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STOP GENRUSH!!! Enough of favoring the role of survs!!

135

Comments

  • caipt
    caipt Unconfirmed, Member Posts: 689

    med kits are still very strong. I pack a double charged one with me every match.

  • XshyguyX
    XshyguyX Applicant Posts: 107

    Thing about this tho, stop being competitive and do what? That's the issue. That's all the survivors have to do aside from totems.

    The games design needs a tweak. Either add more objectives or diversions in the match to gain extra bloodpoints.

    I don't blame the survivors for wanting to do the gens as fast as they can so much as the design of the game.

    The devs give survivors all these boosting tools and perks to use and killers sweat so hard they end up to stressed to enjoy themselves. They either quit, or divert to gross tactics which in turn damper everyone's fun.

  • totallynotamegmain
    totallynotamegmain Member Posts: 658

    Now while I think killer does need some help with early game pressure. This title comes off as a bit entitled from an outside perspective

  • Archol123
    Archol123 Member Posts: 4,634

    The issue of spending 4-6 seconds to heal is how much more time it costs the killer to get you injured again, players could have decided earlier that they don't want to heal and just slam gens, the option was already there.

    Yes survivors could reset an unlimited amount of times without needing coordination or another teammate, it was a terrible idea because it basically removed pressure of the survivors since they didn't need to find another teammate to heal with you could argue that the chase time for the killer is somewhat equal to 20-40 seconds and that time can be undone by one survivor out of four, do you realise how good of a trade that is for the survivors?

    Besides that the meta before coh was not not to heal but to bring a medkit that gave you 2-3 heals... And you could heal within 4-16 seconds depending on what you brought, it was ridiculously fast.

    Sure it is still mostly players skill but there is limits to that coh made healing so easy that splitting pressure was just not worth it...

  • coco_shotz
    coco_shotz Member Posts: 249

    You speak as if survivor is the only side that has gameplay mechanics like that. Killers have all sorts of annoying things to play when they have the chance. Slowdown perks are still pretty good in most cases, I've actually been seeing pentimento alot lately and it's quite annoying once you reach the point of gen/heal slowdown and ultimate weapon seems like the killer equivalent to MFT. Also why can't the killers also not play as sweaty and competitive? I agree that it's bad game design but literally all of y'all can pitch in at making this game more enjoyable and not sweaty like it's a $10k prize at an esports event

  • coco_shotz
    coco_shotz Member Posts: 249

    Med kits are not nearly as powerful without the right add ons and you can't even heal yourself efficiently anymore since the kit literally uses more charges to heal you than it does for someone else. The thing is I get wanting to nerf them but they nerfed them so hard that they aren't all that usable anymore. Toolboxes will remain the meta until they get gutted as well

  • Archol123
    Archol123 Member Posts: 4,634

    They are still more efficient than healing with two survivors we have 24 seconds for one person VS 16 seconds for two...

  • coco_shotz
    coco_shotz Member Posts: 249

    Less if you have 2 survivors healing you. You know teamwork?

  • XshyguyX
    XshyguyX Applicant Posts: 107

    I'm speaking in terms of gen rushing. Oh believe me I know killers do it to. Its just unreasonable to think people will go onto matches In an survivor vs killer game and not want to win. Everyone wants to perform well and win.

    To survivors it seems they think escapes is a win when in reality it's points at the end game. You'll never be able to convince the entire player base to stop trying so hard. I'm just saying the only logical approach is to change up the tasks. Include things other then "sit on gen". Imo, that's the only real way slow down speeds. But if they do add something for survivor then they have to equally add more for.killer to keep the game balanced.

  • coco_shotz
    coco_shotz Member Posts: 249

    Which really cannot be done without a complete rework that the devs aren't interested in doing because they don't have to. Everyone can also perform well without actually escaping. Even if I don't escape I still do better than a lot of lazy teammates that do so in the end it feels more like a win for me than for them.

  • XshyguyX
    XshyguyX Applicant Posts: 107

    Well they have done some in the past. The end game collapse changed the entire end game gameplay. It was simply a timer.

    They could just add stuff and not do a complete rework. But yeah it takes extra effort which I doubt they'd do.

    I see alot of people begging for change, saying things are stale. It would be nice if the devs stopped adding more survivors and killers to dump points into and instead focus on game changes and perk changes.

    Like, pause on content and try out some interesting gameplay additions and perk reworks. But they won't. I fear adding chapters is the only way they can keep getting money needed to keep going idk.

  • Archol123
    Archol123 Member Posts: 4,634

    Sure then you have 8 seconds, but now you have 3 survivors involved in healing, which now makes it as efficient as using a medkit for 24 seconds, you realize that right?

  • Archol123
    Archol123 Member Posts: 4,634

    I disagree that circle was good for killers but you do i guess...

  • coco_shotz
    coco_shotz Member Posts: 249

    I'm not sure what higher ups are in charge but they are mainly the ones who keep bhvr pushing out too much content. This happens alot with games in general. The sims 4 is pushed by EA despite multiple glitches and bad game design, mortal Kombat is fun but released in a clearly unfinished state and I'm sure WB doesn't allow them much fixing time as opposed to pushing out new content. Alot of games like this that have been going for several years have an issue with spaghetti coding that cant really be fixed without completely eviscerating the game mechanics and reworking them

  • coco_shotz
    coco_shotz Member Posts: 249

    8 seconds that are over and done and now all 3 of you can start a gen? Or do you wanna wait for that guy healing himself in the corner before you stack gens on a high pressure blight or wesker? You realize that everything in this game is situational right?

  • Archol123
    Archol123 Member Posts: 4,634

    Sure, but you do also know about the lower efficiency when stacking on gens anyway? So most likely it will still get you further to let that guy heal with his medkit and do the gen with only two people, you can do the math yourself after what duration of gen progress this becomes better or worse depending on the inefficiency modifier.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,807

    That's not what I said. I said circle slowed down the game, and slowing down the game is good for killers.

    Both of those statements are 100% correct.

    You might make an argument that being healthy is bad for killers, but I haven't said anything about healing states in this entire conversation.

  • Archol123
    Archol123 Member Posts: 4,634

    That conclusion is the logical result of both of your statements, you do realise that...

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited October 2023

    I surprised that after 6.1.0 the kill rate increased from ~53% to 61% (iirc), then with all those nerf the the kill rate currently dropped down to ~56%. Thats pretty impressive that how survivors are actually getting better.

    While most killers are too used to 4 slowdowns that work for themselves and cant hold survivors after slowdown nerfs. I never use slowdown, camp or tunnel while using Trapper, the buff from 6.1.0 really helped me alot because I didnt get a single nerf in my game play, only get the benefit of 50sec Gen and general buff.

    Same to survivors, the hard nerf on DH and Coh didnt bother me, I never use them, I just feel they were so broken

  • _johnmichael_
    _johnmichael_ Member Posts: 11

    When killers stop proxy camping and slugging, I'll stop bum-rushing gens.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    It's all about efficiency...

    Survivors have 1.0-2.2 charges per second

    Killers have 2.5% instant regression and then .25 charges per second

    Then adding in perks (and that is a lot of number and math that I don't want to do)

    Then adding in Items and Addons (again it's a lot of numbers and math that I don't want to do)

    So there are some things that can be done... but it's going to seem one sided

    Either:

    Increase the Gen charges to 100 while making 25%, 50%, 75% of Gen progress unregressible and leave the rest the same

    Or decrease the Gen charges to 75-80 while adjusting the efficiency that Survivors have while watching everything else

    But IDK if that'll work out the way I see it working... but it would be something

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    I play F1 online and its less sweaty than playing killer. We're talking about hitting apex's and driving as quickly as possible being less try hard than playing against survivors lol.

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    I still remember insta complete BNP... whoever thought of that was just.....why? Lol

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    Well those are just people we don't consider for anything

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,424
    edited October 2023
  • caipt
    caipt Unconfirmed, Member Posts: 689

    circle of healing absolutely did not slow down the game. spending a minute to set up your boon was hardly a problem when that boon agve everyone on your team self care, eliminating the need for altruistic healing entirely.

  • caipt
    caipt Unconfirmed, Member Posts: 689

    you are completely misunderstanding what makes self healing strong compared to altruism. Self healing was and still is stronger than altruism because its ONE person off gens compared to TWO. A regular altruistic heal is 16s. 16s of 2 survivors off gens. Thats around 32% opportunity cost of gen progress that will take another 16s to gain with both survivors on gens. A self heal takes the full 32% except your teammate is on gens the whole time, so comparitively it is objectively better. And unlike altruism, you have an aura on exactly where you need to go to heal so theres a massive time save there. Not to mention CoH made injury pressure completely worthless. Survivors were never vulnerable because they all had self care from one person bringing one perk. Self care on its own wasnt anything special, but given to your entire time for the cost of one? absolutely.

    The current "injured" meta is infinitely better than the CoH meta because at least people are actually ever injured outside of hitting them in chase. you can actually choose to leave a chase knowing that survivor will provide you with some good slowdown and maybe be an easy down later because CoH isnt making everyone perma healthy.

  • caipt
    caipt Unconfirmed, Member Posts: 689

    Fine with me. Its much better for the killer that people are staying injured, thus being easier to down, rather than never being injured while being efficient on gens. MFT is annoying and all but the strongest killers ignore it so if I really want it gone I can just play blight or spirit and enjoy playing against 0 SB's or lithes while getting free downs because nobody heals.

  • Archol123
    Archol123 Member Posts: 4,634

    You do realise that staying injured on 4 people gives the killer quite a good opportunity to snowball? Not only is this good for stealth killers that often get the first hit rather easily but also for killers that want to snowball, like Nurse, Oni, Blight, Spirit, you could even argue for Huntress.

    The change did not really make it possible to stay on gens, you always had the option to stay on generators and do them injured... So there is two options now, either coh was a perk that effectively helped killers and the entirety of dbd had a meta that harmed them more or and this is more likely, you are wrong and the perk was actually helping them with unlimited resets and taking pressure off of the team so they could keep doing generators while they solo heal with coh...

    Also how do we get to 22 seconds? With 100% would be a 16 second heal, 50% would be 32 seconds would it not? So how exactly did we get 22 seconds?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,807

    Holy cow, we still don't understand circle of healing even after it's death.

    Circle of healing used to allow the 'self care' action, which comes with an inherent reduced heal speed of 50% that's applied after every other bonus. Circle had a +50% increased heal speed before the nerf, which was when it still had self care.

    So 50% * (100% + 50%) gives a 75% total heal speed while self caring in the circle boon. That's also why the healing bar was still red despite circle having 'a bonus' to heals: you weren't healing yourself faster than 1c/s.

    Since healing takes 16 charges, with circle at .75 charges per second, it's 16/(.75) = 21.333 seconds for a survivor to fully self care in a circle boon.

  • Archol123
    Archol123 Member Posts: 4,634

    That makes it even more efficient than I thought... Great rounding btw. 21.333 ~ 22... I would get to 21 seconds there but whatever ^^

    The point stays though, circle of healing allowed for overall more efficiency with healing and doing gens, and like I said before, you already had the choice to just stay injured and heal if you wanted it ...

  • WilliamSN
    WilliamSN Member Posts: 524

    The problem with COH was the ability to solo heal at close to medkit speed, and without an actual limit which greatly increased survivor effeciency.

    In regular gameplay a single COH could provide atleast 5-6 Self heals at 21~ seconds per.

    Now, while a team heal takes 16 seconds, thats effectively 32 charges you're not putting into a gen.

    Simplified math tells us that 1 self heal (21 charges not on a gen) allowed you to "gain" 11 charges of gen time compared to a team heal.

    After 5 COH heals you've effectively "gained" 55 charges of gen time.

    Now this is the simplified version, if you start including the fact that while you're healing, your teammate is free to pump 21 charges into the generator, it skyrockets from a +55 effeciency gain to ~ +200 effeciency just thanks to not needing a teammate to heal.

  • Paternalpark
    Paternalpark Member Posts: 663

    This plus the fact that gens were 80s to complete while now it's 90. So we should go to 100s now? Playing survivor is just watching bars move. Gens, healing nerf. Nope, I'm loving killer rn.

    Until tunneling is nerfed I don't think killer needs anything. I played since 2019.

  • Archol123
    Archol123 Member Posts: 4,634

    So finding a teammate that heals you without running around the map aimlessly does not cost any time? The point about CoH was that not only it allowed you to relatively efficienty heal yourself, it also was a guaranteed place where you could heal, not like finding a teammate where you don't necessarily know where to go to and might even spend more time than those up to 20 seconds or whatever it is ... And 20 seconds is probably the most you will have, that's 80 m so it would have to be on the complete opposite of the map...

  • BubbaDredge
    BubbaDredge Member Posts: 815

    I feel like this is exactly the issue.

    I try to play in the way I consider "best". I'm not trying to end the trial early or draw it out forever. Best games are when I get survivors that's feel the same way. They could hit gens and hide when I patrol and probably win. I could tunnel and probably win.

    It's way more fun when both sides want action and POINTS.

    Sure kills and escapes should matter, but a survivor that carries a whole team or sacrifices themselves to get the others out, that's no loser, that's the person that decided the match. I don't play survivor, but if I did, I'd want to be a player that sometimes dies to pull a win for my team. That would make me feel like a winner, that's power.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I do appreciate this

    But I do want to add that even if they add more to the MMR then that would make it even harder for players to play without a unranked gamemode

    Cause being graded for every game that is played gets tiring after a while...

  • Archol123
    Archol123 Member Posts: 4,634

    First of all, even unranked games have a hidden rating players so matchmaking can work, second there is no reason to worry more about some hidden mmr number then than now and third, I don't see why it would get tiring at all, because in all games with unranked mode people don't care about how the game goes and try out stuff, but effectively our current system is unranked mode, both have hidden mmr to make matchmaking possible and people don't play all to serious, doing archives, daily and so on... I don't really see that changing...

  • Firellius
    Firellius Member Posts: 4,391

    So finding a teammate that heals you without running around the map aimlessly does not cost any time?

    Generally speaking, no. In most cases where you are injured, either you are in chase and thus cannot heal anyway, or you are being pulled off the hook by another survivor so you're right with someone.

    And even then, you can hop onto a gen and hope another survivor will come for the gen you're working on, meaning the time spent finding another teammate isn't being wasted.

    And 20 seconds is probably the most you will have, that's 80 m so it would have to be on the complete opposite of the map...

    In order for the self-heal to be inefficient, you'd need to lose 11 seconds, not 20, because that will bring the self-heal timer to 32 seconds, which is equal to the amount of time lost on a normal altruistic heal.

    11 seconds of survivor movement would be 44 meters, but that's split over the 'to' and the 'from'. If you're injured next to a gen and you need to move 20 meters to the totem to heal and then 20 meters to get back to the gen, CoH has saved you only 1 effective second, and you'd need to get SIXTEEN self-heals out of it in order to break even.

  • Tsulan
    Tsulan Member Posts: 15,095

    What was unhealthy about Undying? It was only used in combo with Ruin, because the stacks reset on every cleanse. So what was problematic about that?