Isn't it overkill to add standard features only for Survivors?
Don't you think this is funny?
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Survivor Additional Standard Features
●Icons let you know what other players are doing
●Can withstand damage for several minutes after being rescued
● In the future, it will be possible to wake up from a down state in seconds
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Killer additional standard features
No special additions to standard features Good luck lol
Comments
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What would you give killers then hmm? Giving them visual indications of survivors healing or doing gens would give them way too much value. Plus survivors only got things that show what their teammates are doing.
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Bruh, people don't realize survivors should have had this info in the first place.
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It's not like they have workforce to do two things at once, I guess.
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Why should we deny soloQ players this privilege? SWF has it. So what's the point of denying soloQ players the information they need to be more efficient.
The only thing I would give killers is which survivor has how many hook stages (like in the survivor HUD). This is especially beneficial for killers who want to play fair.
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Probably because game had like 40-60% kill rates with solo q in mind, so technically game is in lot more unbalanced state now.
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BHVR doesn’t see killer players as legitimate players so they don’t care.
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Icons and anti-tunneling measures should’ve always been in the game.
As for killers, an FoV slider should have also been added awhile ago but other than that there isn’t much to add.
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Right, they were so stubborn about not adding info for years until they realized they had to. 7 years later btw. It'll take them another 7 years for them to buff killer accordingly too (I'm mostly joking).
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59-61%.
How is the game supposed to be in a 'lot more unbalanced state'? You forget that in 6.1, killers had their regression buffed, they had their on-hit cooldown reduced, survivors had their hit-sprint reduced, and gentime was increased by a total of fifty seconds.
Why should killers receive buffs if y'all are just gonna show up here a month later pretending you didn't get anything?
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It's so nice to see someone remember the killer buffs lol kill rates increased (my own solo escape rate decreased), but the way so many talk on this forum about killers getting nothing, I was starting to think I imagined the whole update. We all know solo queue made up the majority of those increased kill rates, which is why I'm guessing us getting thrown a bone that swfs have had all along has made so many angry. Solo players are supposed to stay easy pickings.
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They can't. Killers are NPCs
to be balanced so as to fall in line with player skill growth arcs.
What do killers need to address the unfairness that you see?
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We supposed to just completely forget the basekit buffs killers got (and a 10 second increase to gen time) that wasnt even a year ago??
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on paper... in practice it's another story:
1 they gutted ruin, corrupt intervention (now it can be useful only for a couple of killers that need to set up their power since once you down someone the perk is gone) and pop, buffing overcharge (moot point since the previous perks that i mentioned worked aganist people who were able to play, while overcharge is simply countered by tapping the gen and hitting the skill check) and later eruption, only to be nerfed again into the oblivion (so overall the perks for defending gens were NERFED)
2 shortened cooldown after a hit and the sprint reduced for survivors after a hit are useless if they have extremely safe maps (just for instance it's extremely common finding double pallets in a small zone or pallets and windows so close that you can link those loops, making an already safe loop even more powerful), so even this is a moot point (i could have gave you a point on this one IF the maps weren't so safe tho)
3 again, on paper is increased, but the truth is completely different due to various factors to put into the equation: starting from the bloodweb rework, giving access to better items and addons for survivors (extremely strong medkits/toolboxes paired with instaheals, brand new parts and styptic agents) to new perks that improve the genspeed, making the game overall shorter than before
regarding killer buffs having deerstalker and shadowborn as basekit wouldn't be so bad for a good start (those perks are more QoL changes than real and proper buffs since they won't gave you advantages regarding gen defense or chases tho)
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Don't worry your Camping and Tunneling was left untouched.
Quite frankly the devs wouldn't have felt the need to add endurance after an unhook if killers weren't abusing this playstyle in the first place. Funny how that works huh.
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they gutted ruin, corrupt intervention (now it can be useful only for a couple of killers that need to set up their power since once you down someone the perk is gone) and pop
And Iron Will and DS were gutted on the survivor side. Corrupt isn't even gutted, it's still solid, it still does what it needs to do, it's just slightly less oppressive if the killer gets a strong start.
shortened cooldown after a hit and the sprint reduced for survivors after a hit are useless if they have extremely safe maps
No, they're not. The survivor gets to make less distance still, they're specifically less likely to make it to these strong loops, the killer wastes less time catching up, too. They're compounding buffs that, over the course of the average match, will shave off a lot of time, way more than people give it credit because the individual effects are quite subtle. But they add up.
again, on paper is increased, but the truth is completely different due to various factors to put into the equation: starting from the bloodweb rework, giving access to better items and addons for survivors
But killers got the same bloodweb rework so they got the same improved access to add-ons.
new perks that improve the genspeed, making the game overall shorter than before
None of them see any use though. Only Prove Thyself has gone up in usage rate, and that doesn't actually increase overall gen speeds, it just removes the co-op penalty.
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I dont care. I just want some Changes on Freddy to a better version of himself.
Thats all I ask for. They can have DS Basekit, whatever. But no Unbreakable... then some Killers like Oni or Twins are f...... and that is exactly what not should happen.
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I think BHVR is scared that an FOV slider would be abused in some way, or could potentially be modified client side for malicious intent, but even then, I feel like it is something that should be added by now.
I also think it would be nice to add some visualized sound effects for Killer since we really need more stuff for deaf players (and being forced to play just Survivor to have access to settings is lame overall, you paid for the game and only really get to play half of it).
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I dont think your comparison is fair in some of your points.
In 1_ is true that they nerfed meta killer perks but that was the point of the perk overhaul. To remove perks that were staple in every build to give more variety to the game. In the same way pop, ruin were nerfed, survs also lost iron will, DS and self heal so it is not a valid point to take only one side's nerf to boast your argument.
2_ that is also an unfair comparison, really. Those killer buffs of hit cd reduction and surv hit distance speed reduction were never meant to intend survs to never get to any loop with them. I understand some maps are survivor sided but unless you play with constant map offerings you can also get screwed with maps like the swamp or the Mcmillan giant tree map that spawn like 9-10 pallets and barely any loops in.
3_ the bloodweb went both ways also. Killers also got red addons more easily.
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So you have 2 standert features being added for survivor (i don't count possible future ones)
Killers were given the ability to close the hatch
Window blockers were added to prevent a survivor to use a strong window multiple times in a row
Bloodlust wasen't always a thing
The entire EGC was added to make sure survivors couldn't extend the game time for killers for ages
But what have they done for killers recently right?
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The problem is that the game is balanced around 4 solo survivors.
4 SWFs throw things in the survivors advantage tremendously. It's a bunch of free perks.
To balance the 60% kill rate target killers need to have bigger advantages. These advantages are multiplicative against solo Q players and make solo Q hell. However, they can't give killer too many advantages as that would make things for solo Q even worse.
So now, solo Q players get some advantages to make up for the built in advantages SWF have. This should make balancing much easier as there is less of a gap between solo Q and SWF.
Why they didn't start this 4 years ago is a mystery.
Of course, when it comes to balancing don't expect much.
Remember the Dead Hard "rework" PTB. The goal of the "rework" was to reduce the distance survivors gained from Dead Hard.
Dead Hard was changed so that it provided 1 second of Endurance. This means that survivors would cover ONLY 4m compared to the 4.2m gained prior to the rework. A 5% reduction. A patch where the goal was to reduce the distance Dead Hard gave survivors started out with a reduction of.... 5%. Ofc, it could be said the goal of testing is to make discrete small changes so that the effect of such testing can be measured. But then we get things like the Eruption change so I'm not even sure if this is a the devs follow.
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Dead Hard was changed so that it provided 1 second of Endurance. This means that survivors would cover ONLY 4m compared to the 4.2m gained prior to the rework. A 5% reduction. A patch where the goal was to reduce the distance Dead Hard gave survivors started out with a reduction of.... 5%.
Dead hard is .5 seconds though, not 1. So it's 2m instead of 4.2m.
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Yes I am aware. In the PTB the initial version was 1 second.
So 4m of invulnerability compared to the previous version which had 4.2m.
The stated goal was to reduce distance gained when activated. The deployed rework to the PTB was a 5% reduction in distance. This equates to .05 seconds of extra time the killer had to swing. That is 25% of the normal human's reaction time to a distinct visual stimulus. Not a situation where they must gauge distance, probability, the speed of their target, their own speed, and other factors. The initial version was a buff because of Endurance.
The actual rework isn't that much of a difference and shows a fundamental misunderstanding of the problematic nature of the perk. Dead Hard is still used to gain distance to a point. It's problematic nature wasn't that it gave distance on the killer. It was that it gave you distance to a pallet or vault. If you are invulnerable and thusly uninteractable you are gaining distance to a certain point. The killer can't do anything.
They should actually rework the perk. While Dead Hard is in use and for 1 second afterwards, all pallets and vaults are uninteractable. This way, you actually lose distance to a point. You can't interact with anything for 6m. You must dodge the hit.
The killer can try to fake the hit, bait the dead hard, and hit the survivor during the uninteractivity. The survivor can either Dead Hard the hit, activating Endurance and allowing for interactivity or outplay the bait and drop the pallet. No more free distance. Dodge, or die.
Post edited by Basement_Bubba420 on5 -
The game has had about a 60-65 % killer rate ever since the 6.1.0 update. I think 61% average. Which means a 39% average of escape rate for survivors, including swf survivors. So solo survivor escape rate was even lower.
No, if anything, judging by kill rates, the game is now in a more balanced state for sure. What the game needs now are changes that nerf tunneling and camping, and buff normal and fun playstyles of killers more, most optimally by making maps fairer for killers.
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And despite all these "buffs" the overall killrate for all games is still 70%+, unchanged since the Killer patch. How curious. Can't be a skill issue, I'm sure.
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Neh. It's quite all right. Buff survivors until they are in a satisfactory place. Specially solo.
Then address killers, one by one.
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I've actually had the idea of perks being me or buffed to allow for peeks into the Survivor HUD. Ex: A Nurse's Calling shows you the icon for someone healing but you only see the aura if you're close enough. Thrill of the Hunt shows you if someone's on a totem somewhere. Gearhead shows the gen progress indicator when it procs, that kind of thing.
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Iron will wasn't gutted but reworked since this single perk could completely counter the power of a certain killer (spirit), so it was a needed thing to do. DS wasn't nerfed but fixed since it was supposed to stun for 3 seconds (was 5 due to the fact that enduring back in the days affected the stun mitigated ANY KIND of stun... after nerfing enduring and fixing the fact that it worked even on "special" stuns DS stayed in that way for A LONG TIME). People that claim that this perk is useless it's because they don't know how to use it properly since even 3 seconds are more than sufficient to reach a safe location like pallets and windows.
Good luck trying to catch someone then in the maps that are present nowdays with a killer that isn't a blight or nurse then (maps full of pallets, most of them extremely safe due to the fact that they are near jungle gyms and strong loops make impossible to end a chase in few time if the chased survivor is decent at looping)
improvements? Are you talking to red addons that are gimmick or awfully bad perhaps? the only killers with decent red addons are blight and trapper (and despite this he need to waste an addon slot for the trapper bag to be somewhat viable), everyone else has red addons that are mediocre or bad. As i said if you see the entire picture you'll see that survivors have the upper hand regarding items and addons
so for you seeing the classic hyperfocus/stake out/build to last combo paired with green toolboxes isn't troublesome and won't definitely boost the genspeed uh? Please, try to be impartial, even certain survivor mains that i personally know told me that this combo is BUSTED af
as i said above iron will was nerfed due for the simple reason that this perk alone could completely counter the spirit, so it was a necessary nerf (if wasn't for her that perk itself could be fine... if we don't consider boon: shadow step into the equation); DS stun time was fixed (again read above what i wrote) and selfcare well... they nerfed it because it was popular, but the perk itself was fine (again here you should blame bhvr for their poor decisions since NO ONE complained about that perk)... the difference was that survivor's perks were still useful after the nerf (except selfcare), while the killer perks were gutted (ruin became 100% instead of 200%, still a hex and deactivate itself once a survivor die... should i keep going or it's clear how much ######### those perks became?).
the swamp is one of the SAFEST maps in the entire game, are you sure that we are talking about the same game? regarding shelter woods it doesn't have many pallets, true, but those are all near jungle gyms (and this map has a lot of them), making loops strong enough to kept busy every killer in the game except nurse (for obvious reasons i might add), not to mention that the size of the map is really big, so really hard to defend generators... add the fact that now a new building will be implemented in that map due for the new chapter and you have every maps of the game UNPLAYABLE for weak killers like trapper, pig, myers, etc etc
for the last point see what i wrote above
Post edited by Tostapane on3 -
Not this again.
The game challenges your senses by its very concept. You can't make it accessible for impaired players without drastically changing the experience for everyone else.
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The killer uses some powerful perks,
Even though I'm fighting bullying from four people
It's sad that management can't understand
And powerful perks are already undermining...
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Because the number 59-61% was actually equivalent of 50% if you think about how this game works, and their " regression buff" actually got reverted in 90% of aspect and now it's basically nonexistent.
And I said "technically" because it doesn't match solo experience, it's just that this game got much less balanced in big picture aka "statistics".
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Regression remains at 1:4 ratio with a 2.5% kick which has no practical application besides lightly punishing gen tapping (which shouldn't even be a thing in the first place).
The on-hit cooldown and hit-sprint reductions are so minute that they have no noticeable effect in higher skill matches.
Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).
Killers might not come to the forum with such a sour attitude as often if they received buffs that were not subverted shortly after being given.
And as for anyone trying to cite global kill rates: These rates do not reflect the true lethality of a killer (nurse for example). The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge. There's a reason they cut off showing the rates at the top 5% marker.
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Aren’t the kill rates that people keep quoting from September 2022? That’s 5 months old data while the HUD changes were introduced this year.
It would be nice to see some updated statistics. Until that happens, I highly doubt the HUD update will not make a dent in the recent kill rates. The figure should go down even more after the Eruption nerf is pushed live.
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Iron will wasn't gutted but reworked since this single perk could completely counter the power of a certain killer (spirit), so it was a needed thing to do.
That reclassification is nonsense and you -know- it is nonsense.
DS wasn't nerfed but fixed since it was supposed to stun for 3 seconds
That one may actually be true, but it's also turning a blind eye to the entire state of the game, and the perk itself. It was 3 seconds back when it was on-demand. It became 5 seconds, then it got tied to getting unhooked, then it got the conspic action nerf.
The bottom line is that the DS that was 3 seconds but needed to be 5 seconds because of Enduring is not the same perk as the DS that got its stun duration axed from 5 to 3. It's blatantly disregarding the state of the game with a 'well, technically' that you KNOW is just a rationalisation.
Both Iron Will and DS were gutted.
Good luck trying to catch someone then in the maps that are present nowdays with a killer that isn't a blight or nurse then (maps full of pallets, most of them extremely safe due to the fact that they are near jungle gyms and strong loops make impossible to end a chase in few time if the chased survivor is decent at looping)
That depends entirely on the killer and the build. Y'all act like you're playing adept Twins all the time.
And even those can secure a quick down, at least.
improvements? Are you talking to red addons that are gimmick or awfully bad perhaps? the only killers with decent red addons are blight and trapper (and despite this he need to waste an addon slot for the trapper bag to be somewhat viable), everyone else has red addons that are mediocre or bad. As i said if you see the entire picture you'll see that survivors have the upper hand regarding items and addons
You also get improved access to yellows and greens that ARE competent, and you need fewer BP to build up a stock of these add-ons so you can afford to be less frugal with them. The bloodweb improvement was for both sides.
so for you seeing the classic hyperfocus/stake out/build to last combo paired with green toolboxes isn't troublesome and won't definitely boost the genspeed uh? Please, try to be impartial, even certain survivor mains that i personally know told me that this combo is BUSTED af
It's got a 2% pickrate. If it was that brutally busted, why is almost no one running it?
What, because of freebie kills? Because of how the EGC can shove in an extra undeserved kill here and there? Doesn't really help your argument though, does it? And no, the regression buff did not get reverted at all.
I'd be interested to see where you get these 'statistics', because we didn't get any since October. Unless you count Azhimovs' community thing, but those statistics definitely don't support your argument.
It's an extra 2 seconds every time you kick a gen. Whenever you injure a survivor, you shave off .3 seconds. Get ten hits throughout the game, that's 3 seconds off. Then add the reduced on-hit sprint, taking away some extra distance, combined with the reduced on-hit cooldown to take away even more distance.
If you combine all of the buffs killers got, on an average match, you're probably saving way more time than any of you are willing to admit.
Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).
And very few people are actually using that, for some reason.
The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge.
Sure, if you want DBD to turn into an unplayable spectator sport.
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You see, if Killer had not had the Bloodlust mechanic as a standard feature for such a long span of time, and instead the Bloodlust feature was added as a perk in one of the patches, then players would probably not use that perk, since it would be situational, and would be deemed as a waste of a perk slot, since other perks offer more value for one perk slot. However, the reality is that we do have Bloodlust as a standard Killer feature, since a long time ago, since patch 1.5.0. But please, for the sake of the argument, pretend for a moment that Bloodlust did not exist as a standard feature at all, and imagine it as a perk for Killer. This perk description could possibly look like this: Gain tokens for this perk while in a chase with a survivor. Each token increases the Killer's movement speed by 5%, up to a maximum of 3 tokens. Gain the first token 15 seconds into a chase, afterwards, the other two will be earned 10 seconds apart. All tokens will be lost if you successfully land an attack on a survivor, or lose chase. I am grateful that we do have this feature by default for Killers, and that no perk slots need to be wasted to obtain this effect, however, just as how we do have this without needing to waste perk slots for Killer, we could also have other lesser-effective perks as standard features for all Killers, so that the players are given more opportunities while playing the game. Because, in the current patch of the game, it is quite bad for Killers. Good perks were destroyed such as Pop, and Ruin, and now Eruption too. Now no longer you can regress 25% of a gen progress by kicking it with the use of a single perk, so Killer is now most needed to tunnel survivors out of the game, since regressing generators is so very ineffective. It's a simple concept: the Killers cannot keep up with the gens, cannot regress them anymore as in the past, so instead, Killer is forced to take out a survivor ASAP and make it a 3 VS 1, instead of a 4 VS 1.
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For some reason, killers want to be buffed to equal to swf.
But dont want solo to be buffed to equal swf
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It's an extra 2 seconds every time you kick a gen. Whenever you injure a survivor, you shave off .3 seconds. Get ten hits throughout the game, that's 3 seconds off. Then add the reduced on-hit sprint, taking away some extra distance, combined with the reduced on-hit cooldown to take away even more distance.
If you combine all of the buffs killers got, on an average match, you're probably saving way more time than any of you are willing to admit.
This reminds me of an argument from high school: "Adding 1 minute onto the end of each class before the bell will improve the educational value of the class because at the end of the year that's an extra few hours of class time added up." That argument didn't work because what are you really going to teach inside of 1 minute that students will actually retain? Much like this argument not working because what are you really going to do with chunks of .3 seconds that may or may not be experienced in the only way it would be minutely useful (as a lump sum).
Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).
And very few people are actually using that, for some reason.
Very good, most rush teams are higher mmr. Also just because most people aren't bringing the rocket launcher to the pistol range doesn't mean that it's not a problem when a team DOES bring it.
The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge.
Sure, if you want DBD to turn into an unplayable spectator sport.
You are grasping at straws.
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what are you really going to do with chunks of .3 seconds
Close the distance. Obviously.
Yeah, you can't teach much in one minute, but you can give chase with that additional .3 seconds. These DO actually add up. Just because you can easily discard them in your perception doesn't mean they aren't there, or that they aren't contributing to higher kill rates.
Very good, most rush teams are higher mmr. Also just because most people aren't bringing the rocket launcher to the pistol range doesn't mean that it's not a problem when a team DOES bring it.
And how much of that is down to Hyperfocus versus Stakeout/toolbox? How much of that is actually the new stuff? How much does this impact the average killer? And why is this being argued on this topic, specifically?
You are grasping at straws.
Am I? Because DBD already has trouble retaining newcomers and intermittent players, so upping the skill floor for 80% of match participants even more seems like a really bad idea.
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You would think so, except its to help alleviate other issues. I suggest you look up why the developers added those features.
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most of this is dribble but I guess the one thing that intrigues me is why you think it is at all important to point out that DH nerf was 1 second on PTB (and thereby gave a distance if 4 m vs 4.2), when what actually went live was .5 seconds with a distance of 2 m.
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It does though? because undeserved kills are more or less corrupted data.
Also only thing that can actually be considered as "buff" was eruption and thana, which got nerfed and now worse than ever.
Anything else is at best sidegrade, and since best regressions has been nerfed calling it a buff at all is laughable now.
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Again: Killers got four compounding buffs. Not in perks, but in their basekit. Stop dismissing these.
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Their goal was to reduce the distance gained. They started out with a 5% decrease.
They wasted time, money, and valuable feedback on this.
I find it intriguing as well.
What about the post is dribble?
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Strangely ive seen more killers okay with closing that "bad solo - good swf on comms"-gap than survivors okay with closing the "bad killer(character) - good killer(character)"- by buffing the bad killers.
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Hate when you guys use Kill Rate as an argument, like you don’t know your own community is plagued with people who str8 up suicide on hook when things favor Killer. Survivors get quick access to an easier game to bully Killer and the added benefit of amping up the Kill Rate to aggregate more survivor buffs with little cost to them. Killers get shafted a game they were enjoying and credited for a hard fought win that was literally handed to them.
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Agreed when someone mentioned "what would they give killer?" Shadowborne because im a motion sick player with it as my most used perk. Its accessibility locked behind a perk. Survivors:"but my spins"
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More information is a good change IMO. It closes the effectiveness gap between solo queue and SWF, basically letting the devs balance around survivors having SWF-level information without leaving solo queue players in the dust. If the immediate result of increased info is survivors being too strong, the devs can give killers buffs in some other way that doesn't disproportionately affect solo queue players.
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Survivors that suicide on hook when the game is on survivors' side is what increase the kill rate.
The 3rd survivor suicide on hook when there are still 3 Gens left does not increase the kill rate, the game will end with maximum 1 hatch escape no matter what. So yes,
people who str8 up suicide on hook when things favor Killer
doesnt mean anything.
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what are you really going to do with chunks of .3 seconds
Close the distance. Obviously.
Yeah, you can't teach much in one minute, but you can give chase with that additional .3 seconds. These DO actually add up. Just because you can easily discard them in your perception doesn't mean they aren't there, or that they aren't contributing to higher kill rates.
Excuse me, but close the distance to what degree if not minuscule/none at all? You would need to take a constant, practically clairvoyant path of least resistance for the entire match, and any sort of tidbit time chunks you'll have "saved" would evaporate with a single stun or blind.
Very good, most rush teams are higher mmr. Also just because most people aren't bringing the rocket launcher to the pistol range doesn't mean that it's not a problem when a team DOES bring it.
And how much of that is down to Hyperfocus versus Stakeout/toolbox? How much of that is actually the new stuff? How much does this impact the average killer? And why is this being argued on this topic, specifically?
Did you not bring up the time added to gens as a killer buff? I mentioned the hyperfocus/stakeout combination because it subverts the added gen time and exacerbates the issue of ultra fast completion. It impacts the average killer because no human being who consistently plays this game is going to remain a novice, they will inevitably get better/develop game sense over time and adopt the most effective tools available or the "META". Is it not foolhardy as a game dev to leave crazy-strong combinations as they are just because a majority of the player base isn't running riot with them at the moment?
You are grasping at straws.
Am I? Because DBD already has trouble retaining newcomers and intermittent players, so upping the skill floor for 80% of match participants even more seems like a really bad idea.
Yes, you are. In fact, I'd actually go as far to say that if this is your stance, then you don't possess a hard grasp on the causes behind the 3 primary events that make uninstalling an attractive option for survivors and killers alike, i.e. tunneling, camping and/or hard-slugging.
Our current predicament with tunneling, camping and hard-slugging has spawned primarily (albeit not entirely) due to:
- Prolonged exposure to generator efficiency elements that boost completion speed beyond the scope of reason, conditioning killers to jump to desperation tactics early unless playing one of the few top-tier killers quite well.
- Overabundance of defensive resources and 'second chance' perks inside a high efficiency environment.
- Killers looking at their hud not far from the start of a match, seeing that survivors have 60%+ completion while they merely have 0 - 8.3% completion and effectively going into 'oh s**t mode.'
Necessity is the mother of invention and it became a necessity to deal with fast completion inside overly safe environments, thus tunneling, camping and hard-slugging were born. Atm if anything negative is done to camping, tunneling or slugging without also including some form of meaningful base kit completion limitations or map changes, it's likely that even more killer players will turn coat or flat out uninstall because there would be even less that could be tried in scenarios of desperation, the occurrences of which are very probable in swf matches and more probable now with SoloQ due to the upgraded hud (especially with M1/Stealth killers).
If killers can be easily pushed into a scenario where tunneling, camping and slugging are the only real cards they can play (or lose the game), you can count on at least one if not all 3 of those deadly sins happening. This, in turn, makes playing either side obnoxious with extremely unsatisfying gameplay, leads to people uninstalling and writing bad reviews, company reputation decays, overall sales decrease, etc.
So, most certainly, ultra fast gens have to leave the picture and base killer stats need another slight increase due to the general increased player efficiency from the new hud (or map generation needs a big revamp). AFTER THIS more strict mechanics can be introduced to make tunneling, camping, and slugging virtually pointless/tactically undesirable. I'd rather play hook-based matches (with more chases) that feel more fair and fun instead of kill-based matches that mostly feel like a sweating fever dream.
The OP is correct, the current state of affairs sucks.
Patrick's hockey-based vision of DbD, gameplaywise, is a failure and does not deserve further support.
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We've heard all this before. But you know what's interesting? You bringing up kill rates that are this old. That was shortly after the patch 6.1.0. Survivors have gotten a lot more used to it by now and we see DH in every game again. You know, that fance little perk that some people solely rely on to help them in chase?
I find it funny how many times we've heard this: "Yeah, because of the extra gen time games are 50 seconds longer than before" nonsense. The average game is now shorter than before 6.1.0, if the killer doesn't stack slow down and it's clear that you didn't do the math. This would imply that all games take at least 5x90 seconds = 450 seconds = 7 minutes and 30 seconds (this is not even including the time you'd need to get from gen to gen). You're missing a very small detail there. There isn't 1 survivor on gens all game. There are 4 survivors and the best a killer can realistically do is only have 2 people on gens with 1 person on a hook and 1 person in chase. Anything more is very lucky and can't be applied for long.
What happened after 6.1.0 is the HUD change and an inflation in items and addons. Everyone knows that the HUD does have at least some impact on the game's balance because in DBD information is crucial. How many times did killers win because survivors were less efficient before that? I reckon this will reflect on kill rates. We haven't had any official kill rates since, so bringing up the kill rates of 6.1.0 as if nothing had changed is not helping your argument at all. If anything, it makes it even weaker.
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Tell me you only care about Killer and SWF and hate Solo Q without telling me you only care about Killer and SWF and hate Solo Q
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