Why are killers punished so much for doing their objective?
As a killer, your main objective is hook survivors until they die, right? I remember in tutorial, it says hooking survivors gives the highest reward compared to other actions for killer if i'm not wrong.
But currently, there are so many things in the game to penalize or discourage the killer for hooking survivors. Example:
- Waste time carrying survivors
- Risk of stun save (Pallet, flashlight, head-on, etc)
- Risk of hook being sabotaged (Especially in PTB)
- Perks that work for survivors when there is hook event (Ex: Deliverance, We'll make it, Ds, borrowed, etc)
- (Maybe there's more, and you can help me add this)
That comes to my point. Personally I think slugging everyone is almost more rewarding than hooking. I can give up perks that works if you hook survivors (Ex: Dying light, BBQ, etc) because denying everything above is much better than effects of those perks. Although unbreakable exist, but it's only one time use.
So.. your thoughts? Should killers being penalized that much for hooking survivors, aka primary objective for killers? Or Devs are going to "Fix" this with more perks to counter slugging?
Comments
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Devs hate killers and are out of touch with playing them.
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If you don't like it, you can play Civilization or something...
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Because ebil devs like being bad with good boy killers who always play fair and cater too much towards those experience ruining evil survivor mains who do gens instead of standing still the whole match.
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Personally I believe the current system is flawed. But I honestly think that there needs to be some sort of way for survivors to fight back to a certain degree. Your job is to get hooks, their job is to do gens and not get hooked. They also get rewarded for some how actually managing a save.
I don't really consider risk of being stun saved to be an issue. As this shouldn't happen often to any competent player.
Hook being sabotaged might happen though on the PTB that goes by pretty fast.
A game without borrowed...or DS. I don't usually get hit by borrowed or DS from my playstyle as I usually go after the unhooker if borrowed would effect me. DS sometimes hits me if I am too quick though in downing them though. I understand they are frustrating, especially at end game, where you probably already had a bad game. But I also think they should be in the game from a survivors stand point. Too many killers camp and tunnel, and that feels pretty horrible when it happens to me, and usually just makes games boring when it happens to others.
The other stuff I don't actually think matters, it's mostly BT, and DS. It's kind of like this really...you doing stuff that sets off BT and DS to be constantly being bothered by it feels incredibly toxic to the survivor side, so they get powerful tools and allows them to be toxic right back because of it. Blame all them camping, tunneling killers for it existing.
Slugging is really strong, I have no issues with slugging as a survivor, or playing as killer. It's easy pressure, especially if it's the one on the hook, one on the ground, and one in a chase strat. Survivors basically aren't doing anything, and BT, and DS also aren't a factor. It does get boring when a killer manages to end the game in 1 minute thanks to their one shot potential and infectious luck. But I'm sure the reverse is true if the gens get rushed to oblivion before they got really started. Both as of right now are basically a black pip, or possibly even a de-pip for both survivors and killers, so it isn't really good for either side.
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DS does need to be in the game, but they need to actually make it an anti tunnel perk. It should deactivate if the killer plays "correctly" and hooks someone else.
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I agree if the survivor isn't slugged, and has hooked someone else they need to have it deactivate. This will especially stop some of the more obnoxious behavior like...when someone saves a person from the hook, but you down them for their efforts, the unhooked person goes and unhooks the saver right in front of you. Both of them having borrowed time, and DS. It's very rare that it's happened, but it has happened before.
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I understand those perks need to exist to prevent camping and tunnelling, but sometimes those perks reward bad plays from survivors honestly. I don't mind getting hit by those perks if i'm actually tunnelling, but getting hit in any other scenarios are really frustrating.
If they really want to discourage tunnelling and camping, reward killers for going for other survivors is better option, not punish them.
BTW, slugging removes those perks from coming into play. So isn't slugging everyone makes the game easier for killers?
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Killers aren't punished for pursuing their objective, at least not in the ways you described. Dead By Daylight is designed around two roles with conflicting objectives. The survivors want to escape, the killer wants to kill them before they can. That's the essence of it. It's basically a tug-of-war - any progress the killer makes on their objective makes it more difficult for the survivors to achieve theirs, and vice versa.
In a game where both sides are competing to achieve their objectives, it makes perfect sense that each side would have ways to sabotage their opponent's objective and thus further their own. Hook sabotages, stuns, blinds and other ways of rescuing teammates from the killer all fall into this category. The killer's ability to regress generators, injure survivors, slug etc. are examples of the reverse - ways the killer can hinder the survivor objective so that they have more time to complete their own.
Survivor perks which work based off hooks are not designed to punish killers for doing their objective any more than killer perks which activate based on generator completion are. Rather, they simply operate off the assumption that the opponent will manage to progress in their objective, and allow the bearer to mitigate the damage somewhat by using their opponent's success to bolster their own.
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I mean, does anyone else find it broken if the survivors make a huge mistake or bad play, that allows the killer to end the game extremely fast, the killer gets punished LITERALLY because the game ended too quickly?
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I disagree.
Survivors have way too many tools to effectively nullify a killers job to hook, especially with the sabo changes. Pallets, body blocking, flashlights, the new struggle perk, Unbreakable, DS, BT, BT body blocking, and BT locker tech, probably a few that I'm forgetting, and killers have either hooking, which gets countered by most everything, or slugging, which is countered by fewer things. Obviously, the latter is considered toxic, and ranking up is impossible slugging.
"it's mostly BT, and DS. It's kind of like this really...you doing stuff that sets off BT and DS to be constantly being bothered by it feels incredibly toxic to the survivor side, so they get powerful tools and allows them to be toxic right back because of it."
You realize people use BT to unhook behind the killers back, and then the unhooked body blocks, granting the "safe unhook" bonus for the saver, and if you don't smack them down because you're trying to be nice, they're still toxic. BT also triggers just for you barely sneezing on the map, since its based on your terror radius. Even if you have no intention of tunneling, it triggers. DS lasts way too long, I had a match where after they were unhooked, I hooked two survivors, downed them, and ds STILL was active. " anti tunneling perk" my butt. The perks are too effective, and killer perks aren't nearly as strong.
I don't slug because I find it boring, but I know it's truly the only effective strategy with few counters.
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Because the devs follow their own survivor rule book.
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Definitely one of the stupidest post I read on here, and I "main" killer. Although, I admire how you're trying to manipulate people. If you're still young you should think about studying politics.
"Waste time carrying survivors" you could have stopped there and it would have been the perfect troll.
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Says the forum smurf with his 5 posts
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The reward is dead survivors don't work on gens.
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No one punishes killers, it's only because survivors play better than you. Honestly, you can see high rank killer can manage their game very well, most of them got average 3K per match. In the end it comes to the one who know how to play against others.
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I know killers have ways to deny survivors' progress, like pop, surge, etc. However, the magnitude is quite different.
A save from survivors costs you a hook and the time to down them. That's a huge loss for killer. I don't think there is any thing for killer that can damage survivor's progress directly and hugely (maybe except pop)
Sure, downing and injuring survivors slows down the game, but only slows down, not damaging their progress. Unless you kick gens (and hope they don't come back for 1 or 2 minutes), their objective progress stays the same.
That's why second chance perks are so powerful and are current meta for survivors.
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Saves are also difficult to pull off, and require at least one other survivor to not be pursuing the objective in order to perform the save. Of course, no direct comparisons can be drawn, because it's an asymmetrical game with two different sides playing different roles - not only as survivors and killer but as actor and reactor.
But the point is that the entire game is designed around the premise that both sides will be constantly trying to prevent the other from completing their objective in order to secure their own. So there's not really any room to say that anyone is "punished" for doing their objective, just because the other side are able to interrupt or regress one's progress, when sabotaging your opponent(s)' goal, either directly or indirectly, is literally the whole point.
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However, there is another way for killer to complete their objective, which is slugging everyone and 1 hook everyone.
It denies many things which i listed at above. So it's possible that the most effective way to kill survivors has already changed from hooking, which is not healthy for the game imo.
Ps: Initially i posted this is for devs to realise how many tools survivors have to tackle killer's objective, and hope they will change them. But i got a feeling slugging is gonna be nerfed again because it's easier lol.
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Tunneling a.k.a. getting rid of the worst player at the start to win the game, clearly a flawed tactic that no other game/sport/war/inster random competitive genre uses.
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I wouldn't go so far as to say slugging is more effective as a killing method, but it certainly is rising in popularity as a method of ensuring survivors die on the hook. And I agree with you that that's not an ideal state of affairs because while effective, slugging isn't much fun for half the players.
While I do believe that players should be encouraged to employ any tactics they choose, and killers shouldn't be punished by things like the ranking system for playing effectively, ideally the devs would find a way to support tactical diversity and encourage fun and sportsmanlike gameplay at the same time.
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Wrong, other games have tunnelling too. For example imagine a game with limited collective respawns (or reinforcement limit), like a tactical shooter like Post Scriptum. Going after the weaker players to drain the reinforcements is much more effective, than going after the harder to kill players. The only difference to Dead by Daylight is that, you get punished for playing smart in this scenario (mainly by Decisive Strike).
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I stopped at reading "Waste time carrying survivors" as a penalization.
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Bob, sarcasm...can't you understand it?
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Well it's okay to have different opinions on things. I don't ever get pallet stun rescues done on me, or flashlight saves. Maybe once in a blue moon I'll get body block saves were the entire team decides to take a hit. But I don't actually care because I just injured the entire team, and none of them were doing gens just to make sure I couldn't hook that one person. Unbreakable doesn't sabotage the killers ability to hook, it's an anti-slug perk. Break Out's 20% isn't strong enough to actually break anyone out unless a hook is decently far away.
So really the only problems to me anyways, because I don't see the rest as strong enough to be a problem, Is DS, and BT. BT actually isn't that bad, but I don't think it should be terror radius based. It should be proximity based.
However if they try to unhook the moment you attempt to leave, I call that the I'm sacrificing myself unhook. It's actually great for me as a killer, because they have no time to stop me from picking them off, and if the person with borrowed time tries to body block which they usually don't have time to do, you can ignore them and slide past them as they will only slow you down for a brief moment. And if they persist you can down them after 15 seconds ends. Slug them, and continue your chase after that person. Person slugged isn't doing gens, you'll more than likely have both down before the first's DS is up.
If they wait until you are almost gone, walk back anyways while counting 15 seconds in your head. You should be able to figure out what to do at this point, if they decide to use Borrowed Time to body block. Move past them or wait till it's over and slug them. You may not like the idea of slugging, but if you don't want to be hit by DS pick your poison.
Survivors who are not cocky little ######### will wait until you are gone before the unhook, which means BT is a wasted perk because you don't actually camp right?
As for DS I stated before it needs to disappear when the survivor isn't slugged, and someone else gets hooked. It's no longer an anti-tunnel perk at that point as someone else getting hooked is plenty of time to gain some distance.
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Thats really poor bait.
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I don't get it. Can you explain more?
I thought the main point of slugging is to not wasting time hooking survivors.
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All of the penalties you listed aren't the actual penalties. The ACTUAL penalties that make playing "your objective" laughable is the fact that Behavior insists on punishing you for completing that objective. Killers have to "give Survivors a chance" and are punished for not "making their gameplay fun enough" -- emblem points drain for standing too close to their hooked victim to lock in their kill; not chasing survivors enough... while Survivors are punished in terms of their bp gains by not 'engaging' the killer enough.
This all stems from the broken mentality that many players have for wanting a #########-all backwards game where Survivors aren't focused on stealth and escape; and killers aren't focused on kills - but instead everyone is just playing "chase me, chase me!" and no one has to worry about tension or anxiety. "But holding M1 constantly to do gens each match is boring" - then play a different ass game? You're a survivor trying to survive... that is your goal. If you don't want to play that goal, then play killer or play something else. No one ever wants to suggest something like "add complexity" to generator repairs so Survivors have something to focus/work on while they are repairing (instead of just camera rotating and then running away if the killer is approaching). Things like front-locked cameras; more active and varied skill checks; secondary buttons to hit, etc.
But none of your listed penalties are the reason killers are 'punished'.
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So then I can be slugged while the killer hooks someone else then easily comes back for me 20 seconds later.
Sounds fair. Everyone who quotes the same thing "DS should deactivate when someone else is hooked" is either a hardcore tunneler or never uses DS.
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I play both killer and survivor, red ranks with both, though am a much better killer if I’m honest. Though it is clear for anyone to see, who isn’t biased, that this game is survivor sided. It makes sense, as it makes the majority of the player base.
Killers actually are punished for doing their objective vs a direct comparison with the survivor.
If a survivor plays the objective well, the get an escape, no extra impediments outside the actual game loop (design).
However, if a killer plays the objective well, kills survivors efficiently and quickly, the last survivor gets a shot at a get out of jail for free card (The hatch) regardless if they played well, or not.
The hatch, is RNG based. So I can agree, it is fair in that sense. However, survivors, have multiple ways to aura read the hatch (maps, perks).
Then if the killer does close the hatch, it activates any end game perks for the survivors (adrenaline etc). Then the exit gates are RNG based, which can is another luck based approach to solve a match. However, depending on the gates spawns & in most cases they are so far apart form each other, only few of the mobile killers can actually pressure them both. (Maps are too big, or mind anyone?)
So, only speaking from an objective point of view, any purist would agree, it is objectively unbalanced to favour the side of survivors.
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"Waste time carrying survivors" That's a new one. My mind is blown.
If you want to slug at five gens and hook everyone once, go ahead. It's boring and pretty scummy for survivors who have to wait for games, but play how you want.
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Same reason survivors are- because the rank system was poorly designed.
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Because the DEVs don't play killer
I would actually like to see which ones play killer if there are any, and if they have made it passed rank 15 or not.
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I believe Almo streams killer and is red rank.
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I like all of those things tho that's kinda what makes DBD DBD the chaos, I like the feeling not knowing but knowing if you're going to d strike me (you lil $&*% I knew you had it) In away,it's kind of like the movie's the killer takes a beating to finally either the group and one or two escape,but never mind fantasy ,I love the challenge of being able to catch them,It's just if the killer is gutted then ,i can't do much about being bullied
I had a Bill wave me over and Tbag me as he timed my POTD because he's practice dozens of hours with his friends dodging it as if he was just drinking water but here I am spamming like a mad man saying wow what a dick,but here's the thing my positioning my massive red stain as it should be ,and trail you should be able to dodge it as a survivor main but, I did mange to hit him a couple of times but still and all the lag and all the little bs survivor's pull on you the actual cheating, and exploits,and they fake backlash so the devs can nerf killer's has to stop.
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Ok, to answer a long term question as to why..Because, there was at one time a attempt to make the game have demissions other then "hook and gen" as a start It came with Bill From Left4Dead and to make him stand out to counter "Camping"..They gave him a skill called borrowed time...Which was super ######### bugged and gave EVERY survivor in range the on hit escape unlike now which is reserved for the hooked and unhooker. This was not fix for a very long time til they released their next "Big play" D-strike and the OoO thing.
However this is where the "escape" perks slowly started to become too common..The problem is, they are still balancing like this game like SWF is not a thing so you end up with perks which are in theory effective but in test get butchered because of the SWF ordeal.
Hexes:which where a theory of being really strong, became trampled..Not only nerfing most of of which are "overused" to the dirt..But, alos creating Hexes to prevent people from breaking hexes. Take note, right as I type this you can look up guides to where every maps totem placement is. Which,you know SWF uses effectivity.
OoO:By this point I even wonder who this perk is made to help. It helped killer before, But with the D-strike (Buff) If they get you with It the person is now your OoO. And for some builds that is a nerf...Ironically, most OoO promote you to avoid messing with your OoO til the end of the match. I guess this is part of "Anti tunneling" bs again...But,in like a weird reverse verson..Also, a lot of those perks got nerfed as well.
The truth is funny enough, SWF "Saved" DBD in the same way Thresh "Saved" LOL...They drew in more people. Thresh, drew in Sweaty tryhards who wanted a OP support who also was a ADC (because busted bullshit always sells) and SWF drew in people who wanted to play in groups..And sweaty ######### who want to have a unfair edge because of how imbalanced the rank set up is in DBD...I mean, why is a brown killer boy fighting a red and a purple because they have two browns in the squad...And don't give me that "rank don't matter" bs..It does either A.Means you have more options "perks and add-ons" and B.It means more or less time spent with knowledge of the game. If Rank don't matter then all people in surviors brown with a SWF should be dragged off to fight purple and reds without back up by that logic.
But, basically they do for who they assume will spend the most money on sets and other bs. Cause, If they don't..The game would die..However, they tend to forget If the power role "Killer" becomes too much a punching bag..Other problems will raise...Evolved related ones.
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where as if a killer is too effecient they do get penalized, the survivors are also too effecient or sneaky (stealth) they get penalized as well. for instance a survivor that ends up on the other side of the match from the action by hook or crook, and doesnt' even see the killer helps do the gens and then opens the gate will be penalized because they will get no chaser emblem, will get no or little progress in altruism etc. they will how ever get light bringer well up and perhaps but not always survival well up this means they may still depip just for doing the job of a survivor too well.
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Ur agument is exactly the same as if a survivor said why are we discouraged from doing gens and listed gen regresison, slowdown perks, killer powers etc.
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Do you want to be playing games where the gens are done in 5 minutes or games where everyone dies on first hook? No becaues it's not exciting and boring as hell. The objective of the game is actualyl to please the entity, and short/boring games do NOT please the entity.
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Have you heard of a depping squad? You realise if you rush gens and get out earlier you will also be punished right?
Survivors having a shot at hatch is the same as downing someone in endgame and basically getting the free kill because of endgame and staying at the hook.
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actually no this is not equivalent. here is why: when you escape via hatch, you get the 5000 point ESCAPED scoring event which keys into the respective emblem AND you get another scoring event that furthers your emblems as hatch escape. BUT when you down someone during egc and let the entity take them the killer does not get the hook scorring event and thus does not go to the respective emblem, but you do get the sacrifice tick and points that DO factor into the emblem. so you are incorrect in your equivalency, survivor gets more emblem progress in the situation you brought up. you are correct though about pushing gens fast does "punish" people by limiting their emblem progress, though it's not much of a punishment when people WANT to depip.
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But currently, there are so many things in the game to penalize or discourage the killer for hooking survivors. Example:
- Waste time carrying survivors
- Risk of stun save (Pallet, flashlight, head-on, etc)
- Risk of hook being sabotaged (Especially in PTB)
- Perks that work for survivors when there is hook event (Ex: Deliverance, We'll make it, Ds, borrowed, etc)
- (Maybe there's more, and you can help me add this)
Seriously?
Survivors waste time doing gens and risk getting hit, hooked, slugged and sacrificed for doing so.
Can we please recognize that this is a game where two forces are opposing each other and that both sides are there to make life harder for the other, and both have ways of getting in the other's way.
If this is not to your liking and you're actually just looking for punching bags to kill without fighting back go play Civilization on Settler difficulty.
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I agree. I think DS is a fine perk, it just needs to deactivate when a survivor goes in a locker or touches a gen. That would cut down on the abuse and not give them invulnerability for 60 seconds.
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Slugging is way more fun and grants better control over a match. With hooks it's just 3 chases and then survivors are done. With slugging I can have as many chases as I want, which also grants the survivors more chances.
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For the record, Tinkerer, Ruin, and Undying all punish survivor for doing the objective.
A locker can be a legitimate hiding place. Losing a perk for trying to hide in a horror game sounds counter-intuitive. Losing a perk for working on a gen seems like you are punished for actually playing the game. It would cause survivor to not work on the objective to save their perk. It's like a killer having a perk that he would lose for actually trying to kill. Very bad.
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My advice to this is try running Pop Goes the Weasel or Hex: Devour Hope. Or any perk really that rewards you for hooking survivors but namely Pop.
Pop gives you SO much value off hooks it's silly and I really wish there were more perks like it in the game as it actually gives you incentive to hook survivors. Also you'll get repeated value out of it all match long unlike Ruin which can be dispelled early.
As for the other things you mentioned.. These are Survivors ways of counterplay.
Borrowed Time is a perk made to help save people on hook from being tunneled.
Deliverance is high risk high reward. If they get hooked first it's a wasted perk slot. Otherwise yeah, unhooking yourself is strong but it has a prerequisite.
We'll Make It. Really? It's a huge healing buff for other survivors but it's not.. Game breaking for killer lol. Altruism is very easy to abuse as killer and We'll Make It feels very tame in comparison to other perks you've mentioned.
And DS I won't talk about mostly because I don't have it and can't use it but I hope one day it works as an anti tunnel perk and less as an abused perk for invincibility by survivors.
Anyways, bottom line I just don't understand I guess, why you have a problem with many of these things when it requires survivors sacrificing perk slots to use them and when there are ways to counter and punish players for using them (I won't speak for DS, again).
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This game is unplayable for me without DS as a solo. The randos I get lumped with would make DS a joke they get hooked so easily and often. Actually, I rarely need to use DS maybe 1 out of 10 games - I just need the threat of it to instill a little honor into killers.
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I think you misunderstood me. I meant that DS goes inactive after you've been rescued from a hook and hide in a locker. Thats BS. If it is truly to prevent you from getting tunneled by the killer, you shouldn't be able to hide in a locker immediately afterwards without any consequences. Thats how people abuse the perk.
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Devs hate killers comment #420420420
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