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Survivors: Do you enjoy the "Hit & Run" playstyle?

Sharby
Sharby Member Posts: 498

I personally find it to be extremely unfun to play vs, especially in an uncoordinated team. And I've hated it even during the gen-kick meta. But I've seen several praises for it so I thought I'd have a directed conversation about it.

Before the dead-hard nerf, anti-healing builds centered around this playstyle were tolerable because if I had good timing I could force a 2-healthstate chase anyways. I know how to play injured and can usually hold my own even without DH.

After the nerf though, on certain maps, it feels so tiresome having a 0.1s window to react to a silent bell wraith 1-tapping you from around the corner. And its gotten to the point where I usually just go next after they hook me.

The only counter and probably the reason why the strat isn't viable in a competitive setting is just to have all 4 survivors spread out and communicate when they see the killer. This obviously rarely ever happens in solo-queue. And its super frustrating to just watch a team bleed-out from everyone being too scared to touch gens.

I do think the strategy should be nerfed, but only after killers are given an alternative meta. Which at present there isn't one, so I'm very understanding.

Thoughts?

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Comments

  • 1ettuce
    1ettuce Member Posts: 1,141
    edited May 2023

    No I don't, it's incredibly lazy and involves barely any chasing. The only reason it even exists or gets any praise at all is because many tiles are way too strong, so you often just can't commit to chases. I wish the community would advocate for maps to be made less strong/safe as opposed to encouraging the lazy playstyle that is hit and run

  • Sava18
    Sava18 Member Posts: 2,439

    Neutral. I doubt there is a single person that would take gen-kick meta over this.

  • Ariel_Starshine
    Ariel_Starshine Member Posts: 937

    It made me much better at looping, but as someone who plays solo q, I find it not as enjoyable.

  • Sharby
    Sharby Member Posts: 498

    Every playstyle would garner complaints since everyone is different, but for me, I'd like a chase-oriented meta since I haven't seen one since I started playing and chase is my favorite part of the game. I try my best to chase as much as possible when I play killer because I truly feel being good at chase opens the door to becoming a solid DBD player.

    There are a few reasons why killers are discouraged from chasing though, and it mainly has to deal with any chase longer than 30+ seconds is effectively a lost game vs good players, and after enough times getting burned killers will eventually take preventative measures and drop chase early to avoid this issue.

    My solution is to move away from kills being the sole metric of winning and move to winning chases and getting hook-states being the bulk of pips/bp's. Kills should just be a reward for playing super well.

    This should also come with buffing chase perks as well, naturally.

  • whimsigoth_angel
    whimsigoth_angel Member Posts: 14

    no, the fun part of the match is being chased and interacting w the killer, being hit then just abandoned instantly is no fun plus the teammates who are terrified to touch a gen when injured but at least ill get resilience value i guess

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    I don't like hit and run because i like to be chased after being found or making the killer loose me.

    Having the killer say hi and leaving immeadiatly gets really boring. Thats probably the reason why i hate going against legion even more than the mending.

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    I don't see any hit and run playstyle in my games.

  • Katzengott
    Katzengott Member Posts: 1,210

    It's better than getting tunneled at 5 gens, isn't it? Also isn't it more a surv skill issue if you allow to get hit so many times like, for free? Use the reassurces, most maps are full of pallets. And maybe don't bodyblock that hook for no reason when it's just 5m away. And even than, it's your decision if you keep beeing injured rushing gens or get healed. There're still strong medkits builds available or team aura perks like Bond and Kindred.

  • edgarpoop
    edgarpoop Member Posts: 8,369
    edited May 2023

    No. It's 100% reliant on the weak-link matchmaking SBMM loves so much. One or two survivors in that lobby are going to position so poorly and be so unproductive that it'll be viable. It's a way for killers that aren't good at chasing to make up for it, but it feels like complete BS for the survivors in the lobby who don't have any issues dealing with it and also lose because of it at the same time. It's a gimmick that shouldn't work, but it does because matchmaking often sucks.

    "Let's heal under hook through Sloppy while we're both injured! The killer surely won't come right back to the hook."

    Killer: immediately returns to hook

  • 1ettuce
    1ettuce Member Posts: 1,141

    Consider stealth killers? Not to mention, if you crutch on hit and run that's infinitely more of a killer skill issue than losing to hit and run bc of the lack of communication is

  • TWS001
    TWS001 Member Posts: 193

    I went through a spell of running Bond as one of my perks, but it got to the point where I'd had enough of watching team mates doing absolutely nothing of any use, even when fully healed around the edges of the map against hit and run!

    I don't mind facing it, pretty much anything is ok really apart from any Skull Merchant (and occasional Knight) game that goes on forever, particularly on a two floor map, or a condemned Sadako with Ring Drawing add on where you spend all game either slugged or running up and down the map doing video tapes. Games like that are literal hell!

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,705

    Tell that to *grabs list* Clown, Spirit, Nurse, Pyramid Head, Nemesis, Doctor (unless he causes you physical discomfort; can't fault you there), Slinger, Blight, Artist, Twins, and Trickster.

  • 1ettuce
    1ettuce Member Posts: 1,141

    I'd much rather go against a chasing CSNPHNDSBATT than a tunneling or hnr one

  • 1ettuce
    1ettuce Member Posts: 1,141

    Quite tragic indeed also damn bro 21k posts that's crazy

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,809
  • AverageKateMain
    AverageKateMain Member Posts: 949

    Honestly it's fine. Hit and run usually means no hard tunnel and camping for pressure and requires the killer to go out of their way to make it work. The only annoying part is map offerings but that's a separate issue

  • That_One_Friend
    That_One_Friend Member Posts: 277

    I dont mind it as long as any other killer but wraith does it. Ghost face to an extent. Unless you're next to a pallet, have SB, or get healed before wraith runs into you, your screwed. At least other killers tend to have a constant terror radius to give you a head start.

  • SuperMunchkin95
    SuperMunchkin95 Member Posts: 136

    As a survivor, Wraith hasn't been a problem for me, simply call when he is uncloaking (Almost guaranteed if you are at a pallet or window) and gain distance. He'll catch up quickly, but you just negated his speed boost, not allowing him to hit and run.

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,031

    Boring as heck. Give a chase.

  • Sharby
    Sharby Member Posts: 498

    @Reinami


    Giant wall of text that could've been avoided if you read the posts in the thread instead of assuming my desire is for killers to have nothing.

    I understand and have outlined why killers would not want to chase for a long time or why they would employ a strategy. There is a reason I titled the thread for Survivors. I am interested in hearing Survivor opinions about a Killer playstyle because I've seen differing opinions and have my own opinion on the playstyle as well.

  • clowninabout
    clowninabout Member Posts: 133

    Since when is hit and run a sign of a low skilled killer? It's just another valid strategy, COH basically killed it but now it's doable again. It was my usual way to play hag for example, before hour of the witch. Knowing which chases to take and those to drop takes experience and a bit of knowledge, rather than mindlessly running after the clicky clicky nea or 99'd sb feng for example.

  • 1ettuce
    1ettuce Member Posts: 1,141

    Bc many killers will just brainlessly drop chase the moment they get an injure

  • 1ettuce
    1ettuce Member Posts: 1,141

    Dropping chase every time you get an injure is not good practice lol

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,806

    A year ago I wouldn't have cared about hit and run.

    But after nearly a year of killers dropping chase to kick gens, patrol gens, hold their 3 gen with a death grip, or just simply ignoring you 5 feet away to apply Eruption before going back to hook, I'm pretty burned out on the play style of dropping every chase in under 2 seconds.

  • TheSubstitute
    TheSubstitute Member Posts: 2,495
    edited May 2023

    No, but if they don't try they won't learn. Learning when to drop and when to commit is important to moving to a more chase based and gen pressure playstyle.

    I'm not saying everyone you run across is doing it for that reason but some will be. In the beginning of a match, I usually injure then drop unless I can get a quick down, keep up pressure until I have enough room to keep survivors off of gens, and then start downing. I feel out the match but that only comes with practice.

    Just blindly committing to a chase only leaves the other survivors to work on gens and get enough pressure going that a 3E or 4E will happen. On the meta level, DbD is a time management game where the side that's most effective at wasting the other side's time while accomplishing their goals wins. If the survivors can keep one hand on gens with one in chase, one healing or rescuing with one being healed or rescued the balance favours the survivors unless the Killer's chase ability is much higher than the survivors.

    That's why tunneling is so effective. If it becomes one in need of rescue or healing, one in chase, and one either rescuing or healing gen progress is almost halted. If you're not going to tunnel the choices are either camp, hit and run or slug. If not, the balance of the game is shifted to the survivors and the Killer will have to be a lot better at Killer than the Survivors are at being Survivors to win.

    You can't ask Killers to just accept no chance of winning and move on (especially since so many survivors like teabagging and gloating at the gates). Both sides need a chance to win and, outside of newbie levels, that means Killers need to create pressure. Hit and run does create pressure as does tunneling, camping, slugging, the previous Erupting Call of Overbrine combo, etc. But you can't call it brain dead when all the Killer is trying to do is play the game and the mechanics push the Killer to such strategies.

  • appleas
    appleas Member Posts: 1,128

    People even have issues with hit and run now?

  • 1ettuce
    1ettuce Member Posts: 1,141

    The intentions w those killers' designs is dumb imo. Idc how the player themselves plays but hnr is not a strategy that should be encouraged

  • ReikoMori
    ReikoMori Member Posts: 3,333

    A playstyle that shouldn't be encouraged?

    Then what exactly do you think should be encouraged cause I doubt you like killers who do zoning, defensive, slug or tunnel playstyle either? Should they just unilaterally encourage running around terrain pieces endlessly and boringly? What playstyle do you see as objectively fun for everyone on both sides?

  • 1ettuce
    1ettuce Member Posts: 1,141

    Literally just playing normally and chasing like wow so out there

  • KMainEZ
    KMainEZ Member Posts: 129

    Everyone wants chase, until theyre the only one being chased, then it becomes tunnelling which is not what they want, even though it quite literally is. Everyone wants to do gens in peace, until killer afks at hook, then it becomes camping which is naughty and not nice. Nobody wants hit and run, because its "lazy". Tf does that even mean. HnR requires constant presence, keeping track of gens, survivor rotation, is time dependant, pathing dependant, loses pressure easily, actually takes a decent amount of decision making and focus against decent teams.

    I clearly disagree with some of the responses to this thread 😆

  • 1ettuce
    1ettuce Member Posts: 1,141
    edited May 2023

    No it's not lmao, actually comitting to chases is playing normally, dropping chase the moment u injure someone is definitely not playing normally