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Killer Experience Today
Just a snapshot of the 5 games I've had today as Dredge (main), which alone is just a small sample of anecdotal information, but I think it pretty much sums up my overall experience since the patch.
For perspective, my intentions going into tonight were:
- Secure 2 hooks on all survivors.
- Ease off once everyone is on death hook so they have a chance to do gens (no slowdown).
- Chase a bit here and there, pressure gens a bit here and there, and a little slugging, so that everyone gets a chance at a good amount of BP.
- Once the exit gates are powered, sacrifice the Obsession (I had a challenge to kill the obsession 8 times) and let everyone else go.
I'm usually pretty good as Dredge, I can utilise his teleport well and often, and get good mileage out of his anti-loop.
My build: Darkness revealed, Devour Hope, Undying, Fearmonger. No slowdown, anti-camp, nice friendly build that gives me the upper hand in the mid game until my Hexes are cleansed.
That seems pretty generous to me. (and for the record, I managed to pull this off almost every game during the anniversary event) So how did that work out today?
Game 1: Asylum. One survivor DC's the moment they realise it's a Dredge... ok, so I'll just play easy from the start, and see if they get around to doing all the gens. Unfortunately that doesn't quite work out, as I hook everyone once, then I go for round 2 and hook two of the survivors a 2nd time. Of course Claudette doesn't bother to rescue them despite being given ample opportunity, so I hunt her down and kill her out of spit. You don't get to betray your teammates like that and live. (I message one of them after the game, turns out the DC was their friend, they've had a bunch of crap games and had enough.... go figure)
Game 2: Gideon. One survivor DC's the moment they realise it's a Dredge... again. They all start giving up doing gens after a couple of hooks, so I put them out of their misery.
Game 3: Lerys. Finally a decent game. I get 2 hooks on everyone, nothing too sweaty but it's not too easy either, gens are going a bit slow, but I ease off enough that they eventually get done. One obsession dead, 3 escapes, 30K+ for everyone. Success.
Game 4: Eyrie. 2 minute chase, two gens pop, finally get a down after 4 pallets, flashlight save. Undying cleansed. #########. Go for someone else, get two good hits on Dwight, 3rd gen pops. Devour Cleansed. Hook Dwight (consider camping... decide against it) go to find the Obsession (if I have any chance at killing the obsession now I'm going to have to work for it). Chase obsession Claudette for 2 minutes, 2 more gens pop, exits are powered. Finally down Claudette and camp her. Dwighty comes along and baits a hook grab, pulls it off, Dead Hards the second hit, Claudette has Adrenaline, everyone escapes.
Game 5: Swamp. Great no lockers. Sprint bursts all round, 4 hits on different survivors with no downs. Finally down and hook Yun Jin. Go to chase David, 2 gens pop. (great, repeat of the last game) Hook David, Hex gets cleansed, notice that 2 more gens are nearly done so start aggressively defending them. Hook Feng, gen pops, hook David again, another gen pops. At this point I start pursuing Feng (my obsession) so that I secure a killer. Down her the same instant the last gen pops, stick her in the basement, Devour get's cleansed. Secure my one kill while the other three escape.
That's 2 games were survivors screwed themselves, 2 games where I got wrecked by survivors, and 1 where I had the upper hand, and everyone benefitted from it.
This has been more or less my experience every day the past week or so. So what is my takeaway here?
- Survivors are still giving up way too much. How do you expect to ever find a decent game where you get a load of action, a load of points, and escape if you give up at the start of the match? You need to stop carrying your frustrations from one match into the next.
- This patch is most certainly not the killer-sided broken mess all the survivors mains are whinging about it being. My last 2 games (and roughly 2/5th of all my games ever) attest to that. Gens are still flying despite the added duration. Exhaustion is still meta and even Fearmonger isn't enough to counter it. Dead Hard is still functional. Camping is not uncounterable. All in all, very much the same game as was before the patch. So what the hell is everyone crying about?
The problem is not that the game is killer sided, the problem is that survivors expect it to be, so they sabotage their own experiences by giving up.
I would have had 3 great games today, and so would those survivors, if they had simply played the game. I still would have had 2 bad games, but that just goes to show that the killer role is not oppressive or OP, I got legitimately outplayed, which is still possible in this game.
Comments
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Yup. It's ######### ridiculous. I'm just trying to play the damn game dude, damn sorry you were the first one I found and hooked. Sorry my job is to do that.
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I'd appreciate a killer like that rn honestly, I've had some sweaty games tonight. Including a fog whisperer with a pretty horrible build.
Teammates killing themselves on hook is always worse tho
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I really like the part where you said, "That seems pretty generous to me." so you basically admit you have to downplay the role to make it "fair".
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Yeah those last two games I let myself get wrecked. 🙄
It only works when I actually have the upper hand, I can't 'let everyone go' if I don't have the opportunity to kill them in the first place.
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when i see one of my teammates urban evade over the map, i know this will not end well.
matchmaking is simply broken. sometimes you get teammates your level, sometimes not. same with killers.
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you didnt run thanat or Save the best or face camp? amazing.......
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Yes, and your takeaway from this should be that "not all killers are stacking 4 slowdowns and facecamping" no matter how many times you claim they are.
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i'm sure they were glad you downplayed a killer with insane map control.. and that you didnt even bother defending your gens.. I mean gotta make it "fair" and be "generous" as killer.
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You're also not playing to win. Survivors escape when I play Deathslinger with STBFL, Nurse's, M&A, and Mad Grit. If I wanted to win, I'd stack slowdown and tunnel and camp like the killers I face in solo queue. Killer has to nerf him/herself in order to allow for a back-and-forth with the survivors.
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right he has to downplay killer in order to get a fair and "generous" back and forth... smh
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I win by aggressively pressuring survivors. How do you think I get the lead to begin with? How do you think I'm able to secure 2 hooks on all survivors? I see where a survivor is with Darkness revealed, teleport to that locker, down them. Usually I have a survivor hooked at all times, which means there's at least two survivors not on gens at any given time.
How is that not 'playing to win'?
I play to win, I just pull back at the last minute.
My last 2 games attest to the fact that without stacking 4 slowdowns and facecamping... I don't stand a chance.
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I mean I think it was benevolent of him to ease up on the survivors when he saw them struggling. He pretty much allowed them to escape in two different matches. Yes, we know—he could have very likely 4K’d in both of those matches. But he didn’t. And that BHVR has readjusted killers to perform more efficiently doesn’t mean players who are at least kind to others should be attacked or ridiculed. OP can’t do anything about the changes made to killer. What he can do is try to at least make the experience a little less unfun for the survivors he faces—and that is exactly what he did. I know you’re upset by this patch, but your anger is misdirected here.
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Wow, dude, are you out to get this guy? Take a chill pill. Claiming "That seems pretty generous to me" doesn`t basically mean that he had to downplay the role in order to make it "fair", just that he didn't decide on a sweaty build.
A SWF group that doesn't burn a Dead Dogs offering, complete with 4 Head On's, Flashlights and Proof Thyself/CoH strategically interspersed between their members isn't downplaying its strength in order to make the game "fair" for the killer, they are just not being horrible survivors that just try to make the killers experience as miserable as possible.
If you don't load up a sweaty build thats a choice that got nothing to do with the roles general strength.
And are you honestly insinuating that Dredge is op? I guess people like you honestly exist, right? Yes, if things go their way, Dredge has insane map control, but if the survivors play their hand well, the Drege will not be able to utilize much on it. Nurse and Blight have their problems, but Dredge far, far off from their likes.
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I have respect for killers who play to win. I don't want their pity... and when i'm the killer.. I won't give any pity... because its a cake walk to get a 4k and its only fair to play they game as intended and not to downplay the game so that ppl's "feelings aren't hurt" that i'm OP. sorry not sorry I hook em all and run with all the OP BP gains too
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There is no 'correct way' to play killer. Defending gens is only one strategy, going all in on survivor pressure can have the same effect, if they're constantly unhooking and healing they're not repairing generators.
It's an absolute fallacy that you need to run slowdown perks, especially on a high mobility killer like Dredge. Some weaker killers sure, they need slowdown, but an effective power, Nurse, Blight, Freddy, even Trapper and Hag if they secure a decent web of traps.
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Thats right so that means your strat of running them down shouldnt work everytime either.
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Thanks for this write up, it mirrors my own experiences pretty much.
Sadly this thread shows that some so-called survivor mains are hellbend on spinning the narrative of the overpowered killers on a power trip. On the higher reaches of the games skill curve things play out pretty normal nowadays and most of the better survivors already adapted on day 3 of the patch.
What we really need to draw attention to is the fact, that the game doesn't play the same on all levels of skill. The way the game was balanced the last year just made killer players like myself and @Seraphor the playthings of brutally efficient premade groups, while providing less skilled survivors a nice, casual gaming experience.
The new patch slightly reigned in the power of the rampart survivors in the higher skill reaches AND took away their greatest trump card, ie DH, leading to somewhat fairer and less stressful games, but non the less tough and challenging ones. But besides a few tweaks things feel mostly the same as always.
On the lower to mid skill reaches, were players like @Sparks741420 for example mingle, things changed a whole lot more, though. Here survivors have a much harder time to cope with the changes, to relearn some skills like looping and most important: to fight their own tolerance for adversity and not giving up the instance they get hooked once. On the same instance, some of the lower skill killers are now emboldened by their surge of power, but still camp and tunnel as their tactic of choice, which they learned to rely on, and this is skewering the game profoundly.
The problem apparently is that you can't balance all the different playstyles and different skill levels with the same set of rules, yet BHVR tries this time and time again. I don't know what the solution is, but maybe we need slightly different basekit strength and weaknesses for the different skill levels? It sounds odd and counterintuitive, but eh, MMR is already punishing you for playing consistantly good, so why not take this a bit further and actually improve the oppositions basekit the better you are? Fun?
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