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"What are survivors supposed to do if 2 are dead and 3 gens are left?"

Destaice
Destaice Member Posts: 113

I saw a thread on Twitter engaging with this question and I feel like the answer is rather obvious, isn't it?
The killer won. You lost. So get on with it.
Yeah in theory you can drag out the match until somebody gets caught for the hatch standoff. But just being honest if you could play an entire new round in the time it would take for somebody to get caught hiding in a corner then it's better to just move on with your life.

Maybe this is short sighted but like, there is no alternative right? I guess in theory both survivors could play perfectly. That's not going to happen. Why waste your own time?

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Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,508

    It's a tough one, because it drags out for as long as the survivors want it to. If I felt there was no alternative then I'd just find the killer and practice a chase before I move on, or even just bend over there and then. Unless the killer is stealthing, they're not too hard to find. Heck, make obnoxious sound notifications to bring them over. The average killer would be happy to end a trial quickly in such a situation too.

    In this case the length is proportional to how much the survivor wants the escape. It's 99% unlikely both will make it out alive, albeit I remember one trial ages ago when there were 2 of us left with 3 or 2 gens to go, and we both escaped despite the killer's best efforts. Depends on the story you want.

  • jedimaster505
    jedimaster505 Member Posts: 287

    wrong answer. you're supposed to escape, obviously

  • PigWithTvs
    PigWithTvs Member Posts: 377
    edited July 12

    bhvr should add a rock paper scissors mini game and who whatever loses gets their aura revealed for the rest of the trial, and this only triggers when 2 survivors are left alive and no gens has been done in 5 mins

    this is optional for course :)

    edit : aren't yall just a fun bunch

    Post edited by PigWithTvs on
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    The issue was supposed to have been fixed in phase 1, with the AFK crows. The whole point of the AFK crows, was that it was supposed to punish survivors that were excessively hiding, which is why it was called "hiding prevention".

    BHVR declared excessive hiding as problematic survivor behavior, and intended for the solution to be AFK crows, but then people complained so the entire AFK crow mechanic got nerfed into uselessness. I've seen a grand total of ZERO survivors revealed by AFK crows, ever since they were nerfed. And I'm STILL stuck searching the entire map when all the remaining survivors decide to excessively hide, but the AFK crows are so useless that they never reveal these survivors.

  • Mr_K
    Mr_K Member Posts: 10,344

    It's called a hatch game. Hope that you're not the one found first.

  • CLHL
    CLHL Member Posts: 429

    Just keep trying and deal with it. There is no "catch up mechanic" when the scoreboard shows a huge lead, but the game is still played till the end.

  • Yippiekiyah
    Yippiekiyah Member Posts: 588

    I could agree with this but surely killers should have catch up mechanics too, i regularly lose 4 gens and i have like 1 or 2 hooks. At that point the game is lost.

  • TiSeraph
    TiSeraph Member Posts: 8
    edited July 12

    I really like the "catch up mechanism" idea. It would be an intrinsic anti- tunneling mechanism too.

    I get a LoL out of "killers need a catch up mechanic tooooo"

    The game skews killer the longer it runs. Pallets get burned. The killer has fewer gens to patrol. Consumables are gone. And I pick up a hook or two at endgame, every other game.

    That's your catch-up mechanic.

    But that's cool. When we're down to two, I'll be the one rapidly exiting lockers to distract you and then hiding.

    Over and over.

    For five minutes or so.

    Post edited by TiSeraph on
  • crogers271
    crogers271 Member Posts: 3,253

    Yes and no.

    Yes: The killer can fall behind. I wouldn't be opposed to the concept up catch up mechanics there, but there are three differences.

    1: The inherent catch up mechanic the killer has is less gens to defend. Now depending on how much they have been split (and the killer type, pallets left on the map, etc), this can mean with 4 gens done and 1 or 2 hooks the match still might be somewhat even (no good pallets, survivor hooked in the center of a 3 gen), or an easy end for the survivors (gen spread out, killer who doesn't have good map speed).

    Broadly speaking though, a killer already has much more capability to come back from being way behind already than the survivors do .

    2: Killers can still get a 1k. Some players don't care about this, but in BHVR's metrics a 1k is a better result than a 0k, and getting kills is always possible with a killer basically until the very end of the game.

    Survivors version of this is hatch, but the 2 player situation creates a 'what do we do now?' type of scenario.

    3: The time scale. Barring blatant BMing, survivors can finish the gens and leave. With the two survivors left their logical course of actions, if they are trying to maximize escaping is hiding, and hoping the other survivor is caught. Even if they put in place more anti-hiding mechanics, the survivors goal (again presuming they are trying to maximize their chances at the goal and not violating the rule about ratting out the other survivor) is to do just enough to not trigger the anti-hide mechanic.

    This is a problem somewhat unique to DbD's elimination format. Mismatches happen in all games. In something like a Team Deathmatch or Control Point, by the time its clear its a mismatch, the game is probably getting close to over, because mismatches inherently result in quicker games. A mismatch in the killer's favor, without any BMing whatsoever and players just trying to maximize their chance at the game's objective, can still really draw the match out.

  • Yippiekiyah
    Yippiekiyah Member Posts: 588

    Make Gens 100 seconds when 4 survivors alive, 75 when 3 and 50 seconds when 2 alive. Thats the best i can come up with thats fair for both sides.

  • TiSeraph
    TiSeraph Member Posts: 8

    That would be endgame. It's common for me to pick up one or two kills in endgame.

  • GeneralV
    GeneralV Member Posts: 12,666

    Not much, I'm afraid. I usually just try to work on gens, since that is what I usually do anyway, and if the killer hooks me then I let go. Give my teammate a chance to find hatch and escape.

  • PleaseRewind
    PleaseRewind Member Posts: 345

    It is a ######### situation. I still just play normal to get in as many BPs as I can before the inevitable happens.

  • edgarpoop
    edgarpoop Member Posts: 8,719
    edited July 12

    Agreed. I've always wanted them to transport a random survivor to the void with the killer, similar to the Halloween events. The other survivor has to do a 60 charge gen to force endgame while the survivor in the void has to last for 60+ seconds. Adds tension to the situation and adds a comeback mechanic to potentially get a draw. Gives the survivors that are still alive a chance to impact the outcome.

    Maybe make it so the void survivor is instantly eliminated if they don't make it 60 seconds. Block the last gen and open hatch like normal. Also eliminates slugging for the 4k.

    It still favors the killer. End a chase in under a minute. Not a tall order in most cases. But it smooths out the pacing issues in a 2v1 with multiple remaining gens.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    At that point the games over unless one of the survivors goes on a God tier chase. Best thing to do imo is simply try to rack up as many points as possible before the end.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    "The correct play of hiding"? So if killers do "the correct play of slugging", they shouldn't be punished?

  • Rookie1978
    Rookie1978 Member Posts: 143

    Most of the time this happens while I play killer it just turns into the world's dumbest, most unnecessary game of hide forever since neither survivor wants to give themselves up. Caught last 2 sitting in basement lockers together; it was petty but I slugged them both. Waste my time for no reason and I do the same

    I really wish there was a mercy rule. 3+ gens at 2 survs down? Spawn that hatch. Soon as it closes by killer or 1 surv escaping, exit gates are powered.

    I want to see a real hatch race. Force the survs to get moving. Maybe one looks and one waits for gate. Maybe they hide at separate exit gates and wait for killer to close hatch. Maybe survs race against eachother and killer. Maybe surv gives it to other surv. Think about all the interesting moments it could make.

    3 kills is already killer win. If a mercy rule cuts down on my 4ks I don't care. If nobody ever escapes there's no potential hope to feed on1.

    I see literally no downside. 2 survs left at 5,4,3 gens? Mercy rule. Close game out with hype moments and aura and then everyone can move on

  • kosaba11
    kosaba11 Member Posts: 312

    Honestly, this is one of the biggest issues with the balance of the game. If the Killer hasn't killed a single Survivor by the time all the gens are done, they still have ways to win that aren't particularly hard - from perks to strategies, etc. But Survivors? The moment it becomes a 2v1, there's nothing you can really do, especially if you still have more than 1 gen left. That's just not good balance.

    While it shouldn't be a guarantee, Survivors need something - a perk, maybe the hatch spawning (but not open), or anything else someone could think of to give them a chance in this no-win situation. Something that won't screw over the Killer, but will give Survivors a chance.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    I have been saying this many times

    The game should be designed and balanced around 2k

    Once 2 survivors are dead at 5 to 2 gens, the remaining 2 are auto sacrificed

  • Chiky
    Chiky Member Posts: 1,139

    or... you could do gens.... just saying

  • th3
    th3 Member Posts: 1,881

    I see. You are just being intentionally obtuse. Why is this even being brought up when your entire message was ranting about the AFK crows and not the slugging?

    BHVR declared excessive hiding as problematic survivor behavior, and intended for the solution to be AFK crows, but then people complained so the entire AFK crow mechanic got nerfed into uselessness.

    People complained because you got AFK crows while performing actions on gens, totems, gates, healing other survivors, chests, and crows while hiding from the killer during no way outs timer.

    The correct or best choice for a survivor while No Way Out is active is to hide, which under this system was giving them crows despite actively participating in the game.

    I've seen a grand total of ZERO survivors revealed by AFK crows, ever since they were nerfed.

    There's an argument to be made that the timer was changed to be too long but given that it was changed in a hotfix that's expected. However, this system is just flawed and really should be more complex than it is.

    I'll entertain the blatantly "whataboutism" of your reply though I don't think it'll ever be good enough.

    With this hypothetical anti slug change coming in phase 2 there is zero indication that the change will in any way punish killers for slugging in the normal course of gameplay. The last change that "negatively" impacted killer gameplay in this manner would be the Anti-Face Camping mechanic. This "punishment" of having to stand up to 16 meters away actually benefits killers more since it gives them more clear lines of sight on survivors coming in to save their teammates. Proxy camping has always been way more beneficial for Killers to apply pressure than face camping and this change provided the negative feedback necessary to incentivize killers to move away from the hook to a position that arguably is better for them than just sitting right in front of the hook (before there was no "negative" feedback. i.e. a consequence for their action in game).

    The comments around the Anti-slug changes have almost consistently been expressing that the focus of the mechanic is aimed at the "excessive" slugging rather than punishing the killer for slugging that is a necessity (under a pallet and what not). Given how the AFC mechanic has been a tool that encourages "proxy camping" over face camping which is better for the killer anyways I am not expecting anything that isn't a net positive for the killer at the end of the day. But who knows, maybe the real issue is shoulder the burden and how that punishes the killer for breathing.

  • PolarBear
    PolarBear Member Posts: 1,947

    You are not wrong, but we should still strive for a better game. Just saying "oh well it is what it is" and keeping the current system is not productive. Although not always true, both sides shouldn't feel like one bad decision can lead to losing the entire game.

    Its a tricky issue for sure and needs to be done right. I'm also positive the devs are aware of it, but not high on their to do list as it's not a prominent concern among the community (but it should be!). Your idea sounds good on paper and I hope they end up using the limited time events to try some basekit changes to help combat this and other issues plaguing the game.

  • PleaseRewind
    PleaseRewind Member Posts: 345

    This would be a terrible move. There are only a few things that would make me give up playing all together and this would be one. You'd think they could come up with a better idea in this scenario than just sacrificing the remaining two.

  • crogers271
    crogers271 Member Posts: 3,253

    The problem with that, the survivors now have much less incentive to save someone on death hook. Gens before friends actually becomes a powerful strategy. This leads to two problems

    1: A sense for the killer that their progress means nothing. Don't eliminate a survivor, you have to face 4 of them, eliminate a survivor and the remaining ones do gens faster.

    2: Now instead of feeling pointless being alive, it now feels pointless when you are on hook and know people are not coming for you. Especially given the current anti-go next, you still have survivors being stuck, just in a different position.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    The forum comments around anti-slugging very often suggested giving survivors a basekit unbreakable, that can activate even when the survivors forced the killer to slug.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,961

    Unfortunately not even half sometimes. Hard tunneling the first survivor basically makes the game a race to see if the survivors can finish 3 or 4 gens before the killer gets 3 hooks.

    If they can't get 3 gens done, the killer basically wins the game. If they can get 3-4 gens done, there's still a chance the killer wins the game.

    The only way anyone is escaping if 3+ gens are left when the first survivor dies, is if the killer consciously chooses to allow hatch to come into play (most won't), or if the killer severely misplays repeatedly or stops playing entirely (like afk or disconnection).

  • CrypticGirl
    CrypticGirl Member Posts: 1,448

    Yep. Survivors have to play flawlessly, or else they just lose, and I believe this was the core of the go-next epidemic.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668
    image.png image.png

    You literally suggested an anti-slugging mechanic, that gave survivors a basekit unbreakable, even if the survivors forced the killer to slug.

  • jesterkind
    jesterkind Member Posts: 9,544

    Almost!

    I suggested an anti-slugging mechanic that would allow survivors to get themselves up off the ground, but that was specifically designed to still allow the killer to slug people when the survivors forced it. I even put something in that post for people doing unhookable builds, just to make absolutely certain the killer still had answers to these kinds of situations.

    What you're doing here is acting like because you disagreed with the idea, that means I wanted to punish the killer for making the correct play and slugging. That's not what actually happened, though; as I said in my previous post here, what happened is that I talked about anti-slugging while acknowledging that sometimes the killer needs to slug.

    You're reinforcing my point, here.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668
    edited July 13

    Your suggestion gave survivors unbreakable, even when the survivors forced the killer to slug.

    For example, if there is only one hook that is within hooking range, and it is currently broken because of the Breakdown perk, your suggestion would still give the survivor basekit unbreakable, even though the killer literally can't hook the survivor, and therefore is forced to slug the survivor.

  • jesterkind
    jesterkind Member Posts: 9,544

    That post talks extensively about how sometimes killers need to slug, and attempts to provide a way forward that still preserves their ability to do it.

    You disagreeing with the idea doesn't change that.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    You still gave survivors basekit unbreakable, even when the survivors forced the killer to slug. And therefore you were still punishing killers for slugging, even when the survivors forced the killer to slug.

    The fact that your post talked about slugging extensively, doesn't change the fact that you still gave survivors the basekit unbreakable.

  • MDRSan
    MDRSan Member Posts: 748

    That might be a useful anti-tunneling mechanic though. It would encourage spreading the hook states around since if the killer tries to tunnel someone out, the survivors might let them and get a buff because of it. You could have something in place where it only triggers if each hook state was reached because of a separate hooking - that way no one could argue it’s efficient to just leave someone on hook to die.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    Question for you: Did your anti-slugging suggestion give survivors a basekit unbreakable, in situations where the killer was literally unable to hook the survivor?

    This is a YES or NO question.