How long should a chase be
Theoretically speaking: when we have a killer and a survivor of the same skill level, how long should a chase on average be from a balancing standpoint.
Its not important which killer or maps (tiles) exists right now.
Or that tiles are different. Its about the average time for a chase.
We can differ between killer types like strong chase power, average chase power, weak and no chase power. (Maybe lethality is a better word, to include stealth etc)
Which average chase time would be a tie between killer and survivor in your opinion?
(Survivor win is to waste time with a long chase, not to escape)
And which time would be balanced?
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Good question.
I'm pretty new, but feel I'm becoming an adept killer. My chases with leatherface usually would last around, rough estimate...in between 20 - 50 seconds. The end of the scale would be with a better survivor / me making mistakes. It's tough to say because there's many variables involved (maybe I give up the chase after 1 hit because I feel a gen is more important), but anyways I too am curious as to what this figure would be in higher ranks.
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At equal skill level with a killer lacking chase ending powers, I would say 10 seconds for every 50/50 won at mid-tier loop spots, 15-20 at strong spots, and insignificant amounts at weak spots.
This one is tricky though because you WANT chase length vs equally skilled players to be variable as you want some guesswork and skill to be in chases, rather than it being a mechanical function of how well you use resources. Chases are at their most boring when 50/50s and jukes don't matter, but you need chases to last SOME length of time between those or else that sick 50/50 doesn't matter because buying you an extra trip around the loop doesn't matter. So chases need a 'lower bound' when played correctly. But they also need an upper-bound, ideally one not as long as BL3. This is accomplished by limited usage of windows, pallets, and how 50/50s don't buy you a chase reset fully most of the time.
Most intensely survivor sided maps are caused by not having a sufficiently low upper bound of chases by having too many resources 'strung' together. Think Lampkin Lane, just too many places to do vertical loops. Conversely, most killer sided maps aren't defined by having no resources strung together, but instead being extremely small and lacking resources at ALL. Think Game, think Hopkins.
This is why the Ormond and Autohaven reworks seem to have focused on injecting deadzones into maps with too many 'chained' resources, which I think is clever. You want to end the current loop with a won 50/50 because you need that extra bit of distance to make it to your next resource, and resource conservation matters, but those maps have plenty of strong resources and resources that 'bridge' strong zones, unlike say... old autohaven which was just one massive chain jungle gym. I think the devs learned that resources are exponentially stronger the closer they are together, because chases baloon in upper end timelimit non-linearly. 2 windows make a chase far more than twice as long as one window, 3 more than twice as long as 2, ect.
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Agreed most of your downs will come from catching survivors off guard and in a weak spot.
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You mean hit, right?
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So the average chase should last 30 sec? (2 hits)
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if the killer keeps getting outplayed, then it should last until he makes a good move and manages to outplay the survivor.
So in theory it should last forever if the killer always end up making the wrong plays
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Yh ok i guess you mean no bloodlust. But how long need a chase to last til you would say you "won" as survivor?
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You win a chase when you break LoS and lose the killer, period.
But I asume you meant "how much time do I have to run the killer in order to feel like I've beat him". Depends on you, do you care if you pip or not? Do you care if your teammates make It out alive or not? Do you care if you get out alive? I personally feel good if I get a black pip just from 1 chase in those games which you get tunneled from the very start of the to your last breath.
I dont care if my teammates make It out alive or not when Im in a chase because I have no control over what they are doing.bI dont know if they are doing gens, totems, chests or just crouching and messing around so I just focus on my pip, if I get tunneled for enough time to get a black pip that's a win for me, maybe there are no gens left or maybe there are still all 5 of them, I dont really care anymore, that's how you have to think when you play solo, otherwise you'll get crazy.
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Im playing solo and dont care for pips. Im the maniac who tries to rescue as the last survivor against a T3 Myers in the endgame. The chance is high that i will die, but no risk no fun.
Solo can be frustrating, but after the match is before the match. What happened in the match, doesnt affect me after the match ended. Special things like getting left on the hook for the entire 2min, when the killer is on the other side of the map affect me sometimes 5min or til the next match starts.
When i wanted to escape every time, i could play swf.
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Its impossible to get a down with most killers in 20 sec, when the survivor just holds w.
But yh you would need this time against a good survivor team.
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No i meant its literally impossible with some killers, bc you need the time to catch up after the first hit.
And what you describe has not much to do how to end chases fast, you deacribe how to play good as killer
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Nah. Like I said there isn't going to be one magic number because it depends on resources, how close the survivor is to good zones, ect, and ideally again you want there to be high variance even with skilled survivors.
I would say with two top level players at a super optimal level it is realistic to expect each hit to be as short as maybe 7 seconds (The survivor loses a 50/50 right away) on a mid tier loop, or maybe 10-15 on a strong loop (they lose a 50/50 twice in a row). On longer loops, the 'upper end' time limit can balloon out, but because 50/50s are an endless gamble realistically a 'strong' loop should last 20 seconds top maybe on average before you need to win a 50/50 to bail out, at which point obviously, all play being equal there is a 50/50 shot you eat a hit.
But, again, its more of a toy problem. In 'real world' scenarios even among equally skilled players your more expecting to predict the chase based on starting location rather than an 'average.' The 'average' result is actually going to be quite rare, you will expect the killer either to catch the survivor out in a bad spot or force them to expend a resource that makes a location powerful quicky, or the survivor gets lucky on a few 50/50s in a row, or lands a good juke to break chase for a bit, and basically 'resets' the chase time.
Also, a good player should feel forced to eventually drop a chase against a killer they can't actually predict/fool, which would be one at entirely equal skill, because in that scenario your just constantly flipping coins in the chase and the survivor has way more on the line than the killer. So that equal skill toy problem is assuming the chase 'ends' when the killer eventually grinds out the chase and downs the survivor, which in theory happens because BL3, but realistically the survivor should break chase well before that as their 'win' condition for the chase.
Against an inferior killer, chases in theory could last indefinitely. We all have seen the YouTube vids. And, again, IDEALLY vs an inferior survivor, chases should end FAST. But DBD has a structural problem with its mechanics where even moderately optimized play can create a rather long minimum chase time, which is why you see so many boosted animals in rank 1 absolutely losing their mind vs Huntress or Nurse with no idea about any counterplay tactics that work against all killers because they never had to use them to grind out time. Conversely its generally easier for a killer to 'force' a chase win EVENTUALLY, which is why survivors hate bloodlust, even though bloodlust is, in fact, a good mechanic that will punish whichever side is doing the chase 'wrong' based on context. Also, said forcing comes at cost to killers that minimally optimal play doesn't for survivors, so it isn't a linear comparison and its fair to say the wonky skill floors of DBD are way more of an issue than killers eventually winning chases (mainly killer is OP until survivors become minimally compitent, and then it suddenly becomes dramatically harder and, more critically, a more frustrating experience, while survivors don't need to develop new core skills for a very long time, its WILD how many Red rank survivors don't even know how to 50/50 or do fast vaults in tight spaces).
But if you were to put a gun to my head, I would imagine the average chase being a strong zone, linked with an incidental 'linear chase only' weak pallet to a medium zone. So played well it would be like 30-40 seconds. That makes the game in theory mathematically impossible for the killer to win 'on average' but obviously the way DBD works makes sneaky hits or sudden 50/50 victories create a real possibility and chases would trend lower than this when played well by both sides FAR more than they trend higher, its just that infinity is a pretty big number that pushes that average up, with some maps even having pseudo infinites vs non 4.6 MS killers with certain powers in certain zones. So, you know, maybe your chase ends in 10 seconds vs equally skilled survivors because they try to stay close to use a resource and you just out 50/50, maybe it takes the entire game because people know some tech from under the docks in swamp and your a Slinger.
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So for you its important what impact the chase had on the game.
So as survivor you depend on that what you teammates do.
What is a win for you as survivor? Escaping, pipping, etc. ?
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Which tech under the docks do you mean? I think this tile is too strong, but is there a tech?
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Vs low movespeed killers the dock has at least a pseudo infinite due to having multiple windows in close proximity with long walls.
It doesn't really matter to nurse, but it is pretty devistating spirit because its multiple back to back windows combined with plenty of sharp turns and the ability to get on top of the dock basically instantly from the bottom, as well as lots of places to fake scratch marks, so it isn't even really a 50/50 scenario so much as a 'Once you phase they can literally end up anywhere. Obviously good ears can help out, so it isn't a 'true' infinite but its a combination of a powerless infinite (Which to be fair aren't uncommon) and conditions that make phasing basically not work.
I haven't tested if its a true infinite but it is oppressively strong and definitely needs to be looked at.
EDIT: OhTofu also found a literal definite infinite on the map. Lovely.
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IMO if we want killer to aim for 12hook it should take like 20s big max of 25s to down someone.
It take a total of 400s to do 5gen at 80s. At 20sec for a down it take you 240s and the remaining 160s are used to roam/find survivor.
With that I'd make it so you get increasing amount of BP for every hook to encourage killer to go for a 12hook combine with loosing more BP when they stay near a hooked survivor.
If the game would encourage killer to get 12 hooks and give him BP penalty for focusing on 2 survivor early while not taking them too long to down a survivor while in a chase I think it would make the game more fun for both side.
Currently survivor do not have to manage their time if they are against a mid/low tier killer with good add-on/perk included which is bullshit for the killer who have to manage their time perfectly or have to sweat all game.
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A bloodpoint bonus wouldnt fix that. There are some like me who dont care for BP anymore and others who care more for not losing.
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More like the first hook give you 50% less BP and even less if you stay near near the hook and the third hook give you 150% or heck 200% BP.
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Yh there are clearly some ways to implement it. But what happens when a player doesnt care for bloodpoints?
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He will eventually depip and lose his ranks.
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Bloodpoints have nothing to do with rank. Emblems have a system to punish camping. While it does not stop camping, i see less camper in red ranks. But im not sure the emblem penalty is the cause of it.
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Interesting. While i play with the same condition as killer, i dont care for it as survivor. Would you leave your teammates behind, when you have the oppurtunity to leave and score a win?
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Emblem are partially link to BP. You get emblem point for every actions that give BP, just lower down the emblem point you get for a first hook and increase it for the third hook alongside with BP.
At the same time you could make DS basekit while adding some condition like if interact with gens or locker it goes away + activate on both hook so it would make it way harder for killer to actually tunnel while preventing the usual BS of a survivor just doing a gen in your face or playing with a locker to prevent you from downing him.
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You can't really say how long it should be. There are too many variables in the game. You can end chases in 20 -30 seconds and still lose all gens due to gen rush. And it goes the same way for the other side killer can, slug tunnel or force struggle. One thing for certain though: strong tiles should not be spawning within close proximity of each other and deadzones need to be looked at cough*suffocation pit*cough
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I stop chasing after 30 seconds usually. Unless the survivor is wasting pallets in which case I'll chase them a bit and have them waste some.
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As a general rule, you want to chase for 15 seconds and extending for more 15 seconds each time you get a resource (pallet/hit).
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