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Why do people pretend that looping is even a thing in this game anymore?

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Comments

  • MrMori
    MrMori Member Posts: 1,619

    Play something M1 like Legion, crush newer players until you're high MMR, and you'll start to see plenty of looping. There's still loads of loopable tiles in the game. Sure, they've added more jungle gyms that are much weaker, more weaker filler tiles, but still as an M1 killer you're still quite loopable on lots of different maps. And plenty of powerful maps haven't received any changes at all, like Badham.

    I think part of the problem is the abundance of antiloop powers. Just in the last year or so alone, we have 4 killers with quite powerful antiloop in Xeno, Chucky, Vecna and Dracula.

  • fussy
    fussy Member Posts: 1,629

    I'm sorry you can't see difference between average chase time and average chase time PER MATCH and what kind of things it points to.

  • Volcz
    Volcz Member Posts: 1,183
    edited September 26

    I can't exactly agree with you since just the other day, I looped a Huntress on DDS for over 3 minutes while my 2 remaining teammates did the last 2 gens and they had NWO so we were delayed even more getting out. She made the mistake of staying in chase with me instead of going for the worse players & that ended w/ us 3 getting out.

    Good survivors can still loop. It does depend heavily on the tile & the killer you're up against. Staying at a loop too long and playing it wrong is usually what leads to people going down fast. And there are far more bad players and bad loopers in this game who have no map or situation awareness, don't look behind themselves in chase, etc. Gotta chain the tiles and try to predict things the killer might do (like a huntress slowing down to throw a hatchet through an opening in a window you're about to pass by).

  • Rulebreaker
    Rulebreaker Member Posts: 2,025

    Don't think we'd go that far. While a lot killers can deny resources, most only can deny them at a single tile (bar 2 and a half instances we can think of) or under circumstances (exemplified by NerfDHalready). Many of the resources we've seen while meh at best most times are chainable into more meh tiles creating a good ground to loop. Some maps are the exception, but overall but people can last abit if they keep moving.

  • Rulebreaker
    Rulebreaker Member Posts: 2,025

    But that's why you chain them together no? Like survivors themselves, you turn a bunch of mediocre things into something good.

  • danielmaster87
    danielmaster87 Member Posts: 9,424

    You serious? "Wallhacks"? What do you call Deja Vu or Windows then? Wallhacks for survivors? And you even list a counter: Object.

  • edgarpoop
    edgarpoop Member Posts: 8,368

    This. They're good guides, but take them with a grain of salt. Many of those loops are predicated on the killer not having Bamboozle or a power. Plus RNG. Like, the absolute most you're going to get out of Dead Dawg main running it the optimal way is 2 loops, and that's if the killer doesn't have a power and doesn't have their monitor turned on. They're informative guides, but he sets some wild expectations with his gameplay examples.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,928
    edited September 27

    Looping is definitely still a thing. Here, I'll even intentionally get hit just to grab the killer's attention, or if I lose them, make my position known to try to regain their attention. Don't mind the killer shack pallet drop, I was sick that day and not thinking, lol.

    Looping is easier than it's ever been with the amount of loop perks available these days. The only trouble you have are killers who specifically have anti-loop built into their kit.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,928

    Those chases have little to no difference with any new map changes. At best, the biggest difference is the school, but all that would change is visibility blocks in the hallways which, imho, is a survivor buff making it easier to break LOS from the killer. I still loop fine in "modern" DBD map design, so saying looping "isn't a thing" anymore is just isn't true (which is what the OP is saying). I could provide day-old chases, but there's no reason to go through the effort - looping is still a thing and still viable. I personally find looping easier due to the variety of loop perks now available. The infinites had little to do with looping and more about taking advantage of a broken map design which was of course fixed.

    If you "seriously" thing that a month old footage is no longer relevant, here's some fresh ones. This one is just silly, I'll admit, but fun nonetheless.

    Dracula's on this one, so you know it's new. Works

    Looping certainly isn't a thing from the past, as the OP claims.

  • lifestylee
    lifestylee Member Posts: 262
  • RpTheHotrod
    RpTheHotrod Member Posts: 1,928

    You may be confused on what predropping means. If you're stunning the killer with a pallet, it's not a pre-drop, though true pre-dropping certainly has its merits - especially at high level plays such as in tournies. Also, you seem to be under the impression that to proper loop, you stay indefinitely in one loop for the entire match. Quite the opposite, you're expected to move from loop to loop. You should give it a try, sometime.

  • lifestylee
    lifestylee Member Posts: 262

    You can chain loops together yea, you dont have to stay at one loop the whole time but this is mostly just running from pallet to pallet dropping it or maybe looping it 1x. I dont think most of these were stuns either.

  • Paternalpark
    Paternalpark Member Posts: 663

    Using main buildings as an example for how looping is still viable is, i hate to say, disingenuous.

    Killers have no reason to loop there once the generator has been completed in that area.

    Those buildings are known to be nerfed ie Haddonfield (Best killer map rn).

  • DarKStaR350z
    DarKStaR350z Member Posts: 765

    If the killer doesn’t chase you there then they are islands of safety you can run to from anywhere on the map using the speed boost when hit and reset/heal there.

    If everyone runs there when injured then killer has to commit at some point gen done or not, as otherwise injuring creates no pressure.

  • Paternalpark
    Paternalpark Member Posts: 663

    Only way those structures hold their strength is if the killer keeps respecting pallets and survivors greed.

    Once pallets are gone, the loop is broken to be half it's strength if that.

    Would be better to just hold w to a loop that still has resources.

  • DarKStaR350z
    DarKStaR350z Member Posts: 765

    There’s plenty of ridiculously strong vault loops tbf, you don’t need pallets to loop, they just extend or let you move to a different loop, or give the vault time to unblock

  • Xernoton
    Xernoton Member Posts: 5,842

    Teach me your secrets, please. How do I keep the average chase around 20 seconds? I am genuinely curious because it seems that I missed something very important in this game's design.

    20 seconds per hit is closer to the truth and even that is cutting it close on some killers. I mean, when I play Freddy I'm happy to get a hit after 30-40 seconds. And that's with STBFL because otherwise I'd need even longer just to catch up after a hit.

  • doobiedo
    doobiedo Member Posts: 310

    I mean you are playing freddy. The average is from all killers so freddy probably has some of the worst stats for this.