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4 gens in 4 minutes?
How is it possible considering:
- each gen takes 90 seconds
- there is walk time and time to find gens
- Hex Ruin and Thana were slowing gens
- killer was disrupting survivors
- a survivor was slugged half of the time
- survivors were doing tapes
- Only 1 BNP and toolbox
Comments
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It's very possible, especially considering that he was only applying soft pressure for the majority of the match. Very few downs actually happened. I think players get very used to the heinously bad macro play of 90% of the survivor playerbase and don't realize how fast gens will really go if players actually work on them.
It's amazing what happens when good matchmaking occurs and there isn't a blatantly obvious weak link that throws the game within 2 minutes.
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I remember having teams like that before the patch lol. When everyone pulls their weight, its a pretty easy match. Seems like SWFs who are focusing on gens before friends. He also didn't show their perks.
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Definitely a Prove in there. And yeah, having everyone be solid enough in chase allowed them to be patient on the slug pick ups. Especially if you know the killer isn't going to hook. No real urgency to get them up if the killer isn't downing quickly.
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Gen 1 at 1:40, gen 2 at 2:45, gen 3 at 3:25, gen 4 at 4:30, and then gen 5 not until 7:58 - overall it was a 10 minute match with 2 kills even though first 4 gens were completed in first 4:30 of the match. The first 4 gens he really didn't put pressure on them, he gave the survivors alot of uninterrupted time on gens and the survivors were able to coordinate getting them done so ruin wasn't an issue. He even says he didn't pressure gens at start and couldn't get use of full thano/ruin.
Gen 1 wasn't interrupted until 60 seconds into the match, it was only briefly interrupted before he left and 2 survivors finished it 40 seconds after he left.
Gen 2 was worked on by the uninjured survivor he gave up chase after first 60 seconds of match, they were able to work on it uninterrupted from that time and for last 25ish seconds there was a second survivor on the gen speeding it up.
Gen 3 had been worked on uninterrupted after 150 mark when he stopped chasing that survivor. Survivor was briefly run off after gen 2 was finished but second survivor quickly hopped back on and finished it 30 seconds after the other survivor was run off it.
Gen 4 was completely uninterrupted with 2 survivors working together on it the entire time. The slug did nothing to force one of them to get off the gen. Hook would've forced them off because if they wait 61 seconds and player goes to second state they only get one more hook, slug gives them 4 minutes to work on a gen without worry.
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That’s what happens with extremely weak pressure. It’s totally possible.
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I guarantee it. He didn't really mention their perks. Just their items.
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Gen speeds are insane right now. Some games can't even get more than 2-3 hooks. Something needs to be done about this. Prove Thyself needs to be nerfed. BADLY.
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I think One Pump Willie is an incredibly skilful killer and he appeared to be on a streak so it looks like he came up against a very good team - he himself says in the video that he allowed early game pressure and also that the team played well. And he STILL got 2 kills and a draw.
I don’t see anything untoward or strange here?
Gens went fast because the team focused on cranking them out while a condemned play style was in play by his Sadako.
I don’t think this is necessarily representative of all typical survivors or killers - just those at a very high level where you win some and lose some. And this was a draw so..?
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You realize the actual time saved with PtS is pretty small right? It's literally 2.61 seconds faster.
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I don't know where you're getting 2.6 from. Base repair speed for 2 survivors is 52.94 seconds and 46.04 seconds with Prove.
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You are correct, I had a brain fart when I did the math. 7 seconds is still quite minor.
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7 seconds is not minor. I've had so many games recently where I was 1 second away from getting a pain res hook and the gen gets done just before I can hook them
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Its not 2 seconds. Its much higher. Stack that with other gen perks, plus a toolbox and a BNP makes a difference. All of those are factors. Not including Great skillcheck bonuses. May not be much, but they do add up.
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PT alone is never a problem, other perks alone also is not the problem, the stack of many of them is. I would be fine if BNP getting removed, or that Toolbox can only sabo hooks and cant boost Gens (but definitely a Brown toolbox should be able to sabo 3 hooks instead of 2.5)
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Of course it gets insane when you start stacking everything. By itself PtS isn't nearly as strong as people believe.
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Isn’t this anecdotal though? I mean I’ve had many times she. I was one second away from popping a Gen but got hit by pain res or some other perk. It is what it is sometimes
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You can do 5 gens in just over 3 minutes over something. I remember seeing truetalent get 4 gens done vs him in 2:30.
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I'm not a professional, but it looked like he was doing a lot of hit and run, which is fine considering he has Thanaphobia, but it seemed like the survivors knew he was doing that so instead they just did generators.
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Other folks have beat me to it, but the Killer didn't have a ton of pressure early on in the match. The Survivors had nothing else to do but work on generators and heal- and given that three of them seemed to have a med-kit, it's safe to assume they self healed while the others continued working on generators. The first down wasn't until ~2:15 into the match, but since they weren't hooked, there still wasn't much urgency to force them off the generators. They have four minutes to make the save before they bleed out, meanwhile they'd hit the next hook phase in only 60 seconds. Beyond that, they gave up potential downs to build up condemned (e.g. ~4:00 mark), giving up even more potential pressure. Even without any perks or toolboxes, I would expect the generators to go off fairly quickly in that scenario.
Hit & run / building condemned / slugging can all pay off in big ways, but they're also a gamble. You need to get the ball rolling quickly or you're giving them plenty of time to work on generators.
Personally, I wouldn't have tried to hit and run with that many med-kits in play - at least not at the start of the match when you know they still have charges. I'd feel fairly certain that they'd heal the moment I dropped the chase and hop right back on a gen. Getting a hook early on would have forced at least one Survivor off of a generator, and then you could force a third off by chasing them. But I say this with the luxury of hindsight. You can't always predict how a match will go, and nobody makes the right call 100% of the time.
Post edited by Peanits on9 -
Game would be much better if they just balanced around no perks or items increasing the speed that gens are done and reworking them all, and just make it not miserable basekit. Probably do the same for killer, heavily nerf/rework all gen regression perks and balance the basekit better. That way you can actually take different perks.
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The gen speed to chase ratio IS a problem, but this is a poor example of it for many of the reasons people have pointed out.
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Problem is you don't need to be onepumpwillie to get similar matches matchmaking is the worst part of dbd for both killer and solo survivor. There are killers I've played less then 5 times and I go against multiple p100 lobbies. It's a serious problem tho I doubt it can be fixed without going back to long wait times. On my main I have around 1k hours and every match I get put into is 3k minimum hours for survivors.
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Oh yes I don’t doubt that - even someone as nooby as me has faced people WAY above my skill and MMR level and sometimes way below too.
However for this particular match, o think One Pimp Willie and the survivor SWF (I’m guessing they were SWF) team were probably near each other in skill level. And it ended a draw.
I definitely agree with your wider point tho, MMR island pairing of opponents is probably one of the biggest factors for miserable experiences for both sides.
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