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Balanced chase time

Tsair
Tsair Member Posts: 49

I havent done the math myself but from other peoples' numbers, gens take 80 seconds. If theres a hook, assume two players are out of commission for an average of thirty seconds (rescue and sometimes healing). Everyone is supposed to have enough time to do bones in theory. Games are theoretically balanced to allow two people to escape. Some hard to determine variables are items, time to find survivors, second chance perks and slowdown perks.


With these in mind for balance, I'm curious as to people's opinion to the following questions...


1. What is the optimal average two-hit chase time for a balanced game, in your opinion?


2. At both killer and survivor peak performance and optimal play, how long should a two-hit chase take?


3. What factors do you think should swing a chase based on skill, and to which side?


I know the questions are a bit open ended or complicated, but I appreciate any and all polite responses ^_^

Comments

  • lucid4444
    lucid4444 Member Posts: 682

    Kinda tricky questions to answer with satisfying answers

    1. as fast as possible.
    2. there's too many factors to say without raw data
    3. if they are equally skilled, the original locations of the survivor and the layouts, including how many pallets are left
  • Tsair
    Tsair Member Posts: 49

    Regarding the first one, I meant more of from a balance perspective, how long should the average chase be to allow for all gens to get finished and two survivors to survive.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709
    edited August 2020

    Unfortunately there is no good answer to that question, this game tends to go one or the other extremely fast.


    The two most common results are either a killer or survivors steam roll.

    First most common scenario is the killer never manages enough pressure to slow the gens enough to kill at least one survivor before the game is basically already over and they either all escape or the killer gets a 1k by securing the kill and defending the hook.

    or

    The killer manages to apply enough pressure to survivors that they don't get gens done fast enough and as a result the killer manages to kill 1 survivor before 4/all gens are complete. Once this one survivor is dead it is extraordinarily easily for the killer to bring them game to a complete stand still unless every survivor is a good looper (but if that's the case you were probably never going to get into this situation to begin with). This results in the killer usually getting a 4k or 3k with hatch escape.

    2 escapes, 2 kills I find to be rarest scenario and generally only happens when either

    1) a survivor misplays in the end game and ends up giving the killer another target to just secure a kill on after getting 1.

    2) They manged to get 1 survivor out of the game, but it was too late to bring the game to a halt and the survivors manage to get to endgame, the killer gets their 2k by catching one before they can get out the exits and camping to secure the kill.


    This means their really is no optimal "balanced amount" because the "balanced amount" is however much time it takes to get 1 kill right as the end game is starting, which will vary wildly depending on how much time it takes to get gens done and what perks everyone is running.


    Questions number 2 and 3 vary wildly depending on perks, map, map RNG, items, addons, and killer.

    For example a very good nurse with strong addons against almost any very good survivors on a favorable map is going to have short chases. The only factor that really swings the chase in the end is the nurses skill. While there are things the survivor can do to make it much harder for the nurse, in the end the result is all in the nurse's hands.

    Compared to say a good clown on a unfavorable map against good survivors, will probably have mostly long chases and the skill will almost always be in the survivors hands and it will be the skill of the survivor determining chase time and any skill the clown has is only making things harder for the survivor.