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Why is W key meta a thing?

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Comments

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Even his pallet destruction makes loops a lot weaker. He is amazing anti loop. If they aren't infected, you get a bit of slowdown when they go to vaccinate and vision to pursue them again at a weaker area of the map, potentially.


    Or just a zombie blocking a path. That is pretty strong anti loop.

  • justbecause
    justbecause Member Posts: 1,521

    Meta? I-

  • Freddy96
    Freddy96 Member Posts: 767

    Because they either nerfed most loops into the ground (look at ormond rocky loops) or some new killers can deal with ultra safe loops.

  • Carth
    Carth Member Posts: 1,182

    It is the most effective tactic in terms of negating interaction and increasing the time where a killer is not doing anything. Loops can be mind gamed, lag can happen, bugs can occur. However if you are 40 meters and running away from me and I am chasing after you and neither of us do anything except hold w there is nothing that can change the fact that an M1 killer without a mobility power is only gaining .6 meters per second on the survivor.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    1 Make pallets some does other do nothing.

    2 when they go vaccinate slow down doesnt worth the lose of a chase the starting of other.

  • Schardon
    Schardon Member Posts: 177

    You're not understanding what killers are complaining about. It's not about holding W being too strong, it's about bad game design. When the BEST/MOST EFFICIENT thing you can do is to hold W, to make distance, then the game is designed poorly.

    It's a complaint about game DESIGN not game balance.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    The only way that holding w works is if they already have a big distance between you and the killer and in that scenario it's absolutely on the killer for being braindead and commiting to that chase over gen pressure with a big amount of distance already there, if the distance isn't already there then holding w doesn't work which is why when Tru3 did the experiment he put the survivor half a damn map length ahead of him because he knows also it doesn't work unless you commit to a bad chase like he did with a survivor halfway across red forest because he knew in that scenario he would be right

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,306

    You're annoyed by the W key because it works against you.

  • Gwinty
    Gwinty Member Posts: 981

    Sometimes holding W is just the best option.

    I will not blame a survivor for running away from me as I play the Killer. This is how this game is supposed to work and complaing about the "survivor" running from "the Killer" is...strange.

    Also as a Killer you have ways to counter this. Approaching from a different direction or just eliminating the weak link that does not understand this first. Or if one plays Ghostface you have to be stealthier to get them. Or just use your Killers power to cut them off...(Clown approaching at dangerously high yellow bottle speed xp)

  • Jasix
    Jasix Member Posts: 1,245

    Again I will say it - you cannot condone camping and tunneling and not condone "Holding W." They are all flawed game designs, but they are all approved tactics. And again I will say it - play how you want just so long as it is not against the rules.

  • Apollos
    Apollos Member Posts: 1,052

    The more they introduce killers that make loops unsafe, the more survivors are going to say F the loop altogether and just run away.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    You get that with actual balance no one wanna play a m1 killer and turn around a loop till you break it.Okay go Full W but make most pallet unsafe.

  • Apollos
    Apollos Member Posts: 1,052
    edited September 2021

    wrong post lmao

    The game is built for those loops though. By introducing new killers to change the meta in that way, it makes loops less reliable so less people are going to bother with them.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024
  • xEa
    xEa Member Posts: 4,105

    Killer mains wanted this in first place. They asked for quick chases and "poewrful" killers in the chase so they got killers like Deathslinger. Survivors adapted. End of the Story.

  • Apollos
    Apollos Member Posts: 1,052

    I edited it too late, so I'll throw this back in:

    The game is built for those loops though. By introducing new killers to change the meta in that way, it makes loops less reliable so less people are going to bother with them.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    You can still loop anti loop killers you just can't be a greedy because they will catch you sooner. The problem with that is only the top tier killers have the mobility to counter w because just from the hit to catching up is about 20 seconds(a killer chase shouldn't be over 40 or its to long) that why the amount of nurse,spirit,blight are showing up. I belive its bad game design all and all this game is not ment to be played at full efficiency because it brakes down. The perfect example is tunneling its the most efficient way for a killer to play but for a survivor it suck 7k a ggs and honestly from the killer side it sucks because your only chasing one survivor and not seen the different play styles and trick of the other.

    Now I do want to point out that this is all just my opinion and you are free to w k all you want you bought the game its your choice.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,881

    To the OP, Less safe pallets/god pallets(better tile design) and less sprint burst from health states would greatly help.

    Despite what OP says, Knowing when to hold W is a very important skill for survivor. It requires understanding of routing to pallets and knowing how long it takes for killer to catch up to you. Inability to do this effectively will result in you using too many pallets too quickly or taking extra health state hits from your poor routing errors.

    --

    @xEa Survivors did not adapt. Survivors have been doing this for 5 years ever since game out. Its cool that you've just figured it out after 5 years but everyone that knew how to play survivor properly has been using this strategy for very long time. Deathslinger is not strong enough of a chase killer. in fact this strategy soft-counters his gameplay. we never got strong chase killers, instead we got trickster, aka depipster-level killers.

  • IronKnight55
    IronKnight55 Member Posts: 2,972

    I don't need 12 hooks or a 4K every game. I play for fun. Still doesn't change what I said.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    There definitely is among people who know how to play. A skilled killer can’t beat a skilled survivor group.

  • H1GHLVND3R
    H1GHLVND3R Member Posts: 138

    same for me lol, im also getting hits when using pallet and when 100m away from window

  • Purgatorian
    Purgatorian Member Posts: 1,146

    When I get stunned and also hit the survivor as killer, hit validations takes the hit away from the survivor. It happened 3 times in a row in one of my games the other day.

    I'm the same as you as survivor though. I stun the killer with a pallet and get downed at the same time. I don't think the game likes me lol.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,330

    That's nothing to do with "Hold W" though. If you have a skilled killer, they would know how to defeat people who just .. run. Skilled survivors would know this, and thus will use looping and skill to avoid. So there's no meta "Hold W" in that situation.

  • JohnWeak
    JohnWeak Member Posts: 854
    edited September 2021

    It appears holding W is clearly (and i mean it) the BEST way to save time in chase.

    You loop a little, fake pallet, loop one more time, take a hit, hold W, during the boost and after, to cross the complete map, find another pallet and ye, without any skill you saved 1min+ 😂.

    Problem is the hit boost given to survivor is way too long or killer stun after a hit is too long.

    The current state of the game is, without too much exaggeration, hold W and 3 gens will pop.

  • JohnWeak
    JohnWeak Member Posts: 854

    Agree.

    When everyone will be at the MMR they belong, survivors and killers side, high MMR killers won't be able to win any trial. ATM, as a killer, i have sweaty team but still sometimes i face semi-potatoes. All this will be over in a few weeks when the MMR will be accurate.

    I will stop to play for the win and play fair 100% of the time now. I will loose all my trials at start i guess, but then i will have fairer matches. :)

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    People aren't complaining survivors are running away from them.

    They are complaining how utterly effective it is.

    There is a big difference between the 2.

    That said i don't know how they could nerf it. Except for what they are doing and adding more oblivious effects in the game to deny survivors their headstart.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    I was thinking about shaving some of the hit cool off to less the total amount of distance they make off one hit then ofccourse nerfing STBFL so that doesn't get out of hand. Honestly STBFL helps alot if you have a killer that can use it well but on most its much hard to get good value out of it.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    Maybe in BHVR didnt make so many killers that are just M2 to mindgame, it wouldn't be so bad. Against most killers, they don't have any counterplay other than just holding w.

  • MissKitty95
    MissKitty95 Member Posts: 786

    Anti loop killers, bad map designs, dead zones, bad tiles, pointless pallets

  • Fobbo
    Fobbo Member Posts: 452

    I think he was talking about it in a way that why is it possible to do so. I dont know how to fix the problem other than better map design

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    If they have no anti loop then its run around a tile for 1 minute then they drop the pallet and move on and rinse and repeat. Mind games only get you so far your pretty much trying to force a mistake and if the survivor is good I could be 30 seconds before you can actually get a hit depending on the tile. Mind games aren't always consistent.

  • NerfedFreddy
    NerfedFreddy Member Posts: 394

    killer dream map design is mma cage with two unsafe pallets

  • Munqaxus
    Munqaxus Member Posts: 2,752

    It won't happen while Nurse, Spirit, Blight and Billy exist.

  • Advorsus
    Advorsus Member Posts: 1,033

    Killer main here. I don't really feel like holding W is that bad. Playing as survivor and trying it I found that 9 times out of 10 they catch up really quickly unless I already have a lot of distance.

    As killer you can't chase behind them. You have to angle better when you walk, that's where the faster movement speed comes into play. If you're walking a short distance and at a faster pace, you'll catch up quicker. But don't be afraid to break chase if you see them anyway too far away. Just pressure someone else.

    The ones that want you to chase them, like the ones standing there pointing or waving at you to chase them, are not the ones you want to chase. Find those weak links and make it a 3v1.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    You can't cut them off all the time if the just run forward at no point is there a angle to be made so your average catch up time is around 20 seconds. I normally ignore the over confident ones you know start a chase and you see clicky clicky on the side.

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  • Advorsus
    Advorsus Member Posts: 1,033

    I can agree sometimes it takes too long to catch up. Just take it as a learning experience of when to break chase. I've lost games where I either played badly, or tunneled too hard on one chase, or they were just better optimized. But I've never lost from someone holding W

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    I am guilty of not always breaking chase when I should but if your on a decent size map(not red forest big)and they just run straight after the hit is 20 second just to catch up and if most of the team understands its the most effective move you have to take a chase or get only hits and no downs.

  • realflashboss
    realflashboss Member Posts: 328

    Lots of killers are anti loop killers so getting distance is often the best play.

    Side note- I wish people would stop calling things 'hold w or press e' to win. Everything you do as killer or survivor is bound to a key. Its so stupid. Its like saying to a killer press m1 to win when theyre an m1 killer. Its so asinine.

  • NOEDENJOYER
    NOEDENJOYER Member Posts: 237

    Killers like Nemesis, Pyramid Head, Spirit, Deathslinger and a few other additions have changed the meta. These killers powers ignore loops entirely, so it doesn't matter how good you are at looping, because someone like Nemesis, gets a hit no matter what choice you do.

    The older killers didn't do this, they had powers focused on the 1v4 and weren't so focused on dominating the 1v1. Like Billy or Huntress for example.

    Since these new anti-loop killers have become a thing, more and more survivors have realised that putting distance between yourself and the killer is the best defence, since if both of you are holding W in the same direction, it can take like 20-30 seconds to just REACH them before any loops happen if they begin running at 20 metres plus.

    But then, survivors realised this also works against every single killer. It's largely why I love playing Wraith, he just negates the entire holding W meta.

  • lordfart
    lordfart Member Posts: 538

    I don't feel like it's a big difference, while I understand where the frustration is coming from, calling running away "meta" is just amusing as hell to me.

    I also kinda find it amusing because I see complaints that survivors aren't scared enough of killers, and then other complaints about them running away too much haha. Idk what they are meant to do to appease everyone lol, but I main Twins so survivors sprint bursting away constantly doesn't usually mess my game up as much as it does with other less mobile killers.

  • Pepsidot
    Pepsidot Member Posts: 1,662

    Because as the game has progressed throughout the years, there's less pallets, there's more unsafe pallets and a lot of killers with anti-looping powers. Holding W would have been the best strategy years ago too. But back then there were double pallets, 2 vaults at jungle gyms, vacuum pallets/windows, old DS, etc the list goes on. Now the game is more balanced than ever, players have adapted (even though it is literally just by holding W more) to be more optimal with their pathings.

    It's not particularly an exciting strategy but it's often the best. If you loop a decent Nemesis or PH like they're an M1 killer, chances are you're gonna get hit. If you pre-drop and hold W you won't be hit and they might end the chase then and there since it's not worth the trouble catching up to you.

    If you want to make the hold W meta less effective there are still killers that can negate it. Namely: Blight, Wraith, Nurse, Spirit, Hillbilly. Honourable mentions: Clown and Pin Head.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    No, they wouldn’t because there is no counter. Good survivors will get a head start anytime they know the killer is coming. The killer will have to waste 20 seconds just catching up and then deal with any pallet or structure.

  • Schardon
    Schardon Member Posts: 177

    I've neither condoned camping/tunneling nor have I not condoned Holding W. I merely explained that this complaint is about design, not balance.

    But to go where your argument is heading - I don't mind survivors holding W as much as I don't mind killers camping/tunneling. I know that those things are in many situations the best thing you can do. So there is nothing wrong with the action of doing so.

    The issue I take with this is that all of those things add nothing of substance to the gameplay. I don't mind people using it but I mind devs not designing their game in a better way.

    DbD is in a weird state, imo. It should be a horror game so running away from the killer should make sense but the community mutated this game into a pseudo competitive hardcore PvP game in which just running away doesn't make sense.

    Take it as you will but in my opinion there "just running away" is not engaging and interesting for anybody as much as camping is.

  • Gwinty
    Gwinty Member Posts: 981

    While I agree for Slinger I do not think that Pyramide Head or Nemesis are that bad. Pyramide Head move like a monster truck and slows down while charging his power. You can see him doing it and react accordingly. Pyramide Head can not turn sharply and can not basic attack right after channeling his power, good survivors abuse the hell out of this.

    Same for Nemesis. The guy needs 3 hits to down you with his tentacle. Sure he breaks pallets but his tentacle has the hitbox size of a spagetti and can be dodged effectivly. After that Nemesis has a recovery animation where you can gain distance. Like Pyramide Head he also can not basic attack right after chanelling his power.

    Also I would add Trickster to the list. He is by far the worsed offender right now for anti-looping, especialy with his new add on shoes.


    The conclusion you reach however is right. Deathslinger and Trickster both pushed survivors towards a more "running away" style of playing.

    Now my guess is that this will empathise Killers who ignor this or counter this by catching up quickly: Bubba, Wraith, Oni and Billy come to mind. In addition Killers who do not care about your position but play the territory game will surge in usage: Hag and Trapper. I could also see a case for Freddy and Pinhead because both can enter the chase easier with their teleport.

    Meta is evolving and if survivors hold W more ofter Killers will find their way to stop it.

    Would be boring without this and also this is the reason why no Killer should complain about this.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,330

    Pick and choose your battles. If they know you're coming, try different angles or guard the gen for a bit. Either way, a survivor can run away any time, but ultimately it doesn't make them infallable, and having a core part of gameplay dubbed as meta just seems incredible to me! Besides, it's part of the chase and I would look closely at how best to deal with every situation as I find it.

    If it really was as powerful as it is made out to be, killers would be lucky to get 1k at a time. I genuinely do not see it as a problem at all, and has never made me have cause for concern on the gameplay.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    What can a skilled m1 killer to do vs full W.becuz if there are on range of my terror radius they run away and if i chase em i lost 3 gens and if i dont they come back to the gen.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,330

    Okay, so this is a video that appeared on my feed which shows how to learn to outplay a survivor who just runs and yet is outplayed by simply observing them:

    So, firstly this video is during a chase and not from a gen, but I'd argue the same rules apply, but what you note was how by learning a survivor pattern you can find ways of cutting distance down amazingly well! So that would show an example of understanding a survivor pattern and that a chase isn't just running after, but using techniques like herding or kiting survivors.

    With your example, you've absolutely pointed out chasing a survivor whilst 3 gens are done would be a mistake. However, that would only happen if 3 gens were being worked on by 1 survivor each and the runner would be leading you away from gens, which would be a red light to me - although that is also the hardest to deal with. Or it's a poorly judged chase where you could have cut your losses early and focused on another survivor or patrol. It's fine to give up a chase if you feel it's more productive doing something else. It's not a "hold W" meta, but simply changing tactics.

    Ultimately, where's a survivor to run to? They have to return at some point, and even by watching where they run to, you can judge where they are and how likely they are to hang around. If they wait and you do, because you know they're all nearby, then it's their error.

    Running away is just part of the game. It's up to you whether to pursue, use tactics, wonder where it's best to be, etc.. You'll win some and you'll lose some. But running away isn't meta. If it were, then no killer would be doing well.