Survivors: Do you enjoy the "Hit & Run" playstyle?
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That's cuz dbds balanced in a way that just so happens to make the douchiest strats the most effective. I don't complain about the ppl who use them but I wanna see the devs make the more interesting and engaging strats meta
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Or... and hear me out here... DBD is set up the way it is so that killers don't have to play in only one way. Because that'd be hella boring.
Behavior probably should make taking chases more appealing by buffing the perks that support that, but doing it by butchering hnr is not the way.
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Would u consider solos having an easier time finding each other to get healed butchering hnr? jw
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sounds about right
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There's already a ton of tools to do that though.
Bond, Empathy, Aftercare, Empathetic Connection, Kindred, Blood Pact, Situational Awareness, keys with certain addons, and map with the beacon addon all exist. Why do you feel like you need more?
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Because it should be basekit, it's already so easy in swf
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And what would you be willing to give killers in return? And how would you make it not make SWF even stronger too?
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Dunno exactly, something tho for sure
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There's no way you're seriously suggesting EC, BP, SA, keys and maps.
A big issue with the game currently is that both Killer and Survivor have perks that they def need to have some sort of consistency to their games. This restricts builds so much.
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The last time I saw this type of response on the forum we ended with basekit BT and several months of killers just having to take a substantial L in maintaining general pressure strats because turns out people with BT don't care about escaping a potential tunnel situation they care about actively drawing fire only to complain about how much they have to mend after being hit.
Like you've got all the tools necessary to flourish in soloq aside from voice comms at this point. It's not hard to slap on a single perk like Bond or CoH which would provide the info you need to coordinate heals. Getting some kind of basekit "I need healing" ping ain't gonna help you if the tools you already have access to ain't helping. You want things to help soloq, but there ain't much to be done for soloq at this point. Soloq has to adjust to just playing as a team instead of being a 1 v 1 v 1 v 1 v 1.
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I was giving all the options I could think of. Not claiming all of them were good. Also SA is actually quite good. You as the user just can't really see its effects.
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Information perks are rather paradoxical (minus things like WoO.) They aren't consistent due to being unable to gauge their value without comms, but if you have comms they lose virtually all of their value. Just not worth running imo.
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All good points and I would mostly say yeah, it's not 100 percent, but I personally feel there really shouldn't be a given 100% counter to any strat on either side. That would actually make it very boring for me.
The reason I don't find it boring is the element of risk. Trying to time when to let go of the gen so you don't bail when you don't need to but also don't stay on too long and get caught while also trying to time it right after a skill check so you don't get the dreaded check as soon as you let go causing an explosion. Hiding a foot ot two away from the killer or creeping around a barrel or the gen itself when it takes just the smallest mistake and you'll get spotted. Learning how to best work around their FoV. I find that stuff fun as hell.
Distortion helps with the info perks and with as much time as you spend in the killers TR, you almost always have a token to use. Picking the right gens to work on and which side you work on them so you are covered from the most likely avenues of approach. Having a couple of escape routes planned with stages of hiding spots. All of that goes into making it work..and yeah it doesn't always. Sometimes you zig when you should have zagged, sometimes the killer does something totally out of left field. Sometimes your head is angled in just the wrong way that the killer catches a glimpse of it. Uncertainty is what keeps it interesting.
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Never said those tools don't help, they do. Point is solos shouldn't have to use a perk slot for something that swfs have easily at basekit. Unless you're referring to the tools at basekit, which do very little in helping you actually locate your teammates, so I sure hope you didn't mean that. There's undeniably more room for solo buffs that could and should be implemented
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I mean yeah, it works both ways though. A lot of Survivor strats are "boring" or "annoying" as well. Holding W and pre-dropping, stealthing, gens before friends. It comes down to people complaining over anything that makes the game more difficult for them. There is stuff that is actually oppressive that should be dealt with: hard camping/tunneling/3-genning from the start of the game, actual genrushing, but there is a lot that's complained about that is perfectly fine. A lot of folks on both sides need to get over their main character syndrome.
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No I don't find it enjoyable and was worried there would be a Wraith hit and run meta after seeing CoH and general healing nerfs in the PTB. Thankfully, they reverted the main healing nerf concerns.
If they had kept the changes of a default recovery being 48s, it could have been even further amplified with Knockout. Sloppy would have been insane too, possibly completely negating 30s worth of time spent healing yourself.
Hit and run wraith with no comms is already very powerful, with little engagement. It's definitely one of my least favourite playstyles to face. After the Wraith farms some pallets, the rest of the game is just you sitting on a gen hoping he doesn't come and if he does, you're getting hit/downed very quickly.
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What swfs have aren't even within the realms of the game!
You can't make up for that by frontloading features and basekit buffs on to survivors in a fruitless attempt to even out the advantage that swfs have. It makes no sense that you're even concerned about the strength of swfs as a survivor and how to bring solo q in line with swfs which rely on outside factors that can never be equalized. Y'all not playing against the swfs so from the survivor side nothing they have affects you. Killers have to deal with swfs and are the ones who it would make more sense to bring more in line with the fact that swf play is more and more becoming the normalized way that survivors play.
What can the devs give you basekit or feature that equals the inherent advantage of sitting in a discord call with 3 other people doing callouts? The game already from jump wasn't built stand up to that sort thing like when dbd released the game was sold expected to be played soloq only until enough said they wanted to play with their friends without having to hope y'all load into the same lobby. Solo play will never be anyway near as strong as group play and everything added to push solo play closer to group play will only make swf play that much more advantageous. They ain't gonna start making weird diminishing return features that are super strong solo, but trash in full 4 stack. That's how you kill a game dead as a doornail. It is perfectly reasonable and better for the game long term if folks are made to actually use perks as that is what they are there for, to make up for the inherent imbalance between Killer and survivors.
You have a very generous HUD, tons of perks that help you with every aspect of the game, killer design and balance has been greatly paired back in comparison to how they made killers 4-5 years ago. Most killers are designed with so much thought put into basekit counterplay for survivors that they often ship with powers that are clunky and unfun to use with a slate of addons that only exist to mitigate how bad it feels to play that killer. Super fun, decently good, well rounded designs have become the exception rather than the rule. All of these things in an attempt to get soloq to be on a more equal footing with swf and not such a general pain. Yet, the biggest contributor of pain in soloq is other survivors and there no amount of buffs that will fix teams that don't work together.
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I mean, it's a nice change of pace from the gen kick meta
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Only marginally, being stuck at 1 gen cause everyone is 2hooks and perma injured feels just as stifling.
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What about killer kits not designed for chase?
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Crazily enough I still enjoy chase since the question was about enjoyment lol
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I don't mind it per se but almost every killer that hard commits to it prioritizes slugging half the game although suppose that's just my luck with matchmaking. I've had some fun games with some killers doing it but most of the time the hit and run games last the longest which take a lot of the fun out of DBD. I think the best example is Sadako building up Condemned and absolutely not committing to anything but that's more an issue with the killer.
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I disagree. It's an effortless play style that only works well against solos
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In regards to getting downs it only works on solos and swfs maybe sometimes
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that's what im talking about and thats just untrue against solos
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No one said its unbeatable though?
The entire point of this thread was to see what other survivor players think about the playstyle, not that it should be deleted, and it seems like the consensus from Surv players here is that they would rather be chased (which makes sense as it benefits survs to get chased.)
I personally dislike hit and run because healing feels so clunky in this game especially after medkit/coh nerfs. And it can be pretty oppressive in solo queue.
That doesn't mean it has no counters.
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k, keep lying 👍️
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Bamboozle basekit please 😈
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I don't mind hit and run as long as it isn't hit and go back to check my 3 gen
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So... like where should I run? To comp corner? Should I hit a survivor, run to the furthest point on the map, wait for you to heal and then come back? I'm just trying to figure out exactly how I, as a killer, can actually make survivors the most happy, because really that is what all this is about.
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100000% this. It's the "Survivors book of rules for killers"
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You should run to find someone else???????????????? Very difficult concept
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