http://dbd.game/killswitch
How many gens can a survivor run a killer considering equal skill?
I've almost exclusively played solo q with the goal of being able to run a killer for five gens due to the sheer difficulty of it and because it's the best way to ensure your teammates don't get destroyed as is quite common in that genre. The problem is no matter how well I learn the loops my performance varies wildly which is of course due to the level of skill from the killer but also due to their individual powers. I think I still have a lot of room to learn the optimal pathing on every loop but even if you know that are you pretty much assured to loop a killer to a certain point until bloodlust three is reached? Is there a peak performance point where no matter how good a survivor is they will eventually go down in certain scenarios?
Comments
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This is an asymmetric game. 4 vs 1 or 1 vs 4.
This means the side that is alone should be strong enough to win any 1 vs 1, but the team with 4 people can win if they work together. At least, if you want the game to be as balanced as possible.
What I mean by this is that if you were able to run the killer for 5 gens then playing killer would be absolutly miserable and no one would do it (the ammount of players playing killer is low enough already).
I would say that with an equal skill you shouldn't be able to run the killer for more than 2 gens, but the killer should drop you the moment he realizes that you know how to loop and he needs to focus on another weak survivor (if there is one).
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It has tons of factors.
How many pallets/breakable wallshave been used already
How many tiles are chained together via map RNG
What is the killer and killer power?
What exhaustion perk is the survivor running?
Is it a map with an extremely strong main building layout?
Does the killer have Coup de grace(this one is really rare and niche but technically can impact chase time in a very large way even if it is largely outside the killers control)?
I would say all of the above factor into the answer to your question and many of these are extremely out of the hands of both the survivor and killer in question. There's never going to be a hard 'you could have run any killer on this map for x seconds' because each time it is a case by case basis. However to answer your question of will a survivor eventually go down? Yes. A killer moves faster than a survivor, the entity blocker is a thing for windows, and bloodlust is a thing. A survivor, no matter how good, will eventually go down. But this game isn't chase sim, it's do the gens and get out, you don't need to loop a kiiller for eternity to win and you have 2 health states, exhaustion perks, and 3 hook states until you are kicked out of the game. There is no need for a survivor to be able to 'win' a chase and never go down.
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I don't know how I'd answer this, but essentially they shouldn't be able to run a lot of gens considering a equal skill level.
But that doesn't matter for some killers. Ghost face will be ran around loops unless he leaves said survivor or if they run into the open.
I just don't think a killer should be locked into having to loop around the same pallet or tile that long.
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Depends on the killer. Nurse? probably 0. Onryo? Easy 5 gen chase
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Depends.
Map?
Killer?
Map RNG?
Assuming Killer can't break chase?
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Maybe half a gen if map is balanced and no pallets wasted yet, 40s ?
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the goal of being able to run a killer for five gens
This should never be a thing without the killer being an idiot.
It should not reliably be possible to do this without mistakes on the killerside as this is still a 4vs1 game and not 1vs1.
For your original question many others have already given sufficient answers: It is heavily rng dependant.
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As a killer I can easily chase a survivor for 5 gens.
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By predropping every pallet on the map at the beginning of tha match and you play a m1 killer ?
5 gens and more
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As you mentioned it largely depends on the Killer, the map and the perks. For example you won't stand long against a Plague with her red puke in the open. Same for Bubba or any killer that can down you in one hit. Then there is also a component of mindgaming in loops that again largely depends on the killer and their power. Even if you are the best survivor in the world you could make a wrong read and get hit. In case of equal skill you shouldn't last too long in chase, since it's a 1v1 that has to put the killer in a favorable position. Unless you're playing on The Game aka Gideon Meat Plant. Then you're pretty much untouchable for most killers.
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If a killer realizes that you are running the loops efficiently, they are going to drop chase and go after your team, you just become a waste of time for them.
This is actually something I get a lot of complaints for. I go back to the hook to watch a save. The healthy unhooker runs towards a strong tile, clicking and teabagging, expecting me to go after them.
The wounded, less experienced unhooked, runs into the open. My choice is fairly obvious, but then they complain for tunneling.
If your gameplay is to be a time waster and you want the killer to actually try to chase you, you need to make a mistake very early in the chase and get wounded so the killer has an incentive to try and get you. Won't work forever, though.
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There are too many factors such as pallet count, window count, what killer, what add ons, what perks, etc.
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There shouldn't be loops that can be that efficient that a killer cant hit the survivor after the window is blocked by the entity. If you look good killer streams, they have chases like 40-50 seconds until they down someone. This is mostly the case when survivors are not stealthy enough and offer free chases while unhooking or being too close th the down etc.
These are the games where killers perform well without being too oppressive. If survivors are efficient on gens, it is still a close match in the end with almost everything from 1-4k possible. Being able to run a killer for 2 gens is already too much, unless you drop every pallet you pass, so that future chases are done way faster.
Just think of 12 hooks compared to 5 gens. Lets say a 10 hook 4k is fair enough, then 40 seconds (half a gen) is actually the value that fits with streamer observation
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The devs have stated that they balance the game based on 1v1v1v1v1 mechanics. So 1 survivor should be able to win against the killer if they have the right build that works for them.
Like the OP, I'm terrible at looping. But I found a build that works for me to get away from a chase as fast as possible when I can. Haven't lost a match since, minus a few here and there where all other 3 survivors died already. And since MMR is still a thing, the more wins means the more skilled survivors you get matched with.
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so you think on equal skill the killer is about to get 3 hooks a game?
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Yes,but usually its not the case that the 4 survivors are equally skilled. If that's the case, the killer has no chance at all unless he tunnels massively and maybe he can get 1 kill. (which can be prevented by crutch perks and nasty bodyblocks).
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If you can run them for 2 gens then you actually ran them for 4 or 5. You need to remember 3 gens are done in 80 seconds and the last 2 are done in less assuming the survivors double up.
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Kind of a loaded question. Even the best survivors have short chases sometimes due to a number of factors like map layouts or the killer player.
You shouldn't really go into it with a number in mind so much as a goal of wasting as much time as possible given what you have to work with.
I try to stay relatively confined so my teammates can do gens in peace. Ideally in the Corrupted gens in applicable. Always look for tiles you can chain together to form super tiles.
It's always good to think of little optimizations to add time to chases. Sometimes it's better to run to a corner if you have nothing left to work with. Add another 10 seconds to your chase for free. If you're for sure going to go down near a gen in progress, jump into a locker. This forces the killer to pull you and denies the killer a quick slug opportunity for gen pressure. Jumping in a locker is also a good counterplay to deny M1 downs when you know the killer has Jolt. The list goes on and on. Survivor is a lot deeper than people think when played well. These things don't seem like a lot, but gens are 80 seconds and every 10 seconds counts for a ton.
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Depends on the killer, if its an m1 killer, boy you in for some fun since you control the chase not the nerd who decided to pick a meme character in the selection menu, so go for it loop em all you want.
But if they choose a killer that can fend themselves on chase, its gonna be more complicated to loop them for a long time, specially killers like artist who absolutely counter looping.
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About forty seconds.
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