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What is enjoyable about Hit and Run?
As far as I understand it, hit and run is a strategy where you just drop chases the moment you injure someone, and then come back later to down them, generally on stealth killers (please let me know if I'm wrong about this definition of the strat). I see it get so much praise and I genuinely don't understand why. To me it honestly just seems like a strat that involves very little chasing (which is boring) and also is way more effective against solos than swfs since one group can easily find each other to be healed and the other can't. I'm genuinely asking why a strat like this gets the praise it does, so if you were gonna say "first survivors complain about tunneling and now hit and run, killers just can't play the game" or something like that please just politely shut the frog up :)
Answers
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Fun is subjective and many people find chases boring and just prefer finding and injuring survs utilizing their killers power. Looping was called low skill and boring („just going in circles“) just as much as Hold W and predation pallets is called boring now by many killer players.
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legion go brrr
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Love the duality with these two answers XD
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It gets praise because it is a necessary part of the game. It's not always feasible to just commit to every chase you see if committing to that chase is going to be too difficult and/or take too long. You may be able to injure someone quickly (especially as a stealth killer) but it may not be worth your time to follow up on that right away. Sometimes it's better to leave and go pressure other survivors, especially if the survivor you injured then runs to a safe part of the map where you probably won't be able to down them quickly. If you commit to that chase, other survivors are free to do generators and you'll quickly be in a losing position.
Part of why CoH and strong medkits were such a big problem was that they were too effective against this strategy and were too quick at undoing the killer's pressure if they attempted to split pressure between multiple survivors. With the original release-version of CoH, effective hit and run was nearly impossible even with Sloppy.
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That makes sense but I'd prefer the devs encouraging chases as opposed to encouraging dropping chases, not to say that we're there now (or that we've even ever been there honestly) but a man can dream
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i just find it satisfying to injure people with sloppy. dont know why.
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The thing with "hit and run" imo is not that its not a choice, its "a necessity"
a Team with BNP and Prove thyself will gen rush you so fast nowadays that commiting to a chase is just something that you cannot afford to do anymore.
we used to be able to commit in early game if we suspected a solo on a gen, but kicking it with Overcharge and CoB but now that's gone... or mostly gone anyways.
Excluding killers that have that part of their design (Stealth killers, Oni and such) I would say that currently, now you are not going to do much against a good SWF the way the game is balanced... you might as well gear up some anti-information perks and try your luck if you get some randos.
honestly, they nerf killers so bad these days that the DH and CoH nerfs barely helped against competent survivors... but the funny thing is that you now see which survivors / content creators where using those perks as a crutch lol
In the end I would say that Hit and run, to me, is fun because the current map are just too big and have way too many safe pallets litered all over. but that's just my opinion.
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