnSeRvInG pAlEtTeS iS the HaLlMaRk Of A gOoD sUrViVoR!!11"
(Which, btw, isn't wrong, but it can also be extremely frustrating. Good survivors can greed palettes so well,especially wih the DH safety net, that they could run you for all 5 gens without using up more then 10 in the process. It's really frustrating that many killers can't do anything in this case but either take the abuse or break chase. But if the other survivors ain't any worse this will gain nothing. And in the best case scenario the killer will stumble over a baby survivor and eat them for lunch.)
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Ignoring the fact that a large portion of loops have no mind game.
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You could honestly improve over half of all Survivor main streamer videos by adding this.
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Addons don't fundamentally change how a Killer interacts with loops (aside from Freddie). A Killer with no anti-loop still has no anti-loop, and unmindgameable pallets don't change at all.
And what I said is that having to use perks to operate around loops at all is bad gameplay and balance, because you wind up with some Killers having to sacrifice perk slots to compete effectively, and others... being able to run what they want. Or fun perks, rather than "I stun less."
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Thats actually an idea some streamers should pursue. No new names for running around a pallet and calling it -tech. Just comically music unterline from a chase.
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Actually... looping is a flaw design that shouldn't have existed in the first place... but people found that looping is the most optimal way to play the game and the most optimal way to use its resources.
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Good loopers? Sometimes.
Broken loops or essentially infinites (GoJ main structure with the wonky window spawns) - not so fun.
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Let’s just face the facts that holding W is boring.
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Iv stopped playing since the knight- because If that’s the direction the game is going in I’d rather play other games.
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And they wonder why killer queue times are getting longer… all my friends have stopped playing now too.
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Almost
Chasing is the most excitting thing in DbD, not looping
Looping in it's purest form of run around a obstacle x amount of times and then dropping the pallet is one of the most mindnumbing things in this game
Add something like pyramid heads power or weskers power and you are requered to stay active and pay attention again which in turn makes things more excitting again.
I agree they don't always do anti loop correct but when they do it enhances chases rather then dull them
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Queue times across the board are the best I've ever seen right now. Slightly (I'd count the variance in seconds) worse on the killer side, miles better on the surv side. I love it.
Looping in it's purest form of run around a obstacle x amount of times and then dropping the pallet is one of the most mindnumbing things in this game
Absolutely. And funnily enough, the better people get at it, the more boring it becomes. Now chaining tiles can be fun, but that is very dependent on RNG, and can vary from basic/bland to fun to infuriating/busted depending on the map generation.
But running your basic tile optimally is about as far from fun as you can get. It's like a skipping record.
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Exactly, I like actually having a chance of winning. Not making sure survivors have a good time.
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Double hard disagree.
If you think this, I think you either don't play very many M1 killers, or your MMR is still too low to know what a good looper looks like.
Truly good loopers use really advanced tactics. Mindgames and counter-mindgames and counter-counter-mindgames at every window and pallet, and if you just try to power through, you'll find that they have every loop and potential loop memorized to the point where they know exactly how many times they can loop the killer before dropping the pallet, whether or not they can afford to try to mindgame the pallet to get an extra loop or two out of it, the distance to the next loops and which ones they can get to without raking a hit, which loops can be skipped in the middle of a chase and then chained together...
I'm having a hard time explaining that last one. Like, they'll loop you as usual, then skip the next loop over since they know you won't have the speed to beat them to the one after that, loop you around that one, then lead you back to the one they skipped...
And then, once you've finally caught up to them, no you actually didn't, because one of their friends shows up to bodyblock and then run back to their boon totem, and THEN, after that, if you ######### up baiting out the looper's Dead Hard, you're doing it all over again.
If someone really, really knows how to loop, you're not catching them in a timely manner with an M1 killer. It's not even a skill issue; you're just not doing it at all without every gen popping during chase.
Instead, it's best to just use those people to get rid of a few pallets, go back and pressure gens, and then just try to catch them off-guard in a dead zone later on, and even then, STBFL and/or Bamboozle are almost obligatory.
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