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I completed 50 matches challenge as no slow down Myers

C3Tooth
C3Tooth Member Posts: 8,266
edited November 2023 in General Discussions

--- Strategy ---

Early game

  • Identify Gens to patrol, carefully taking time to go for an unexpected direction for a grab. Alot of times there are 2 or more survivor, if I cant grab but injure one, I will chase the second survivors. Injured survivors usually leave Gens for a few sec if they hear TR; or its harder to hear me coming if Im Undetectable. Leaving all 3 healthy, they would feel safe to freely push Gens.
  • Once 2-3 survivors are injured, if seeing a healthy one, try to injure them to activate Hysteria, this is when I can get easy down, sometimes more than 1 if they grouped together.
  • After one hook 3 survivors, sometimes its hard to find/down the 4th survivor without hook. I may need to 99 Tier2 so I can instant down the 4th survivor.

Mid game

  • Plaything is in play.
  • Try to injures multiple survivors again, at least 2 or 3. Try to have 99 Tier2 ready.
  • They need to do 3 things: heal/cleanse/gen

+ If they heal/cleanse, means they dont do Gen, I can also Tier3 anytime to put pressure back from them being healthy again

+ If they heal/Gen, means they dont hear TR, means I can surprise Tier3 them to put pressure back

+ If they cleanse/Gen, means they are injured, I can make a short chase and down them while saving Tier3.

  • Slugging is needed alot of times when a few survivors keep appearing to me. Its also good to force 1 survivor of Gen to picking up.

Late game

  • If 5 Gens done, means I can hook anyone without restriction.If there are 1-2 survivors still have 1 hook, its better to find/chase and hook them to make use of Altruism. I can last hook some survivors to secure a kill, but others would escape.
  • If 5 Gens are not done, if there is 1 healthy and 1 injured, I will chase down healthy one first. Because its easier to find the injured one later on the race to the Hatch. If both are healthy, I will injure one and hunt down the other.


--- What I learned ---

Slow downs arent needed most of the time. The best build-in slow down is spread pressure, yes its true. Injure at least 2 survivors would save almost 2/3rd a Gen, 32sec for 2 survivors healing each other, 64sec worth of Gen time, no slow down perk can beat that.

A mix of hit and run, slug is really effective than people ever think. Dont commit chase if you think you cant down them in short time, If you cant hit/down a survivor, at least try to force them drop multiple pallets, do not respect pallets, its always better to eat them than reset a loop

I realized that tunneling is really low effort, high efficient because of

  1. keep chasing down 1 health state survivor.
  2. 2nd survivor is forced to leave Gen, giving a free hit to buy time (again, 0sec chase for a hit, buying 32sec of Gen for the 3rd survivor to heal )
  3. the desperated from the tunneled survivor will run into teammate's Gen/Healing spot, which putting pressure on the whole team by doing 1 single thing

Why should people play like what I did when they can tunnel, less effort for much more efficient. The only case for survivors to win is the tunneled one able to make their 4 health states last 5 Gens, and know exactly where to run so they dont disturb teammates' Gens. At that point, survivor team has to be alot better than the killer to win, as they should.

If I ever do challenge again, it would be only last hook unless 6-8 hooks at most, that restricted rules was really harsh and robbed me alot of kills.

--- What I hope for a QoL changes for Myers ---

  • Let his stalk stop at 95%, click again to continue to stalk to Tier3. There were so many times I made mistake by going Tier3 unnecessary. But at the same time I think that 5% is needed for a slight window gap for survivor to react.
  • I really think distance should not affect stalking rate. But with fixed rate in the middle.

Comments

  • Rulebreaker
    Rulebreaker Member Posts: 2,029

    Well done. Thx for the status

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,807

    Interesting result, thanks for running this test.

    Seems to reinforce that a good player can do well even with restrictions on a killer generally considered 'weak'.

  • bobateo
    bobateo Member Posts: 368

    Huh, this was an incredibly interesting journey! Thank you for taking the time to design and play it. Do you feel/think that as you played more matches, you were able to make adjustments/improvements on your playstyle inside of the restrictions? Did you have any matches where you felt like/observed the survivor team(s) adjusting to your playstyle?

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I would like to see other killer mains try this challenge, using the same loadout. There will be only 2 outcomes:

    • if the result is worse than this, they're not as good as they thought
    • if the result is better than this, killer's role is completely OP : )))

    I will do it again with a difference loadout for Myers, with far less restricted but still fair (no tunneling/slug for 4K), which mean Myers will be stronger, and see if the result would be even better or not.

    It was depended alot on maps, which Gens they done, which type of title it spawn. There were matches I could completely tell exact which Gen they're on and went straight up to the right direction without wasting time. Otherwise many times I cant control my patrol path, either short path which they can see me from afar, or a huge circle to quick hit them but waste alot of time.

    But that's RNG the nature of this game, I believe with the result, I still do fine. I would satisfied with 50% killrate/winrate just because I put heavy restricted to myself.