Chaos Shuffle shows exactly how underpowered most killers are

Unless you are playing a top tier killer most of the games are steamrolls by survivors, especially with bad perks

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Comments

  • DeBecker
    DeBecker Member Posts: 528

    You havent played much of this mode yet, right?

  • CrossTheSholf
    CrossTheSholf Member Posts: 440

    4 Flashlights one game, 3 BNPs the next, 2 syringes and 1 sabo box and 1 bnp….

  • TieBreaker
    TieBreaker Member Posts: 1,142

    Sorry, but you're not the center of the universe. OP is.

    Checkmate.

  • LockerLurk
    LockerLurk Member Posts: 563

    It actually shows how overpowered some perk combinations on both sides are, and why those OP synergies need occasional disruption to keep the game fresh. It ain't fun to face your fifth SWF all running Never Hook Never Catch Me or Gen speed builds, and it's not fun to see the same four perks on every Killer.

  • zarr
    zarr Member Posts: 1,083

    With survivors almost never having anti-tunnel perks, what this mode shows more than anything is that tunnelling is overpowered (from a live balance perspective).

    If you are struggling as killer in this mode, I suggest you try tunnelling. Whatever you are doing when the first survivor you hooked gets unhooked, drop it and go back there to chase after that survivor. You will win most of your matches that way as long as you are not completely outmatched skill-wise or mess up big-time.

    Tunnelling is already optimal strategy even in the regular mode, and once someone actively employs it it's usually a wake-up call as to how potent killers really are. It completely changes the dynamic of the game, especially of course once in that 3v1.

  • CrossTheSholf
    CrossTheSholf Member Posts: 440

    Except I don't like tunneling in events:( but if I have to I suppose

  • Rickprado
    Rickprado Member Posts: 619

    For me this mode show how much killers depends on gen perks - slowdown, gen block, etc etc - and survivors depends on anti-tunnel perks.

    The devs should really take a lesson on how much these kind of perks affect each side of the game.

  • Anti051
    Anti051 Member Posts: 749

    Seems fine if you consider how fast all gens can be completed, not to mention how badly you're screwed if you get gen-split on a killer that has no mobility. As a killer, you'd better be doing something real to combat the reality of the situation if you expect to beat the survivors. People bellyaching about how the killer deals with them and slapping labels on certain actions like "camping, tunneling and slugging" is the epitome of entitlement.

    It's a 4 v 1 scenario, yet people completely disrespect that, adopt a devil-may-care attitude, and act like their "fun" as survivors matters more than what's fair to the killer. The most awkward thing about all this is the company is actually making game developments based on this viral spoiled teenager attitude echoing out of the social media platforms, and to no surprise, the killer role becomes less attractive with every chapter release.

  • zarr
    zarr Member Posts: 1,083

    I struggle to see how this is an at all pertinent or relevant response to my post. You seem embittered and to be looking for an outlet, but I don't think this is the right place for that.

    Whatever entitlements, disrespects and attitudes you believe exist around these topics, I assure you I personally don't hold any of them. I don't "bellyache" about tunnelling, camping or slugging or use those labels in any way but a descriptive one. I don't blame players for tunnelling etc., if anything I blame players for not doing so but then saying killers are underpowered and such. They are the best killing strategies in the game generally speaking, and yes, for a good chunk of the killer cast they are regularly integrally important to be able to compete with a good and coordinated group of survivors.

    But I guess I can use this post to expand (for the nth time) a bit on my standing on this:

    Tunnelling, camping and slugging all have their place in the game, they are things I would not want to miss and that I'm sure even the players that do complain would come to miss were they to actually be removed. There's a reason the 2V8 mode is not as popular with survivor players, and experienced survivor players grow bored with it relatively quickly. The lack of "strategy" which always also revolves around camping, tunnelling and slugging I am confident is major part of that reason. The game just isn't as tense, exciting, intense, it's more repetitive, people aren't as invested, the stakes are lower, there aren't as precarious and dangerous situations to navigate that can decide matches in a matter of seconds. And while there are frustrating things about them as well, that too plays into how emotionally invested people get. That just as a hint to people that think the game would be paradisical if they were to make it such that, say, survivors once downed automatically get teleported and respawned across the map until a total of eight downs have happened, only then actually being taken out of the trial once downed - it would rid us completely of camping, tunnelling and slugging, but it would in all likeliness also rid us of DbD as a popular game.

    That said, I do think rebalancing is in order, particularly because these strategies impact uncoordinated (i. e. non-SWF) groups disproportionally, and because the current balancing is based upon perks in a way that yields an undesirable live gameplay experience (lots of players do not use these specific perks, and whenever those players meet someone employing those strategies effectively, the semblance of a balanced match often falls apart). Just like I don't like that the balancing is based on slowdown perks where if the killer player doesn't use any and the survivors actually efficiently play for their objective and aren't otherwise outmatched, it won't be a balanced playing field for most killers.

    Rebalancing means somewhat lowering the effectiveness of these strategies, but compensatingly increasing the effectiveness of other game elements in turn. It's the idea of keeping the same sort of general base balance level, but shifting the importance of the different aspects bringing about that state. Such compensatory buffs should definitely also have to do with slowing the game down more at a base level. You talk about gen-splitting, one beneficial change is to spawn survivors grouped up such that they can't immediately pressure multiple objectives. And this is something that's announced to be coming soon. Corrupt Intervention or some variation thereof basekit. Increased base passive gen regression rate to 1/3rd or even half a charge per second. Substantial buffs to slowdown and regression perks (with the caveat that they get significantly weaker or are disabled entirely once a survivor is sacrificed). And on.

    On a separate note, I will disagree that killer has become less attractive to play on a basis of the devs pandering to survivors or some such nonsense. Objectively speaking, the game has overall only gotten more killer-favouring with the years, and we have had a bunch of strong, fun and interesting killer releases. And while the MMR system has increased the competitiveness of matches somewhat, for experienced killer players that is more than welcome. In fact, if there's anything that can make the killer role unattractive for experienced and skilled players, it's how easy it still is to win most matches this game will give you. Winrates of 90+% and winstreaks of dozens and hundreds of matches are concerningly commonplace with good killer players.

    I don't "blame" good players for wanting and playing to win, although I will never understand how good players can enjoy tunnelling, camping etc. against the bad-to-mediocre-at-best groups they meet most of the time, let alone on high-tier killers with strong builds. I've grown bored years ago already of playing killer in that way and watching others do so. It's mindnumbing. If there's anything I would expect from these players and am alienated by the lack of, it's complaining about the matchmaking and demanding a more strict one that much more regularly gives them much tougher opposition, makes for more challenging and competitive matches. And this isn't some disingenuous survivor talking point from me, I started out as a killer main and I still really enjoy the concept of playing killer, messing around with builds and strategies and tactics, and yet I cannot get myself to consistently play killer anymore these days because the game bores me after like 10 matches. Even when I play perkless Legion too many of my matches aren't challenging enough. I'll maybe lose once in 10 matches, when I should really be losing or having to fight hard to tie in every single one.