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Facts.
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The first step towards fixing all of this game's problems is going to have to be fixing survivor spawns. They shouldn't spawn fully spread out, they shouldn't spawn as close to generators as they do now, they shouldn't spawn on top of totems... once that's fixed, caution should be taken to not make generators take too long, but I could see some further changes to nerf repair speed increases like toolboxes and perks.
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Yeah I pretty much agree with everything you said. I can literally hear totems when I spawn in sometimes and most of the time spawn on a gen.
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I am so glad for Nemesis patch. Just because Lethal Pursuer showed us how much ######### up spawns are...
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Maybe a simple start up phase at the beginning would help.
Like - match warmup - 10 secs? You can´t do anything. Killer could walk the map and survs couldn´t immediately hop all 3 on a gen.
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First of all realize the game is not over yet. As a killer you can snowball at any moment and pull it back. The first 2 gens are pretty much freebies in exchange for your first hook. Try avoiding the third one, if you get some good pallets at the start, break them and switch.
Second of all, base your choices on the situation at hand. Don't worry about the rules of survivors, if you have to proxy camp, swap targets, slug, tunnel, etc. to apply pressure... just do it.
Third, analyze the gen spread and consider focusing on 3 or 4 of them to tighten the map.
Forth, take a breather and try not getting tilted. The chances of messing up increase when you do.
Finally, yeah some games you will lose and that is ok. Do your best, that is all you can do. Map and spawn RNG can really be against or in favor of you, but you will only get better if you try.
I am by no means perfect, I get the frustration. Yet that is all we can do. Corrupt can help, I like it... yet isn't always the best option. Discordance or lethal are also nice for instance. Build are very dependent on killer and playstyles.
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Either survivor spawns stops being RNG and they all spawned together or repairing a generator would have a requirement before anyone can repair it.
Former wouldn't eliminate the issue but IMO should always the case really.
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It's not 'sometimes', this happens literary every game and since I started using Lethal Pursuer I can see it, 2-3 survivors always spawn next to a gen a hop on it right away. This is a legit design issue.
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This is something that I said on here last week. I play with Lethal Persuer and seeing where the survivors spawn can make me feel demoralised...when it's all 4 survivors spread out across the map. I might still end up winning that match (I use the term loosely because I'm not particularly bothered about winning or losing), but the negative feeling I had at the start can stay with me. I know that during one chase I have 3 survivors on separate gens, so I'm expecting them to pop instantly anyway at that point.
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Yeah, I know that feeling.
My highest MMR is probably Nemesis and I can still win some games there, but I just don't have feeling like I have won and definetly didn't enjoy it. It's just too much stress during those games.
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The irony is Shroud of Binding, which starts all the survivors together, only appears on survivor bloodwebs, and the Shroud of Separation, which starts them all far apart, is a killer offering. Those two really ought to be swapped.
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1. Its normal 3 gens not 2 unless your running deadlock. Snowball is made almost impossible with CoH negating any pressure you might get from leaving people injured to defend gens.
2. At 2 gens left you need to remove someone asap or there is no way to split pressure between 4 gens and 4 survivors.
3. Not chase at the beginning and try to hold a 3 gen but again CoH kind of makes that strat way less effective.
4. This is solid advice have no counter points
Some times the "RNG" is bad repeatedly. I started playing oni first 3 matches were ok really like the killer. Then it was hawkings,hawkings,midwich,lerrys so I stopped playing him for about a month. Decided to play him again.... lerrys. After that match I was going to change killers because I was pretty annoyed and was like no ill play him one more time just because I got a bad map once should ruin it
I got F LERRYS.
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Corrupt Intervention is such an overrated perk. Against good survivors, they just get on the gens that aren't blocked as soon as you start your chase and they get 2+ gens done anyways during the time that Corrupt is active! 3-genning is absolutely useless now because of Circle of Healing. It's in every single game now. You can't win the war of attrition. You commit to the chase and they finish the gen. If you stay on the gens, they just heal in 4 seconds. Balance changes need to be made to rectify these issues in regards to survivor spawns and preventing killer snowball. Every perk now is designed to stop the killer from having any chance of capitalizing on survivor mistakes. When the survivors don't make many mistakes at all, 2 hook games are the norm. No one is going to keep playing killer with that result every game
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Yeah corrupt isn't 100% effective all the time, but having it is still better than what can happen without it though, it helps with most of my games anyway.
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Let's not give that one to the survivors to control please, there's 4 of them ;)
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I agree, I almost always use that instead of any other slowdown perk
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Actually, if you can ensure you interrupt 2 instead of one survivor you can make it 2 instead of 3 though even 3 is not the end of the world. No you don't need deadlock for it, as I don't even have the perk. You can still snowball, yet the hit and run tactic has been severely impacted by Circle of Healing. Once again all situational awareness and decision making on when to commit, switch, tunnel, proxy camp, snuf a totem, etc. I have recently been replacing corrupt intervention with discordance for a more consistent approach; most games the survivors will share a gen and therefore makes it far more efficient to disrupt them than any of the other survivors.
Removing someone as quick as possible is not always an option, if you always are dead set on tunneling then you will lose as some teams will prevent that or get the other 3 out by the time you do. There is most definitely a manner in pressuring enough with 4 gens and 4 survivors, it does require you to not necessarily play nice, know when to slug, when to drop chase to intercept another person trying to get the unhook and all that jazz.
Mindlessly going for a 3 gen at the start with no initial pressure is once again totally mute. However, it is important to identify which gens are lost cases and knowing if you go out of your way to defend those... you pretty much lost. Therefore, which gens do you contest at the start.
The idea that you are expecting to go into a match with one tactic in mind, while to stand a chance you have to adapt on the go to the opportunities at hand. You do not know what hand you are dealt or who you are facing, based on those aspects you need to be able to adapt your plan. Sometimes it can be extremely frustrating and you only are able to pull it back at the end, I had games where the gens flew I was on hook 3 when the last one was powered... yet that made the survivors over confident and altruistic with a 3k as a result, while I didn't even use NOED. Playing killer isn't easy and yes some killers are extremely map dependent and make it even more difficult. It is also one of the reasons I really dislike map offerings, pretty much above anything else that can be brought.
The question here was how to improve, in the end it comes down to; do your best, play smart and stay calm.
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I don't understand what you mean you can only chase one survivor at a time which leaves 3 to do gens in the time it takes you to find, chase,down and hook 3 gens can easily pop.
Even if you slug one and one has to come off to pick up thats still 2 people on gens with only 2 gens left how do you apply enough pressure consistently in that situation?
You can easily end up with a 2 gen split on each side of the map after your first chase outside of mobile killers how do you pressure that consistently?
I never said I have a game play and stick to it but you can easily start the game where unless survivors mess up its pretty much over.
You ended up with a 3k because the survivors let it happen not because of skill if they wouldn't of got over confident and feed you kills(which does take skill to capitalize on) the match ends with 1k 3 hook.
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Add deadlock and it up its effectiveness alot imo
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I personally feel like the devs should always make survivors start together, in a horror movie they always start together and end up splitting up and with gens going as fast as they do when survivors separate it would really help for the lower tier killers instead of four survivors all spawning spread out and working on separate gens less than 5 seconds into the game.
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If you play Killer, surely you must be able to see how fast Survivors do gens and how little ability the killer has to pressure them
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To greatly help with this issue BHVR would have to:
- Have all survivors start together at the start of a match
- Improve map design (please)
- Make killers at least A tier
This would automatically put the game in a much better state. But BHVR only sees dbd as a cash cow so we will never get them.
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The fact that totems spawn right next to generators is the sole reason I don't use Hexes. The first time ruin was cleansed 15 seconds into a match was the last time that I used it.
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You can pressure multiple survivors off a single gen, meaning that they tend to move to a different gen spreading the damage around and allowing your gen regression perks, etc. to come into effect before they are completed. 3 Gens can easily pop, yet with a bit of additional pressure this can be just 2. The first 2 are totally free though regardless of what you do as a killer, anything at 5 or 4 gens is purely on the survivors.
Well, how do you do this and how do you do that... well it is very situational dependent, as I have indicated before; want to see better players than I showcase it there are many streamers and youtubers that showcase it all the time. As a killer you need to learn how to pressure multiple people at once, how to create advantages situations, know when to drop a chase or when you are wasting to much time and it is smarter to switch it up. Sure things like CoH are annoying and extend the game, but it still means they aren't on gens and recovering. If you hook one, chase one, one needs to come for the save and only one can be on a gen. Now, if you hit the one you are chasing, then manage to intercept the one going for the save... either the one you were chasing now has to save while damaged; while you also showcased the willingness to drop chase to contest it meaning it is difficult or the one healthy on the gen now needs to also go save. Manage to slug one on top of that etc. etc. My entire argument is that there isn't one cut and dry tactic, you need to consistently adapt and change to optimize your strategy on the go.
As a killer you rely on snowballing pressure to a state where survivors are busy resetting, healing and recovering over doing gens. The statement I never had a chance and a defeatist attitude is not going to allow you to recover from the downsides of the start. Survivors are by far the strongest at the start of the match, gens will always seem to be flying and if you aren't resilient to that and throw in the towel... you will always lose.
If they play perfectly without any flaws and always come in with the perfect body block at the correct time and spread out perfectly you will never stand a chance and therefore... why do you play killer? You can claim that me ending up with a 3k has zero skill involvement on my end, but that is blatantly false. Do I try and create situations where survivors are out of position, yes. Does it always work, no. If you played perfectly as a killer, you wouldn't be chased for long periods of time, in the end you are facing humans, they will make mistakes just like you will make mistakes. If I fall to far behind, I do rely on the survivors to overplay their hand... just like survivors need me to do the same when I have 3 of them slugged on the ground at 5 gens. At some points in the match if you fall so far behind, the only option you have is to create a window, a trap and hope the survivors go for it and that isn't reach when 3 gens pop.
Throw in the towel if you want, don't do your best, play smart and go cry in the corner of the map on how unfair it is to play killer... but frankly why do you boot up the game then? I for one still enjoy playing, even the killer role and I do pretty alright. I don't win all my games, yet in the far majority of them I do stand a chance and I can realize which parts I made the wrong call. You can only control what you do, so if you want to learn how to deal with bad RNG, a bad map and a 3 gen pop by your first hook... you need to focus on what you can do and who knows, you might see a mistake and regain ground.
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That was literally my experience with Pyramid Head when I last played. Two matches back to back with less than three hooks because the teams were that coordinated and good at looping. Needless to say I stopped playing after that and haven't played killer since.
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Reject Ruin Undying, embrace Corrupt Deadlock
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The fact of the matter is that one Killer cannot stop 4 people from doing 4 separate gens. It is objectively impossible, we need to start talking about finding Gen parts again.
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The thing is that this hurts the newer players who come to the game and play killer more than anyone else because they won't have great perks either so they have rough games and just stop playing. More experienced players can catch up in other ways where as less experienced killers will feel hopeless.
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The newer killers tend to face newer survivors, that aren't that efficient either and usually you have time to practice and make mistakes. From my own experience I found the more intermediate level the most challenging when you start to really get the basics, the level of survivors are going up and the power starts to shift between the two camps.
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Didn't the devs say they're going to be doing some sort of early game collapse? Or did that just get abandoned?
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They said it as a plan a long time ago, then in the most recent QnA said that they had been working on it but couldn't find any way of making it work that wasn't just worse than not having it for whatever reason. So it's currently shelved, from what I can gather.
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Does not happen to me that often, but it's even funnier when you load in and see someone on your hex perk right away.
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Recently I give up End game build. Since I realized without any chase in mid game. Survivor still have alot of resources to deal with my End game build.
I replace 2 perks with Deadlock, Play thing. Game suddenly goes far slower. No more 2 Gen popup at the same time in back ground.
It doesnt matter how powerful I am (with End game build), the more important thing is how much resources survivors have left, longer the game, lesser the resources.
Slowdown stands superior.
Im gonna replace Noed, STBFL with Corrupt and Artist's Hex to pair with Deadlock and Play thing.
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I main Trapper...
Other than him, I like Spirit,Artist and may be Pinhead, Shape.
I dont mind losing. But recently playing Trapper is so depressed
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You forgot to also put a communication tool for solo q survivors. Then we're all good.
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Pretty much. Fix spawns and you've already fixed a bunch of issues.
Base gen speeds are okay the way they are, but things that speed that up I think should be looked at (mainly toolboxes/BNPs and prove).
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True
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One time I thought that gens could work on a segment bar instead of a full one like we have now. Let's say, if you start one piston you guarantee that segment of the repair, but if the killer stops your work then it resets back to its position. So, gens would work on a 25/25/25/25 repair progress. Even though It doesn't solve the genrush problem, I think it helps a bit, also, if this was somehow inplemented I think killers should have a passive for this feature, let's say if a nurse/blight has more mobility than a trapper as an example, then Nurse/ Blight could have more segments in the generator in comparison to trapper or M1 killers. Like 4 repair segments for high mobility killers and 2 for low mobility. But of course, if somehow this could work, gen slowdown perks would need a slight nerf to compensate.
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Make 100% regression on generators default.
Kick and Ruin adds an additional 100% regression to the generator.
Limit the maximum number of generators that can be worked on at the same time.
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