http://dbd.game/killswitch
Free Time to Repair Generators
So basically, survivors have free time to repair generators when:
Your looking from them + when other survivors are being chased + 12.5% guaranteed progress from the time it takes for the killer to hook + plus the time it takes for the killer get to your generator.
I would say, if another survivor goes for the unhook, you would have at least 50% free generator progress, at two generators.
There would be another gen with around 25% progress (the one from the survivor that went for the unhook).
This is why when you are an unlucky M1 killer and chase the best looper first, 2 gens are likely to pop instantly.
And the cycle repeats until 5 gens are done (unless the killer slugs, tunnels and make smart plays).
Is this healthy? Is this balanced? Is this fun?
Comments
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Drop chase look for someone else.
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This is healthy. This is balanced. But this is not fun because survivor gameplay is boring.
And survivors have chance when they finish gens fastly. So what lol
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Why are you devoting yourself to chasing only one person?
If you see that they're clearly taking up more time than you should be giving them, go for somebody else. Most of the time, this will inflate their ego enough and they'll just follow you to try and get your attention instead of doing gens.
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A general rule I follow is if I cant get a hit or pallet out of a survivor in less than 15 seconds I will leave them. If they go to a very strong loop like the killer shack or other unique map based ones, I'll just leave them. Because when you chase a survivor for too long the others are guaranteed to be on generators. So just break off and interrupt a survivor on a generator.
I usually let a few generators go though, because it is just impossible to defend every generator. This is also presuming that these survivors are actually doing generators and not searching for totems or chests. Because a friend group will do this all the time, just try to control which generators you want to defend by the end game and hook survivors as close to them as you can.
A big mistake I see other killers do, when I play survivor, is they either just don't give up a bad chase that alone will destroy any control they could scrounge up by then end without endgame perks.
Your perks and killer matter a lot in the style you should play as well. Ex: If you are playing wraith the last thing you should do is chase down a survivor. Instead focus on ambushing and cutting of survivors as you uncloak and most hits are guarantied that way.
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This is huge. When you've been chasing a survivor for a bit, they'll know what they're options are because they've been looking for them. They will also hug the strong loops. Basically, the longer you chase a survivor, the more likely it is they are in a spot that they want to be chased in. Switching targets will hopefully lead you to a survivor that hasn't become quite as aware of their surroundings or maybe they're just in a flat out worse spot altogether.
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This is true, except that the time you wasted to discovered he was a good loopers can't be regained. If you chase a good looper 3 gens are guaranteed to be 25%, then you need to find another survivor which will take more time. Still gens will be flying.
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You can't regain the time you spent trying to get a hit on the best looper. 15 seconds is equal to 18.75% free progress. That's pretty much 3 gens with half progress. Plus the time you'll have for finding another person, plus the time to down them, plus 12% free progress from the hooking process.
What I am trying to say is that this game gives too much free gen progress, it's actually #########. Look at what happened on the high MMR week test, 5 gens done in 7 minutes against 4k hours killers. ######### even is this game.
If you take in consideration how many 2nd chances survivors have compared to how killer are harldy punished even by just wiffing an atttack, this only gets worse.
This is why the game is full of sweaty Nurses/Spirits that slug and tunnel. In some matches if you don't do it you lose, and there's nothing else to be said.
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Your absolutely right, time lost to generators can never be gained back once they are complete. There are plenty of gen defending perks, but after awhile they get predictable and boring, sometimes even unreliable.
A SWF, even if it is just 2 or 3 of them, will show you just how little control you have if you don't properly patrol. Some trials you will just not be able to defend effectively as other times.
Yes survivors have many second chance perks, yes each killer is different and preforms differently on each map. But when I play and see killers just not knowing when to let a good looper go, they have no right to blame them for their bad choices. Their are many ways to bait out these good survivor perks and tactics. How relevant that is depends on your killer, map location, and personal skill. It's ok to lose generators, no killer can effectively chase all 4 survivors at all times, the game would be very unfair at that point.
For example on a single story map like fractured cowshed, if you patrol maintain half of the map you want to defend you will see that there is no such thing as free generator progress at that point. By the time survivors need to finish 1 or 2 generators, they wont have an easy time as the remaining ones are all within a small section of the whole map. As a killer you need to focus on defending your zone, even if it means letting survivors go if they try to make you chase them to the other side of the map. Because if you break off of your zone, they will destroy you since they will most likely have all of the pallets on their side of the map.
The best case scenario of a game with gen rushing survivors is to get one hooked near where your defense zone. All you have to do is wait and the others will just throw themselves at you to get an unhook. It may not be the best tactic but survivors that try to simply rush gens have no actual game plan. If you are having this much trouble defending gens, you should instead switch out to some end game perks.
At the end of the day though, how good or bad a trial is mostly dependent on the killer. I play 50/50 when it comes to survivor and killer so I can see the fault of both sides. If a killer doesn't use their perks/add-ons properly, or relies to heavily on a hex totem that can easily be wiped out, they have no one but themselves to blame. A small portion of this also goes to survivors, because there have been and will always be those dumb idiots that will do nothing but crouch walk, hide in corners, or in lockers if they even hear a killer heartbeat.
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I don't see how it's balanced in any way for a killer to only achieve 8% of their objective the moment they get their first hook while survivors are almost half-way done with their own one (2 gens -> 40%). Now that is blatantly broken.
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Yes but with how often the first few generators are lost is nothing compared to the survivors not being able to do the last 1 or 2. So many matches I have played where survivor team lost because they just choke on the last 1 or 2 generators is just hilarious. While yes you will get 1 or 2 hooks against a team focusing on 3 generators at once, the tighter the last few generators are the easier it is for the killer.
Like I have said before you are not going to be able to defend every generator at all times. Unless you have perks or add-ons to help with generators and your playstyle is to defend generators your going to lose them fast every time. If it is such a recurring issue switch to survivor, to see and learn what they are doing.
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The real problem that it forces boring gameplay for survivor. Killers don't have time to 12 hook with this broken 4ss gen speed. So they have to tunnel 2 survivors, and slug other 2. That's boring gameplay for everyone. I agree with the changing targets and 3 gen, but this alone is not enough to compensate for the unbalanced gen speed. If gen speed was ok, it would be better for everyone.
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