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Very demotivating experiences

DH3206
DH3206 Member Posts: 288
edited March 2023 in General Discussions

I just don’t understand anymore how this is possible. Some games are over in under 5 minutes, with all the gens done. This gets done more and more in my opinion.


The survivors didn’t bring ANY gen perks and still the gens got done under 5 minutes with me getting 55 seconds of chase before I got the down (saw that in the challenge progress).


I was Trapper on Fathers Chapel map. I put down 3 traps in the game, on my way to the other side of the map, before I found my first survivor. She got a stun on me and I dropped chase because I saw Feng. I chased her for 50 seconds before I got the down. I put her in basement in the main building and when I walked out the basement, all the gens were done. Not even 5 minutes in the game.

I run:

– Lightborn

– Brutal Strength

– Enduring

– STBFL

Yes, I don’t run any slowdown (don’t like that) but that doesn’t change the fact that the gens were done at an insane amount of time. I’m in no means a very bad killer, I can hold my own without gen perks, but I see more and more games where gens are done in under 5 minutes, even in indoor maps where you can’t find gens that quick (Lery for example). It’s very demotivating to even try and play killer this way.

In the end I got 3 kills because the survivors threw them at me while I trapped the basement. Yes, I camped. But the gates were powered so IMO, all gloves come off and everything is alowed whitin the game rules.

Maybe its some kind of rant, but I don't want to feel obligated to bring any slowdown perks tbh. Even when survivors don't run those perks themselves, the gen speeds are way too quick to get something done.

Comments

  • NewPlayer100102
    NewPlayer100102 Member Posts: 638
    edited March 2023

    Well...

    3 gens at once take 80-90 seconds, and the next two can have 2 on one gen with PTS, and that one would take 45 seconds and the other 90 assuming it was just done as one while the other two practiced their T-bag skills.

    So, total without travel time is 180 seconds.

    Three minutes. I'd say you did great, you upset them by 2 full minutes.

    Pretty impressive, for a game thats a ****** mess

    😀

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,734
    edited March 2023

    It's endless cycle really.

    Killer: Brings full Gen slowdown and needs to focus someone out of the game idealy ASAP to win.

    Survivors: Brings full meta second chance perks, Exhaustion / gen perks with good toolboxes and medkits and try to do gens ASAP if possible.

    Survivors complain then that the Killer is tunneling and camping and Killers complain that Gens go too fast and they didn't even hooked someone or they have maybe 1K max in end game.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 638
    edited March 2023

    He said under 5 minutes.

    Gens are easily done in under 5 minutes.

    He's saying the generator speed vs the down speed of a survivor in a chase is all ######### up.

    And it is.

    This isn't some deep thing, skill issue or anything aside from common sense and basic arithmetic 30-45 seconds is too long measured against how long it takes to finish generators.

    Yah, at this point everyone knows each killer has an optimal approach to the match, and perks to support that. He even stated the master win trapper OP strat. Basement. Traps. Altruistic survivors.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,126
    edited March 2023

    Honestly, ditch Lightborn for Corrupt Intervention. My Perk-Build with Trapper is the same like yours (except for the change I have written) and I am doing fine to the point that I am satisfied with how the matches go, even tho I dont get many 4Ks, because Trapper is just a really weak Killer and it would be easier to play with more Slowdowns than just Corrupt Intervention.

    You really need Corrupt Intervention as Trapper, because it forces the Survivors to move around a bit before they can work on Gens, which gives you some time to set-up without losing so much Gen-Progress. You can even use the whole time of Corrupt Intervention to set-up, since they wont be able to work on 3 Gens for up to two minutes.

    And on some Maps, Corrupt Intervention can block a good 3-Gen, which would allow you to trap the area to make it really hard for Survivors to chase there. And in the end, it does not really matter if you lose 0 Gens or 4 Gens, as long as not all 5 are done.

    Lightborn on the other hand... I can somewhat understand why people are running it because they dont have to deal with Flashlights at all. But it is a wasted Perk-Slot... Flashlights at Pallets can feel annoying, but they are actually good for the Killer, since the Survivor is not getting distance during this time (and especially when they are injured, you can hear them while blinded). And Flashlight-Saves are easily avoidable.

    Furthermore, once the Survivors realize that you have Lightborn, they wont waste any time to get their Flashlights to use, which means that they will be more on Gens... Overall, it is not really a good Perk and a Slowdown-Perk (like Corrupt Intervention) would be the better choice.

  • HugTheHag
    HugTheHag Member Posts: 3,139

    Gen time balancing is a tricky question, because the minimum time spent on survivors objectives is something that is completely set within the game : 90s seconds each + travel time from gen to gen. (Survivors grouping up not counting for much as they are less efficient than if they were spread out, and PTS only negating that, not making it faster)

    However, the minimum time required for killer's objectives (aka how fast chases go) are not set within the game as they depend not only on the killer's skill but also on the chased survivor's skill too...

    That way, one could argue that gens should be longer base kit because chases could last a minute each. But that would be ignoring the just as likely possibility of games where chases last 30s (or even snowballs : last evening I played, a Nurse had 3 survs on the ground in 1min30, and same with another game against an Oni. Does it mean something should be done about chases or these killers ? I don't think so !).

    Such games sure are demotivating, but so is beginner/casual survivor experience. In my experience, it's much easier getting kills as a new/casual killer than it is escaping as a new/casual survivor. The best thing to do is to move on to next games and learn from your mistakes. I'd say if you played to your killer's strengths, you'd probably do really well. =)

    Hopefully one day the game will find a state of balance that is more satisfactory to both roles and the various levels of experience.

  • HugTechLover
    HugTechLover Member Posts: 2,482

    You need to drop lightborn. Waste of a perk slot. Flashlights are easy to counter. As others said, run corrupt or some kind of slowdown instead.

  • edgarpoop
    edgarpoop Member Posts: 8,778

    It's not though. Not every chase is happening in a vacuum. Your first chase is going to take a bit longer at times because more resources are available. But you have slowdown perks to mitigate that and chase perks to make chases go quicker. Having a long chase with chase perks equipped isn't indicative of skewed balance.

  • hailxsatanxeveryxday
    hailxsatanxeveryxday Member Posts: 920

    Trapper is an F-tier killer. He's the worst in the entire game. He needs a gimmick build or an iri to even match other M1 killers' basekits.

    Personally, I favor STBFL, NOED, Forced Penance, Starstruck, Trapper Bag, and Makeshift Wrap. Down someone one time, plant three traps near the hook, facecamp until someone comes for the save, chaos ensues, gg ez. My kill rate with this build is something like 75% (but survivors tend not to be very happy in the endgame chat). Unfortunately, this build suffers from the same problem every other Trapper build suffers from, which is that it relies on survivor stupidity in order to work.

    And that's the problem. His entire power revolves around survivors making bad decisions or forgetting to look at the floor. Some games aren't going to be winnable.


    My advice:

    You do need some slowdown. Enduring is really only good with Spirit Fury or Hubris (if you can call those "good"), and Brutal Strength isn't worth a perk slot here. Replace one of those with Deadlock; that perk by itself solves the problem of all the gens getting done immediately.

    You have to patrol and pressure gens. Focusing purely on chase will get you genrushed against any competent squad. Think of it this way: if you smack someone working on a gen, forcing them to run away and heal for 20 seconds, that's as good as a old school, pre-nerf Pop kick. Don't necessarily drop a chase to go kick a gen, but if you can scare someone away from a gen or force them off for a few seconds without going too far out of your way, do it.

    Facecamping and tunneling can also get you genrushed unless you're running some passive slowdown, so think twice about it. It might be tempting to try and get someone out early, but the reality is that an M1 killer with no slowdown focusing on chasing one survivor three times is going to get you #########.

    Instead, focus on targeting two survivors. Get one on a hook, find another and hook them while someone else has to abandon gens to go for a save. That's three people not doing gens. That's a lot of slowdown on its own. Then go back and hook the first survivor again.

    Focus on the weak links. And if you notice that one of the survivors is especially bad in chase - just truly, absolutely terrible - take advantage and tunnel them out (my previous advice notwithstanding).

    Start chases as fast as you possibly can. That's tougher with Trapper than most for obvious reasons, but early downs and early hooks do a lot of damage to survivors.

    Try to take advantage of chaotic situations (multiple survivors in the same area all trying to run away or loop you at once, survivors going for a save, etc.). If you can catch a survivor off guard and smack them twice in rapid succession because they were distracted instead of having to do the loop dance around a jungle gym first, that helps.

    Flashlight saves are easily avoidable, but the real danger there is forgetting that survivors have flashlights or just being too lazy to look around and getting surprised.

    Also, flashbangs can be uncounterable in situations where flashlights are not. I've come across survivors who have developed godlike skills with their flashbangs. If they're dropped at just the right moment when picking up a survivor, there's nothing you can do. They can also be used for uncounterable locker saves the way flashlights used to be able to.

    99% of survivors with flashbangs are even worse with them than the average survivor with a flashlight, but those other 1% would be a great reason to run Lightborn if they weren't 1%.

    Lightborn sucks if you're running it every match unconditionally, but I'd argue it's a B-tier perk overall. It can win games all on its own if you see 3-4 flashlights in the lobby. You can spend all game getting free hits by pretending to be afraid of their flashlights.

    Man, Corrupt is only good on Trapper, and only because you have to spend the first 30-45 seconds of the game setting traps. You should be starting chases fast and early with any other killer, and then it's useless as soon as someone goes down.

    It was just a passable perk even before its nerf, honestly. It slowed the game down for a few seconds at the start of the game, and then you were down a perk slot for the rest of the match.

  • hailxsatanxeveryxday
    hailxsatanxeveryxday Member Posts: 920
    edited March 2023

    No, that's a pretty common experience for me as well, but Corrupt just forces them to go to a different set of gens while you chase one, delaying the problem by a few seconds at best.

    I find that in half of my games, I can get an early down if I decide where survivors are likely to have spawned and go harass them before they've had a chance to get their bearings.

    In the other half of the games, yeah, focusing on that first chase will cost me three gens (more if I make a mistake) if I'm not running Deadlock. When that happens (I'm in an extended chase getting nowhere, and I break five pallets only to end up at a two linked jungle gyms with three more pallets), it helps a lot to actually just abandon chase and go harass some people off of gens, potentially finding a weaker player in the process who isn't able to loop me for 5 gens in a row (and who doesn't know which pallets were lost in the initial chase).

    But my point is that it's useless in half of my games.

  • Chaos999
    Chaos999 Member Posts: 869

    Which is why Gen slowdown down and Gen speed up should not exist in DBD.

    Ditch all Gen perks and addons on killers. Also all Gen perks and items on survivor. Make Gen progression a constant. Also hook progression a constant.

    Then balance everything else around that.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 638
    edited March 2023

    He said in his original post that he does not want to use slow down. A precondition to giving advice on this one would be respecting his conditions. So, CE, PR... and whatever were specifically pre excluded. I assume from his post that he's well above the skill floor required to read a perk description.

    People want this game to be chase oriented. But the victory conditions are primarily linked to generator time. These are simply too short, IF the survivors want to finish the game quickly. Split on the first gens is 80-90 seconds with no PTS(for 3 gens, concurrent).

    The second one is 90 seconds, and 45 for the PTS one(concurrent). For 180 seconds total time, excluding travel.

    But, I already said that, and the only refuting there was is PTS IS BAD!

    My first chase in a match is often like 10 seconds. who cares? Solo que cares, because at that point they're done. And they are the only ones that care. When I said 30-45 seconds I meant average, across the whole match.