How am I supposed to slow down gens as killer now?
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Run lethal pursuer to get a fast first down and establish where you're going after that first down. Lethal pursuer can effectively stop 3 survivors for the first few minutes of a game and often get you 2-3 hooks in that time.
You'll also establish who the weak links are and who is the strongest survivor in the team. Focus the 2 weakest links and leave the strong survivors until later in the game.
I honestly don't know why more people don't run lethal pursuer. You can run it on like 80% of killers and stack lots of pressure straight off the bat, which is basically what you need to do as a killer. I barely even ran stacked regression perks pre nerf state so it's not a big deal for me. I rarely even kick gens these days unless I'm using nowhere to hide, which is another underrated perks that works well with lethal pursuer.
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So you're basically saying killers only win when survivors allow them to, as a kind gesture. Or the 4 survivors make massive blunders, like baby stuff, otherwise it's a no win scenario for killers.
Ok. 🙄
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Most players on this forum and elsewhere are not high MMR killers. They are not even high MMR survivors so... they have no clue of the real state of the game.
With a killer tier A or lower, it is impossible to catch a high skilled survivor in 30 seconds. The first 2 or 3 chases will always last between 1 minute to 2 minutes. That is not a lack of skill or being outplayed by the survivor, it is just due to the game/map design.
Take an average survivor that knows when to loop and when to hold W + that know how to go from one loop to another without using the pallets straight away and then predrop the pallets each 20 seconds... with a M1 killer you will need more than 2 minutes to catch this survivor.
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Talking about skill while the game design mostly negate all the skill possibility.
First that is just toxic and second you clearly do not know anything about DbD if you really think that at high MMR the problem revolves around skill and not map design.
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It is exactly it. 4 good survivors vs 1 good killer that do not play Nurse/Blight/Oni/Artist is an automatic loss for the killer IF the survivors sit on gens and have the META perks equipped.
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2700 hours on DbD atm. But you are the only one knows about DbD. We are all unskilled noobs, sure!
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2700 hours do not mean anything.
Do you even know what a checkspot is ? If you would, you would know that some jungle gym are unwinnable for non tier S killers. But yes, most survivors do not know about them at all.
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I love how you assumed i am survivor main. 🤣🤣🤣
Please keep write, i am curious what is next.
And i don't know how i am winning games as killer, if game is that unfair for killers. Guess i stucked at low mmr, even after a lot wins my mmr is not rising. Poor me, after 2700 hours i am still noob.
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Show us how you win 20 games in a row with, for exemple, Wesker or Clown, without camping and tunneling (and no broken addons). Just record it and show us, i'm curious to see your skill :)
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Yeah, this isnt true.
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You won't ever see that, they always bring addons because they know what the truth is.
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Corrupt intervention is a good shout to getvearly pressure. And DMS is one that's slept on a lot, as well as stopping ppl jumping back on gens. It also highlights to you what gens are being worked. Plus it synergises well with hands off regression stuff like eruption, pain res, jolt. Even tried it with oppression and it was kinda good.
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Pop, pain res, dead mans, eruption, jolt. These aren't bad perks for actual slowdown.
Try discordance, tinkerer, gearhead, thrilling tremors for info to apply immediate, deliberate pressure to gens being worked on.
Builds for days bud, have some fun and play around with it
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Killers complained quite a lot about healing (speeds, access, all of it) so that was adjusted. But it’s foolish to think that the devs would nerf healing and then also allow killers to heavily manipulate Gen speeds. Doing so would inflate the kill rates too much and believe it or not but the devs do actually want there to be a percentage of survivors who escape the match. The game isn’t a murder simulator.
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This. And it is baffling that people dont understand it (or dont want to understand it).
The Devs mainly nerfed 3-Gens (which are still possible btw). Because the main playstyle in a 3-Gen was - hit the Survivor, they need to run away. Kick the Gen with Overcharge/Call of Brine. Survivors needs to heal, Gen regresses quite a bit. Repeat. And with healing nerfed (which is 100% the case, even if they backed down on the altruistic healing), it would mean even more Regression if they would not have touched Call of Brine and Overcharge.
And it is not like there are no Slowdown-Options anymore. Both for Gens and for healing there are still more than decent Slowdown-Options.
Last but not least - the best way to create slowdown is to be actually good at the game. And currently we see a lot of Killer players who got carried by Slowdown way too much and who need to adapt or lose some MMR.
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This is why I enjoy playing pain train legion (Enduring/Brutal Strength/Fire Up/Game Afoot). Not even your god pallets can save you now.
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Equip Knock Out, once you start your match go towards gens opposite to your position. Slug the first person that you find if possible. If it's not a team of swfs you just bought yourself some time to scatter rest of them like cats.
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Do you think high MMR is at the soft cap? The soft cap for this game is 1600. That is gold for PVP games, and if you look at League of Legends you find that there is Plat, Diamond, Master, Grandmaster, and Challenger that are above gold. If you struggle in gold or lower (pubs)then maybe you should look at your chase.
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I have very little experience, but slowdown perks was never my main build so i dont know what should be used now to slowdown. My slowdown was to hook someone. Even if survs did 3gens while i was chasing first guy, after first hook (in most cases) things are going smoothier. There is less gens to patroll, survs have additional objectives of unhooking, healing etc. Nurse calling, thanathophobia was always my main "slowdown" perks, after first hook, suddenly all survs are visible, and ready to be hooked.
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I stopped using nowhere to hide since i find it too op. It gave me too much too quick downs that i feel i dont deserve. But if one is focused on winning could bring it, its extremally powerfull, and should be nerfed imo, especially if paired with lethal pursuer.
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Hmm... no, nowhere to hide is there to stop Genrushing.
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If they do that to every map then Blight and Nurse & Spirit in good hands get even stronger
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Well nerf them obviously
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I am amaze at how some people say that being a "good killer" makes the pressure happen like it's some kind of miracle remedy...
However I am even more amazed at how little explanation of what "being good" means to them.
People who have some, let say, "complaints" about survivors get to do thing seems to have very specific experiences to share that interestingly enough, matches the game footage I see posted by most top tier players out there.
When I see a top tier killer on a showcase YT video struggle with a chase, I see myself in that. While the best killers are certainly creative in the way they use their powers, a lot of it is game knowledge that I am obviously still in the process of learning myself.
What I cannot reconcile with is, in the end, the toxic attitude some people have in terms of "git gud" mentality, this isn't a from software games where PVP is just there for memes, this game is actually PVP exclusive so those balance issues have to be addressed.
I understand that solo heal speeds have been nerf but in turn, altruistic heal was improved as well.
Killer's Overcharge/CoB combo on the other end simply got nerfed, period
and that's killers coming from a series of nerfs prior to that.
In conclusion, I would respectfully say that in a world where survivor got better themselves, maybe we wouldn't need to nerf killers every patches.
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Yes. Though you take it out of proportion by a lot. Massive blunders throughout the game by all 4 survivors is not necessary to win, that's just a slaughter. Sometimes it takes just a few small mistakes to turn a tight match around with the snowball, sometimes it takes more, specially during late or end game if the survivors have been efficient.
But the truth of it is that it's the early game when mistakes matter more. Get a hook or 2 and a few injuries by Gen 4 or 3.5 and you might be able to keep the pressure throughout the match and have a good game for everyone.
However, the fact is that competent survivors will not go down on a map full of resources. It's no longer a secret how to run each tile and stay safe during extended chases by chaining tiles together. The only way for it to happen is.... You guessed it, the survivor made a mistake and went down. Of course the killer also needs to capitalize on the mistake, otherwise it won't do a thing, but no amount of killer proficiency is going to make up for perfect survivor gameplay.
Again, certain killers can subvert this dynamic, such as nurse and blight. Spirit to an extent.
So, yes, weaker killers depend on survivor mistakes in order to have a chance to win. Without those mistakes you will find these killers have little agency on the outcome of the match.
Though somehow I doubt you will really give consideration to my words. Didn't strike me as the reflective type.
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Largely agree.
In fact I believe no amount of tweaking back and forth to gens speed and regression will ever do.
I'm of a belief that Gen speed and hook progression should be a constant. No gen speed perks and addons, toolboxes can have different uses. Sabotage hooks, repair electrical switches to open shutters, hide gate open progression for a few seconds, turn off certain map lights for a minute, turn on machinery as a distraction (loud noise), etc.
Also scrap all Gen slowdown, defense and regression. Make it a constant (also kobe no longer speeds up sacrifice, make it so you simply lose a % of match BP.)
After this, then you can balance everything else around this one constant. Healing, chase, powers, maps.
Giving any side the ability to manipulate the one objective survivors have to complete if they actually want to win was a mistake. People will always find the most extreme way to use that ability on either side, no matter what you do, it will always be a problem. The moment they no longer are a problem is because you made them irrelevant. We are at that point and seeing the consequences. Survivors will continue to maximize Gen progress to it's utmost extreme, without killers having a counterargument. Killers will now gravitate towards healing interference. But I don't think that is going to work all that well.
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