Solving circle Looping: Tripping or soft edges for killers.
As much as a controversy this topic can be, i think it must be said, looping is NOT meant to be a thing, as already said by the devs, and i think this is something they need help to solve. so here are a pair of ideas. must i explain? as a survivor you are mean't to be stealthy (yes that button you use to T-Bag is for stealth.), and you have a lot of options to do it, you can also loop with windows wich is already VERY annoying for killers, but lets focus on CIRCLE AROUND looping. the annoying resource survivor go for when theyre is a palet between 2 scraps of trash.
A tripping sistem for survivors: adding a range sistem to the object to detect when a survivor is rubbing the edge of this object/wall for too long, will make the survivor trip away from it (does'nt slow it, just push) forcing him to run away from the area. (only on small objects and walls)
"soft edges" idea: a smoother control for both but more effective for killers, they wont get stucked while rubbing a small object, instead the edge would shove them around the object so they can move smoothly around the edge helping them reach the survivor that is looping in circles.
Comments
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If looping isn't possible, survivors are straight up screwed. Every killer has a power that grants easy first hits, a power that helps in the chase, and/or an instadown. They should have enough tools to apply pressure.
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yes, that is another issue, there is a huge disbalance with killers, spirit and nurse are inmune to looping. doctor will literally turn you insane for looping him, how ever that is another topic
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I would take a survivor that loops any time before one that camps pallets or, eve worse, hides. Its way more fun and interactive to loop rather than to chase someone to a pallet only for them to wait for you and drop it on your face. Its a core element of the game now, even if the devs didn't account for it at the start. Its fun, interactive, mindgamableand should be kept.
If you really hate looping that much there's a LOT of killers that counter it (Freddy, Clown, Doctor, Pig, Hag, Trapper, Nurse, Spirit, Pyramid Head and Demogorgon)
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looping is NOT meant to be a thing, as already said by the devs
I'm sorry but, when did they say that? Looping has been a thing since the beginning and has always been a central part of the game balance.
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From the Killer side the only thing I could even remotely agree with is smoothing the hitboxes so survivors aren't literally rubbing loops for the tightest loops possible because killers have bigger hitboxes BUT the entire blood lust mechanic was created to make this manageable. Honestly with the amount of loops that have been weakened and space between tiles being adjusted - if anything the sheer amount of pallets are the only time it feels like certain maps are "frustrating" for killers to deal with. Going against a terrible survivor who holds W and just drops every pallet as safely as possible when you aren't running something like Brutal Strength can still waste plenty of time even if you aren't kicking every pallet to down her faster. Future chases are definitely easier but I still to spend over a minute total stuck in kicking pallet animations because of their sheer numbers against even the most god awful survivors (who I can see don't even turn their camera at me).
From the Survivor side - it's honestly a matter of game knowledge, awareness of surrounding tilesets and reaction time that makes each pallet loop a mini face off with the killer (not the horror element but that's expected once you cross a few hundred hours). Hugging a tileset as tight as possible without getting stuck and keeping tables on the killer's position surprisingly isn't braindead though not that difficult if you have the presence of mind to flick your camera accurately. Honestly if hitboxes for navigating matched without any other changes then I would actually be disappointed from the killer side how easy the game becomes (boring even) considering it homogenizes the gameplay even further (killers who have loop breaking powers and perks pretty much don't really need their extra mechanics or nuances learned like running faster wind up on huntress for that .35s increase.
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Looping WASN'T meant. Past tense, After it was estabilished as a thing, the devs embraced looping and it became a core part of the game which it was built upon. Your whole premise is invalid and there's nothing to solve.
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They might not have imagined looping would be a thing when they made the game, but it's pretty obvious it's a fully embraced form of emergent gameplay at this point. Tiles are straight up designed with looping in mind, why else would they talk so much about "tile safety" when they discuss map design/generation?
I do agree that truly braindead loops/tiles with no LOS blockers and mindgame potential are just straight up boring for both players. There should be less of those and more actually proper tiles where players can mindgame and outplay eachother, as to me that's the heart of DBD chases right there. Not the unsafe "stun the killer or get hit immediately" pallets, and not the "break the safe pallet or lose the match" pallets. There should be some of those too, but most tiles should be designed so there's more room for outplays.
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Keep looping but make the walls catch on survivors if they press against them like it does to killers. Problem solved.
Now they can't push half their body through a wall while looping to maximize their teeny tiny collision box.
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Literally. They even said that's actually A PART of the game.
(and it was one of the things you cannot be reported and banned for which is something)
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