The Passive Detection Power Creep?
I had a "Oh... that's why..." moment today, where after facing a number of Chucky's, whether it was me playing or spectating. I kept seeing Chucky players heavily commit to searches at particular gates, to the point it looked kinda fishy.
As I'm in a cast and can't play killer right now, I'm 100% survivor, so I couldnt play him myself and I couldnt work out what was happening. Today I've finally remembered that Chucky in Hidey-Ho can see his fake foot print trails near survivors. There is no counter to this, so end game last man is easily found and made dead unless you find hatch first or have one of the gate opening perks and a fair bit of luck.
It did get me thinking about the recent roster and perks though, how there is a recurring theme of Passive Detection, and strong revealing abilities.
- Artist - Long range crows from map presense, with Killer Instinct triggering when they near miss.
- Skull Merchant - Basically her entire point.
- Knight - Not direct, but power does offer scouting and zonal control abilities to monitor locations.
- Singularity - Pods, again not direct, but allows for strong map wide monitoring.
- Xeno - Footprint detection around tunnels snd Killer Instinct nearby.
- And of course the Chuck.
These passive detection killer abilities, combined with strong detection perks like Nowhere to Hide, Friend's Til the End or Ultimate Weapon, makes sneaking about against modern killers much harder than older killers... A Pig/Myers/Trapper/Huntress/Hillbilly/etc has to invest a reasonable amount of their build to detection if they want to find survivors quickly consistently, and even that can be just blocked by Distortion or whatever.
A lot of these more modern killers though have some form of detection or monitoring built into their kit, and in all cases this is uncounterable. They CAN see you no matter what you're doing. This allows these killers freedom to take far more gen slowdown perks than detection perks, cause they already have passive detection built in... which then also tends to make the final sole survivor basically guaranteed dead as well if they can't find hatch, because guarding the gates has this detection to help.
Now I'm not saying this is a problem... detecyion is obviously a strength for a killer that fits into their balance... but it is an interesting observation to me that therr seems to be a trend of making it harder and harder to use stealth in this game...
Comments
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because nobody likes stealthing survivors.
it's boring, uninteractive and it should be countered/punished/limited as much as possible.
9 -
you'll only find sympathy for the last survivor standing trying to get gates from delusional "hardcore" survivor mains that would cry no way out is too strong because it "counters" that, because the survivor already lost all their chances to win the game and a sensible person knows they don't need to have any more.
otherwise it's fine imo. as you also said those aspects are taken into account while balancing the killer. singularity has the best monitoring ability across all killers no doubt, yet noone thinks he is op.
also, chucky's see footsteps thing is a purple add on. otherwise chucky can't see them.
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It's common in live service games and DBD is no different than its other live serive counter parts in that regard. You have an ever-changing Meta over time and newer characters/perks/mechanics get released and those things usually breaks the game or changes the game around them. C'est la vie
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