http://dbd.game/killswitch
Why your chest and item perks are always going to be bad
Tempo
Think of the amount of time it takes to run across the map to get to a chest. Think of the time it takes to open the chest. Think of the time it takes to drop the item you're holding so you can pick up the item in the chest, so you can rummage it and then to pick the item up that you just rummaged, so you can drop it so you can rummage the chest a second time.
You lose so much time.
Think of what is happening while you do this. A teammate enters chase, they probably get downed, they probably get hooked and then another teammate probably enters chase as well. All while you're sitting there rummaging through a chest that probably only gave you a bunch of niche items that aren't going to be of much value anyway.
So Tempo is the reason why chest perks are always going to be bad.
But this is not the only reason. And if anyone at BHVR had ever taken an economics class you would know that there's something called opportunity cost. We've already talked about opportunity cost once here; you're spending your time running around the map and opening chests instead of doing generators. This is bad. But instead of bringing a good perk, or a few good perks, you've instead brought a bunch of chest related perks. So this is another opportunity cost. That's a double negative.
Against any decent killer you're not gonna have the time to do this. The average game is 10 minutes. You've likely just spent 90 seconds opening op and rummaging through a chest multiple times just to get a few brown items.
Why do this to yourself and your team. Don't do it. It's an insult to yourself and to your teammates.
If you want these perks to see real play they entire process has to be faster. This will work against bad killers all day long, but anything works against bad killers all day long. But you're clearly not balancing the game around bad killers, you're balancing it around high end play so act like it BHVR.
And this same philosophy should be applied to all of your perks. Too many perks have too much negative tempo that no one in their right mind would ever use them. Hardened is a great example. The effect itself isn't that strong but it comes with just an insane tempo loss of having to both cleanse a totem and open a chest; if you do both of these things you've likely lost the game for your team. Why would you this do this to yourself?
Comments
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high end play? why people want this game to be esport game to random/buggy for that.
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"And if anyone at BHVR had ever taken an economics class you would know that there's something called opportunity cost."
Thats really rude to say. Plus all you Said was the obvious.
But thing is, this isnt a comp game. Doesnt matters wether chests steal time from gens or not. Or wether this or that is the best
Ppl do what gives them fun...on a game.
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I mean I am running a chest build with a key. I can open chest instantly and with streetwise, the items I get have 80% more charges not to mention my teammates can rummage for a free item WITH my streetwise buff making the item have more charges.
Its a lot of fun. Throw a coin in there and you will likely have a chest spawn nearby.
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Even if op is a bit rude, the subject matter is important. If you are on the higher end of the mmr spectrum you are definitely going to notice a difference in running a happy-go-lucky chest build vs good perks that save time instead of waste it. I tried to use apocalyptic ingenuity yesterday, but most of the time I could only have time to hunt down chests if the team was already winning and at that point the fragile pallet is all but useless (nevermind all the items I looted but could not use nor take with me unless I wanted to toss the key I had brought). Just hand-waving the issue and making plain bad perks because "fun" is not really something we as a community should encourage. Perks can be fun AND strong (while also not being overpowered), bhvr just needs to find the right balance.
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in high end play you have other stupid ass perks giving you a lot of time and spending extra time to do chests is not an issue when killer cant pressure you there
its more than viable, just not consistent bc of item rng and therefore never worth using even if they make items ultra op
-4 -
Yeah they're massive time investment for minimal value
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yeah there's time inefficiency but there's also the angle that being alive(and temporarily incapacitated) is still more valuable than being flat out deceased.
sometimes taking a breather and opening a chest could save you from being found. spread the love.
-1 -
It’s just throwing to use them basically, they mess with the rhythm too much. Not enough juice for the squeeze.
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