The Quick Gambit changes suck.
The developers are taking the 5% gen buff too lightly.
It's too easy to activate, and when combined with Prove Thyself and Deja Vu, gen is over in no time.
Players don't want to play games that end in 5 minutes. What's the point of making a change like this now that the main slowdown perks have been nerfed?
This is a translated text, so I apologize if there are any incorrect expressions.
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If you hit them in chase they lose quick gambit.
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It's fine because of deactivation after first hit, but I hate the fact it won't do much against strong killers, but will destroy weak killers even more. Good luck to some GF playing against this perk lol.
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Quick Gambit is now the kind of a perk that would be nice in solo Q, but is OP when used in a SWF.
On paper, it's nice. You are rewarded for being in chase and doing well.
But in practice, there are issues. For example, a 4 man SFW running it so the bonus is up almost all game. Maps like The Game, GoJ, Eyrie, Badham etc. which can really extend a chase. Or just killers like Trapper which take 5 bussiness days to catch up to you getting really screwed over.
Maybe to avoid a 4 man SWF abusing it and ruining it for everyone (as usual) ot could be Obsession tied, meaning only when you get chased as the Obsession the bonus applies.
The funny part though, is that this is not even the most broken perk in this update.
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It literally PUNISHES the killer for chasing people and instead encourages them to just camp gens. It's a very awful game design decision. At high MMR (see any high-end tournament), chases can last about a minute in a half, so cut that down in half for an injury hit and we're looking at 45 seconds of extra gen speed every time the killer gets into a chase.
Strong killers won't have much of an issue with it since the strongest killers have good anti-loop and chase built-in. All this does is kick already weak killers in the gut who aren't strong at chases. WE DO NOT need to keep making weaker killers even weaker! All that is doing is encouraging more people to just play nurse\blight.
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Weak killers will always be weak killers. Stop calling for nerf or denial of useful perks just because there is a pool of non-high tier killers that would be punished, they should be buffed accordingily (and devs have been doing this for quite a bit now).
Also if you spend the entire game just to give a hit (the perk will deactivate after it) that's on you frankly and the game would've been lose regardless.
You'll never hit high MMR tho, high-end tournaments represent the 1% of the entire scenarios of dbd pubs so don't worry you'll never have the displeasure of finding yourself in such a situation.2 -
Doesn't Ghostface excel at getting the first hit? That'll disable Quick Gambit.
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Only if they are playing Ghostface in a very un-optimal manner.
The problem with just hitting people is that they then just W to the nearest god pallet or loop which is one of the worst possible situations an m1 killer can be in. By doing stalk plays instead, you get them 99'd and primed for a down the next time you come across them. Instead of hitting and then endlessly chasing from loop to loop, you prime them for a surprise expose later.
GF is incredibly weak at chase, so his better plays are getting stalk in and then doing expose hits. That often means getting the drop on someone and stalking them to 99 as they flee, though that counts as a chase - In fact, survivors merely being in ghostie's vision counts as chase as long as the survivors aren't walking.
Example here, despite not chasing anyone, ghostie is put into chase - that's free extra repair time with this new perk buff.
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So they get like 5-10 seconds of a 5% speed boost at most? I don't think this'll affect Ghostface all that much considering he's an ambush killer and you shouldn't be committing to chases anyway.
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Not wrong, I was just responding to the hit and run comment. Was just saying, generally a good ghostie won't be doing that, though newer ghosties will DEFINITELY suffer as they try to go into extended chases on a killer that is just very bad at chases. At the end of the day, sometimes a long chase will be needed, but that's going to be for a lot of killers and not specifically ghostie.
That being said, the video I provided, sometimes who you're sneaking up on IS your target, so you'll get unfairly put into an early chase and they'll head to the nearest safe loop when you would have otherwise successfully ambushed them, but since you're needing them downed, now you're stuck with a long chase.
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No? I mean, it depends on survivor, rng, stealth can give him pretty easy first hit, yes, but what's the point of his Mark ability then, if you're gonna just m1 all the time? Just to make your life of m1 killer without antiloop even harder?
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I mean, the optimal way to play Ghostface is to only mark, and drop chase if you can't guarantee an instadown.
Either way, you shouldn't be committing to chases as GF.
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Yes, and this is a usual game as GF against not potatoes: you mark people, force some pallets, drop chases, just to find another survivor in a safe place, eat some pallets, exit gates are powered. I can't see how QG isn't affecting him, if all he does is constantly chase survivors, until resources run out (never).
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yeah but all the people on here only go up against god loopers
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Do you know how hard it is to land a single attack?
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Skill issue
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