Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Guide Class

Khastrx
Khastrx Member Posts: 245
edited August 20 in General Discussions

Why were the Guide perk changes just not put on to a new class altogether? Granted the old version was not great… but having more class variety would have been nice. Still waiting on a totem class though…

Comments

  • Abbzy
    Abbzy Member Posts: 2,087

    You only get more info on gens and blastmine with wiretrap nothing more, I gues they dont want any speed bonus for gens but guide class its still worse than before.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Guide was by far the most powerful class in the last 2v8. If multiple Guides were hooked at least once, and were repairing generators as a group, the generators got repaired super fast.

    And yeah, I get it that solo q doesn't always coordinate like that. But in the games where the Guides followed each other around, the generator speeds were way too fast.

    Source: I always picked the Guide class last 2v8.

  • Dadeordye
    Dadeordye Member Posts: 466

    For me it's one of the best decisions they made for 2v8.
    I'm freaking loving it! ❤️

    Much better to erase the gen rush class first and THEN add new ones in the future. Fun for both sides.
    That stupid unlockable ability from before… DAMN!

  • Dadeordye
    Dadeordye Member Posts: 466
  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738

    I agree with the others that we could have used a new class, however I think these changes to the Guide are good. The average person wasn't milking full value from the checks, so it's not a loss for them and the new tools are more fun to play with. When the Guides were working together, that was scary. I think some people overlooked the class because it's first iteration was the worst class iirc

  • TheGoone
    TheGoone Member Posts: 571

    Eh I kinda see why they had to rework guide I ran it a lot it was just to strong for rushing gens I think the new guide is fun though watching killers explode in light

  • OrangeBear
    OrangeBear Member Posts: 3,475

    Previous guide was really unhealthy. Especially the unlock skill, it was only really usable by coordinated groups to instantly complete gens. New guide fits the idea of 2v8 being a party mode much more imo, i think old guide needed to go.

  • Birken13
    Birken13 Member Posts: 144

    No class whatsoever should increase gen speeds in this mode imo. We don't need no genrush strategy class. It's just plain boring.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    scout ruelz

    we help others by rebuilding pallets to keep chases escapable

  • TheGoone
    TheGoone Member Posts: 571
  • TheGoone
    TheGoone Member Posts: 571
  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    i try my best and I do have that achievement actually which I am very proud of

  • CompetitifDBD
    CompetitifDBD Member Posts: 842

    Cus they quite frankly, were bad abilities that aren't even worth running. Besides, theres already a generator related Gen class

  • TheGoone
    TheGoone Member Posts: 571

    What iteration are we on 4? 5? Things could have changed drastically

  • tjt85
    tjt85 Member Posts: 1,652

    I feel the same way. They could have kept the Guide same as it was and introduced a totally new class. It's not an issue for there to be a "gen rush" class so long as Survivors have plenty of other options to choose from. I suspect for most Survivors, sitting on a gen will almost always be the most boring aspect of DBD's game play loop. And while the new Guide is a little bit more appealing to me, the only two classes I actually enjoy are the Scout and the Escapist. 2V8 is crying out for more Survivor variety, imo.

  • OrangeBear
    OrangeBear Member Posts: 3,475

    Stats cant be used in arguments about whats healthy or not. Nurse Kaneki and Blight are under 60% kill rate, are they healthy?

    Content creators made it blatantly obvious guide was busted. And it wasn't very fun anyway if you weren't able to exploit it, but even then it was too strong, just having a bonus 3% progression on great skill checks was a huge boost that worked with other survivors, and the ability was just a straight up repair speed boost.

    Also us vs them is cringe. I play lots of 2v8 survivor.

  • OrangeBear
    OrangeBear Member Posts: 3,475

    Yes its boring. It's not fun for killers either. Why should it be kept?

  • tjt85
    tjt85 Member Posts: 1,652
    edited August 21

    Because it wasn't that impactful outside a handful of DBD creator YouTube videos and SWF groups. I can think of a lot of things I don't find fun in 2V8, doesn't mean they should be removed because I don't like them. I don't care for doing gens quickly, but let's get rid of 3 dash Wesker and supersonic Oni while we're at it. They're not fun to go up against either. I'd rather argue for everyone to get busted, broken "unfun" things to play with in 2V8, so long as they are available for both sides. And In that spirit, I'd also like BHVR to revert Legion to their previous state because they were more fun to play that way.

    Besides, I think it's better for BHVR to add new classes instead of fussing about with the old ones to encourage some diversity. The fact that they've added wiretap and blast mine to the Guide class means these abilities won't be available for a new Survivor class when they could have been. How many iterations do we have to go through before Survivors get a new class?

    Though I do appreciate the effort was focused on the play while you wait feature this time, we are 13 Killers in yet we still have the same 4 Survivor classes. It's getting old.

  • OrangeBear
    OrangeBear Member Posts: 3,475

    Things are supposed to be liked and enjoyed. If most don't like it then it's not serving it's purpose. And if it's disliked then it's detrimental to the game.

    However Guide, Wesker and Oni are different cases. Guide was a class with the sole objective of completing generators faster. It's a bad idea and not very interesting in my opinion. The rework is better at revealing gens to your teammates and allows you to defend generators should the killer come and interact, much more interesting in my opinion. It is a lot weaker to be fair, but i think it's a step in the right direction.

    Wesker and Oni might be a bit overtuned, but their core design is something that has worked in the game for years.

  • SoGo
    SoGo Member Posts: 4,233

    Yes, it was pretty powerful.

    But they hit it with a sledgehammer imo.

  • UndeddJester
    UndeddJester Member Posts: 4,971

    I dunno I like the new guide class. Blast Mine gets criminally underrated iin 2vs8 n my opinion, because as well as a "mark this gen as a priority" tool for soloQ, it's also basically a "you can't kick this gen without losing a lot of time" button.

    My argument is, Killers in 2vs8 are much stronger than their 1vs4 counterparts, and as such can largely kick with impunity, because they have more than enough tools to catch up/continue exerting pressure. Kicking gens also gives them an aura reveal, wich because this exists, forces survivors to leave and scatter from the gen whenever killers turn up, as they can't stealth nearby to pick it back up when the killer leaves. Killers also have drastically increased regression in this mode, so this forcing Survivors away is an even stringer effect, and all combines toegther to make it so kicking is heavily rewarding for killers.

    Blast Mine switches all these advantages back around. Killers can't kick with impunity because they lose time and a lot of distance in doing so, so now Survivors CAN stealth and linger nearby gens close to completion and pick it up if they try to chase, or run if the killer does kick, cause they are stunned for a massive 5s.

    With the addition of Wiretap this also serves as useful team information to make use of killers being disabled for 5s (7s if they kick again)... while not the strongest element, it's not unwelcome to my mind.

    Old Guide was a little unhealthy cause 2 or 3 guides could go bouncing across gens to rush them back to back, and was rather silly and cheesy once you had it online. I feel like this new version of Guide is better than people think... and being unfairly compared to the old heavily abusable version.... which just isn't fair, cause old Guide was absurdly busted when coordinated.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    I still think Guide is an extremely important class. It can help prevent a “6-gen” from occurring, because Guides always see the current cluster of generators, and people are more likely to help repair whatever generator the Guide is repairing (because that generator is highlighted to all the survivors).

    And Wiretap + Blast Mine is a fun combo. And Blast Mine has really good synergy with AoE Sprint Burst, if the killer kicks the generator before chasing the survivors.

  • SoGo
    SoGo Member Posts: 4,233
  • Dadeordye
    Dadeordye Member Posts: 466

    People who understand things and are definitely being downvoted by survs who wants a braindead win.
    Love you guys.❤️

  • UndeddJester
    UndeddJester Member Posts: 4,971

    I would say so yes... if you ever got a guide chain going (real easy to do in even a duo, and quite often in SoloQ too), you could very rapidly pop gens back to back with little time for Killers to react.

    Gens already go faster in 2v8 as they only have 70 charges. So 2 survivors repairing a generator suffer a 15% penalty (or 0.85 charges per second). Normally 2/3 survivors takes 52.94s/42.85s to complete a 90 charge 1v4 gen, in 2v8 this is bumped down to 41.17s/33.33s respectively).

    When Guides have their 2nd ability, for every survivor present when they complete the gen, they gain an immediate 5% progres on the next gen they start repairing. 2 Guides get this 10% each, which is 20% overall (41.17s →32.94s), 3 Guides get 15% each, so that's 45% (33.33s → 18.33s).

    You can see how this very quickly gets out of control, and a safe someone who plays soloQ mostly the time, it is not uncommon to get this going with fellow Guides, cause Guides are often played by people who want to win.... remember Guides give off auras when repairing, so even 1 smart Guide can link up with other guides.

    Now there are deviations, because each hook increases repair speed by 2.5%, and each gen decreases repair speed by 5%, however do also remember each Great skillcheck gives 3% progress too... you add all this up, and the speed Guides in the know could crank gens was actually disgusting.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    Honestly, I think it's for the better. Don't trust me too much, I main killer.

    However, to me, I think the old Guide class was kind of poor design. You have one person whose design is to make the gens go by faster, but they don't have a chase/survival boost like the other classes (Escapist's sprint burst, Scout's Iron will and Aura reading, Medic's scratch mark suppression when injured). That kind of made it so one person in particular was a really good target to tunnel out, especially since if you hooked them once, they got an ability that made them better at the gen rushing.

    I also think the guides skill check boost was a bad idea, as it's both rng, and it's your teammates having fun hitting those great skill checks, not you. This even made it so not tunneling would get punishes a little, because the more people left in the trial, the more the guide's skill check boost would help, and if you tunneled, it wouldn't have been such a help.

  • SoGo
    SoGo Member Posts: 4,233

    They have 70 charges? Since when?

    It sure does not feel like it when solo repairing.

  • UndeddJester
    UndeddJester Member Posts: 4,971

    Since the first iteration man 😅

    The key difference is regression is increased by 200%, so 2 killers interrupting gens makes it a lot harder to finish them; you lose progress so fast... that might be what makes it feel long for you...

    https://deadbydaylight.wiki.gg/wiki/2v8#Generators