Turn DH off for a weekend, for experiment purposes?
I know the devs never would, after all were aiming to make lesser skilled survivors able to escape on a more common basis.
However every game I play, killer or survivor there is always 3+ Dead hards. Most of the time this isnt even used to avoid a hit but more just to gain distance and give them a second chance if they mess up at a loop or greed it.
I basically want to see what perks end up replacing it and how differently the games would go.
How do you think the games would change?
Personally I feel another exhaustion perk would replace it however I feel the others require more setup and knowledge on when to use them.
Like I said DH is so very common for me and it's always used to correct their mistakes and give distance. This usually means where I would of got a down due to my mindgames they're now safe again, this can give them a small or a huge extra chase potential which hurts the killer as time is precious. I'd say DH corrects about 5+ chases per games, that's 5 extended chases minimum.
Thoughts? I personally would find games more interesting as killer and more tense as survivor.
I know I'll get called a killer main for wanting DH not used but honestly i hardly play killer anymore, Just think itd be a good change and would make survivor feel abit more skillful and tense like surviving a killer should be
Comments
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Ok but let’s turn off Nurse in that weekend too ok?
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Yes please. I'd even stop playing basement Bubba for a weekend.
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I mean I wouldn't care as I dont enjoy nurse personally as she plays so different to the others. But any reason why? You dont need DH to beat a nurse, any exhaustion perk is great against her
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Turn off all Exhaustion perks for a weekend to see the results. We would see a significant increase in kill rates. Exhaustion perks carry a lot, it's a literal 3rd health state every 40 seconds.
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I have to check my recordings but I have proof that it's not just a animation but with Pallets and DH.
I was playing on Haddonfield as Oni and did a lunge attack at a survivor on a pallet, I "hit" the survivor but get pallet stunned instead. The funny thing is......SHE DROPPED BLOOD ORBS IF I JUST INJURED HER.....She wasn't injured but she did drop blood orbs and I went through the initial orb absorption animation and got credited for the orbs. So Mandy if you read this I hate to say that it's not just a animation bug with hit validation but a actual bug altogether.
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Well honestly I just want DH disabled first to see how much that one impacts the matches first, I feel this is the most trouble some as it can fix a mistake at a loop unlike the others which have to be setup or used in a more strategic way
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Nurse is counter by dead hard but she beat all the other exaustion perk that probably why
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I mean if she lands on you with her first blink it's just a guess to DH or she can just catch you with the second blink, can easily use lithe to get out of range, mix it with quick and quiet etc and you might escape for good.
I do get what you're saying though, but once again that falls into my point of DH being easier and safer to use anywhere
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With the hit validation as a survivor you can bait the hit and make her go into fatigue.
If you want to see what i mean check supaALF he is a nurse main and he explain it better then me.
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DH works especially well against Nurse because she must attempt the hit or go into fatigue. This means she is predictable and easy to Dead hard making every chase essentially require 3 hits to down from fully healed.
AKA it screws her over.
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I couldn't give less of a ######### lol, go for it
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Sure, I just spoke to the last 3 Nurse mains and they all said they won't mind
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I probably won't mind. I have gotten better not using dead hard. But some of my builds the use dead hard will be not functioning
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I'm also curious. It's getting rare for me to see someone using Sprint Burst.
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I will gladly give up Nurse for a weekend if it means turning off DH. I have other options and I use them. I don't stick with the same thing over and over because it's broken.
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How about turn off all perks for a week
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a weekend
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that's not enough time to get any proper conclusions, even a week would be way too little
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I'd say turn off exhaustion perks one week then hex perks another. We'd really see how necessary these perk types are to their respective side, and it'd show how HORRIBLY they have balanced this game.
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You mean those Killrates where Killers claim that they dont matter if they are presented with Killrates over 60%?
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I don't use Hexs anyway so they can do it all they want
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Sure. Sprint Burst exists anyway.
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Turning perks or killers off won’t result in new data though since there are still currently PLENTY of matches where there is no DH or any other perk used etc. Even if people claim they see it in over 90% of their matches, it’s just a personal small sample size and there are still enough matches over time where you can collect data without the perk in use
it was different for Bloodlust since it is literally forced in every single match.
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No I'm not what I'm saying it's not a animation bug that we keep getting told that is what it is. Because if it's a animation bug because of the server side validation then I wouldn't be getting the orbs. Besides because of that animation the survivor had a long headstart ahead of me and wasn't even injured.
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There's a difference between kill rates not being an accurate representation of game balance and measuring the percentage change in said kill rates from removing a certain perk type. Just because kill rates aren't useful for measuring balance doesn't mean they aren't useful for other things as I'm representing here.
I get the funny point you think you're making but it's inaccurate and not understanding the point I'm actually making.
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I don't really think hexes are an appropriate comparison to exhaustion. Hexes are extremely vulnerable especially right now during the Boon meta.
Anyways, at OP: if you disable DH everyone will just use Sprint Burst or Balanced Landing + map offerings. Disabling Exhaustion perks in general wouldn't be a good idea either because that's a bit unfair. If you're going to do that then what would you disable on the killers side?
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Those kill rates are all play levels though, I'd be able to tell the difference in how my matches go personally and that's what I'm curious about. It would also be shown in all the stats still anyway but let's be honest alot of weaker survivors arent using DH to begin with
It would for me, like I said I see 3+ DH every game... even if I play survivor and I dont use it personally it's still 2+ every game.
So yes its make a huge difference to me personally and a small difference to others that dont see it as much. Like I said I want to see the difference when survivors dont have that mistake fixer, I explained it in the OP
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Yeah and while they are at it...
turn off
Ruin
Undying
Tinkerer
Camping and Tunneling
Because these perks and playstyles are also used to "correct" mistakes and buy more "time".
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I don't even play with DH so unfortunately I cannot partake in the social experiment.
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Oh they can keep No Ed. Just "do bones".
It's funny how killer mains want to find an excuse for their BS perks and playstyles but when it comes to survivors they will use the most anecdotal/applicable evidence to fit their arguments. Especially on these forums.
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Yep. I think a lot of threads made by obvious killer players are pretty funny.
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Dh and Nurse ain't the same, lel
Without Nurse, this game is handed to you 100% as survivor
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The point isnt to really disable things from both sides so nothing on killer, I know that will seem very one sided to some people but if we limited what we disable to 1 thing then we see the individual impact of not having that one thing and therefore better results.
As fordisabling all exhaustion perks I domt want that, just DH. Like I explained before to some others and in the original post DH doesnt require a setup or a certain situation like a vault or drop, I know you can 99 SB for example but that also requires more planning and thought.
Biggest issue with DH is the fact they can use it at any loop or tile to make that distance they normally wouldn't or to correct a mistake and fix it and that's why it's more of a issue or just more trouble some
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But camping's my favorite perk... 😥
(joke)
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Yeah so pretty nuch nobody can compete anymore with high mmr bully squads xD
Great Idea 👍
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If we use that logic we can remove all windows and pallets as they buy time.
But no, let's not get silly or ridiculous, both ruin and undying can be spawned on, you can lose both in 30seconds easy and it's not really reliable and doesnt actually fix your mistakes as a killer. Tinkerer is only really good with ruin, when ruin goes it's not that great.
As for camping and tunneling I'd be very happy to remove them as long as we fixed the chase issues such as mega safe loops/pallets to god pallets.
I'd quite happily make stuff like DS basekit but atm the game is no where near balanced enough to allow killers to go for lots of chases like people want to do. No killer wants to lose by a big margin because they dont have the time to do lots of chases, I can assure you tunneling and camping isnt fun. But neither is having no control or choice in how to play, why would people go for lots of chases if they get punished, games over quickly, BM after the match and just told they're bad.
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I would not mind it but i dont really care anyway
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I gladly gives nurse if you erase dead hard.
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Turn off all exhaustion AND slowdown for a week
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Be ready for 99% sprint then
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Easiest trade off of my life
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No that's completely ignoring the point of this experiment. We disable 1 thing to see the impact it has.
If you want to disable slowdown thatd be a separate test, the more you disable the less you can see the impact of separate things.
I do find it funny though how you think the 1 perk (DH) is worth the same as every gen defense, DH can give multiple second chases throughout the game while some regression perks fix base game issues.
Examples at my level:
-DH can be used to make distance, this means even if I dont loop as efficient I can make it. If I get mindgamed I could use DH to correct the mistake. DH can be equipped on 4 people, easily used 3times per person.
-corrupt, physically stops me losing multiple gens due to survivors spawned split. Unable to actually stop by default
-ruin, still doesnt regress at the speed a solo can repair, base regression is so bad it's not worth kicking. Also a hex which can be spawned on.
-pop, removes about 20seconds on a solo gen, 11 if duo etc. So some maths that show 3 survivors on separate gens, even if I can chases, down, hook and then get to a gen in 20seconds there is still 2 other gens progressing far more. Chance of every down and hooks being 20seconds, impossible.
Theses arent comparable. While we can test no gen defense, hell I'd be happy to as itd show how needed they actually are. But during that time no one would want to play killer and the kill rates would massively go down but would also increase stuff like NOED being used
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That's fine, that requires being setup like I said. If everyone wants to hold SB for midchase it means they cant be on a gen. It's much harder to 99 SB effectively than it is to just use DH to correct a mistake at any loop.
It's why I'd love this test to be done, see if SB will actually be meta or even as effective, I personally dont think any perk will match DH but I'd like to see.
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