What does "Spread pressure" even mean anymore?
It use to be when talking about various slowdown perks, people would insist the killer needs to just learn to apply pressure better instead of relying on perks. Fair I guess... What EXACTLY does that mean though. People don't like when killers jump from 1 down to another to apply pressure via slugging. If you get downs really fast instead, that's generally a sign a killer's power needs a nerf. If a killer can ping pong between multiple survivors like Legion though, people don't like that the killer won't just commit to a chase. Hit and run tactics got Wraith and Ghostface SO much flak...
So... What EXACTLY should a killer be doing to "just apply pressure" in a way that won't immediately find itself as something to complain about? Everything has become a "skillless tactic".
Comments
-
best thing to do is just ignore the complaints. A vast majority of the complaints come from people who have never bothered to play killer and thus have no idea what it takes to win against decent survivor teams.
11 -
Umm we're not entirely sure if you're looking for like our definition or something else so we apologize but ask for clarification.
2 -
I'm asking for clarification on what spreading pressure even means since any tactic of it I can think of is typically complained about.
8 -
Just because it's complained about doesn't mean its not something that spreads pressure. I'd advise ignoring said complaints as ICL did above. The assertion that follows his advice is ridiculous, but the first part rings very true.
I dont personally feel 'spreading pressure' is a thing. Like one of those anthems people cry out as something that just is. Like survivors hiding in a corner with old Distortion. We all know it was BS and extremely rare to have happen, but it was still the anthem of the Distortion haters. Just an example to compare to, not something I necessarily believe. ;)
4 -
I can give you my understanding of that topic, at least!
To me, "pressure" in DBD is best defined (on the killer side, at least) as "forcing survivors to take actions that aren't generator repair". By "spreading" your pressure, you're putting that force onto multiple survivors at once, and forcing them to react with something that isn't directly progressing their own objective.
The best kind of pressure you can get in this game is hooks, since they inherently occupy multiple survivors. With one person on a hook, one person typically has to come save, and if you can get into a chase before that happens, the person you're chasing has to run away from you- leaving only one free to do gens.
That, to me, is spreading pressure. Any time you have multiple survivors occupied, any time there's only one or potentially no survivors able to freely do gens, you're spreading pressure.
There are some cheap, shortcut-esque ways of applying pressure, don't get me wrong, but the basic fundamentals don't require you to do anything in that vein.
Also, y'know, people will complain about just about anything, so don't put too much stock in complaints. If you don't do anything objectionable some players will just act like you did anyway.
12 -
Generally you'd be right... but that would also imply your getting a new target on hook as fast as they get OFF hook in order to constantly be pressuring more than one person. If a killer is downing and hooking people that fast, they often get put on the chopping block ala Chucky. We hear alot of "This killer gets easy downs" even if they have no map mobility or anything. It makes me wonder what is the goalpost here? What's the IDEAL spot?
I remember someone had posted a Tru3talent clip afew months ago with him playing Xeno on Glenvale. It was one of the shortest matches I had seen in AWHILE with every gen cranked out at record speed. Match was over in under 4 minutes. I could understand if the chases were really long... but they weren't. There was basically 0 looping and I don't think a single pallet was even used, meaning there wasn't really any way to speed the downs up any. People kinda just wrote it off because they don't like Tru3, but... If ANYONE had gone against that squad with the same loadout, would it have been ANY different? I feel "just apply pressure" was just a joke that match. I'll try to find the clip so you can see what I'm talking about. I'm not a Tru3talent fan, but I can still see that that match was kinda ridiculous for the sake of the sheer speed.
6 -
Well, in my experience the biggest problem people have getting downs before an unhook happens (outside of like, instasaves, you can't always spread pressure but it's a good thing to shoot for) isn't anything to do with their killer's power, it's just that they don't have the information to get into the chase immediately.
A killer doesn't have to be in release Chucky realms of overtuned to get into a chase quickly if you know exactly where you're going. It's why I'm a big supporter of information perks, they let you get into a chase very quickly and if you pick the right ones + support them with your own gamesense, you know to get into the best chase quickly as well.
It doesn't do you any good to just wander absently from the hook, or even to default to generator patrol, because that doesn't get you into a chase quick enough. Ideally, you should already know where you're going next before you even get the hook, or failing that have some kind of hook-info perk to work from after the fact.
You also don't necessarily need 100% uptime- there's still heals and travel time back to the generator to account for, after all. Plus, let's assume that you don't manage to get the down + hook before those two survivors get back on gens. If it's only a little while after those survivors get back on gens… the hook drags them off again anyway, so it's still very disruptive to their progress overall. Quick chases matter but they don't need to be that quick.
As for that video, no, nothing would've changed that outcome, but you're putting the emphasis on the wrong thing there. It's not that spreading pressure wouldn't work for anyone else there, it's that that specific build is so overpowered that you need luck to beat it, not strategy or skill.
Thankfully, genrush builds like that are exceptionally rare, so they don't typically factor into these conversations. Still needs fixing, though.
5 -
Found it...
BESIDES the constant commentary of gen defense perks, this was kind of a crazy match with regard to gen speed. It kinda draws attention to just how drastically gen speed can be affected by perks. I honestly doubt any specific gameplay could've changed this match's outcome. If Xeno COULDVE been able to match this speed with hooks... wouldn't that just show Xeno needs a nerf? What was the play here? You could argue he wasted like 10ish seconds at the start getting his power, but thats about it.
3 -
hooking is not spreading pressure. spread pressure is injuring multiple survivors before hooking anyone and typically, spreading pressure involves slugging but primary objective is to keep survivors healing other survivors while you chase and down one person(Tunneling)
The typical iconic perk used to be sloppy butcher to do this but with its duration of 90 seconds and New vigil destroying mangled, it's borderline becoming ineffective. I used to LOVE playing sloppy butcher+old Thanatophobia in my builds. Keeping entire team injured with 4% thanatophobia on healing+repair and indefinable mangled was amazing game-delay. Survivors that did not heal got slugged and your hits had more meaning.
In today landscape, i find spreading pressure ineffective because good players just pre-run shift-w. Moving around the map individual takes too long for many killers and if your spending 30 second hold-w from one side of the map with a pallet drop here and there, your not really progressing much of the game. This is couple with the fact that many SWF run 4 med-kit with Red syringe instant heal and Shoulder of broken where tunnelling people early is physically impossible.
3 -
Spreading injuries is a form of pressure, definitely. Hooking is just the best form of pressure you can get, not the only form. It doesn't involve slugging and tunnelling inherently, that's another layer you're adding in there, but spreading injuries does count as a form of (admittedly fairly light) pressure because it encourages reaction.
I also don't think spreading injuries is that effective in the current landscape, overall. You can make it work with the right killers and builds, but its heyday is long past, I think.
5 -
The awnser is easy: it doesn't matter if it's complained about, everyone complaines about everything in this game. People that complain about too much slowdown are probably the same people stacking 4 second chance perks, and probably also the same that teabag you at the end or even in the match, no matter how you play.
To legion, wraith and ghostface: people just don't like having to think. Realistically all 3 of them aren't to hard to play against compared to some chase-heavy killers, but they require you to use your brain and therefore they are hated xD
To slugging: never understood it in general. I understand hating it to bleed out often, but normal slugging is not a problem for me, not even if 4 people are slugged at the same time. The killer has to camp the slug or go away, so ether you can get gens done OR pick up, both of it is not that easy to archive how people claim. If you actually manage to bounce between the two things you preassured good.
3 -
Then for us it's keeping survivors occupied with something other than the gens or creating a risk for ignoring things other than gens.
One example being the common 1 hook, 1 chase, 1 rescue, 1 on gen scene. You have 3 occupied and 1 working ideally. If 2 are working and if you down and hook the chased one then the killer will either force no one working or people hitting the next hook stage if the killer finds one of the remaining.
Another is all survivors injured. They can keep working, but the killer can easily snowball because each survivor can be downed and hooked much quicker which then leads to a much more risky version of the above.
In either case it either makes Survivors focus on something else or risk being in a worse position that would require a full reset to try and comeback from.
2 -
Just wanna start that I'm not trying to be argumentative here, text doesn't convey TONE too well...
Your first example is essentially "Down ppl faster". That's kind of obvious, but generally just leads to people insisting the killer is "overtuned". Chucky got recently nerfed because although all he HAD was chase, apparently that was too much and other Killers that have mobility as well are probably on the chopping block for being able to do multiple things (Dracula and Lich).
The 2nd example was what I was talking about with hit and run. Every time a stealth killer gets complained about, it's generally due to THIS. The killer just gets a "free hit" and doesn't commit to chase. There's a thread up right now that are just filling up with complaints like this, with a ton of em just being eye roll worthy...
4 -
i am saying that hooking and spread pressure are two different concepts. spreading pressure is injures 2-3 survivors than chasing 3rd survivor or one of the injured survivors. the problem is that you face too many med-kit to do this and pre-run shift-w makes it inefficient time investment. like survivor heal faster in grouping than your ability to spread injuries.
0 -
We never said people are reasonable as people whine about everything and this is just our take. But it's technically just keeping survivors busy trying not to die, the most obvious is downing fast. You don't specifically need to down them but that's the "go to". Devour hope creates pressure damn quick once 3 stacks hit as people pretty much drop everything to go looking for it or die less the last gen is near done. You don't need to keep downing ppl with it but the threat is there creating pressure itself. A stealth killer has a weak universal map pressure against injured survivors as they can come outta nowhere to down you (it's weaken against swfs but that's beside the point). The survivors should try and heal or risk a untimely random down which is example 2. When those people whine about example 2 or a stealth killer, yes they're whining about that killer creating pressure and worthy of eye rolls.
We're also mildly sure that post shouldn't be taken seriously…we think anyway…
4 -
I mean, I've given my definition of pressure and it includes more than hit and run injuring. Is there some other definition you think is more instructive here?
Just defining spreading pressure as hit and run doesn't seem all that helpful in this context.
3 -
There's so many posts on these forums that just come off as whining and the killer is just denying everyone fun. WHY DO YOU HATE FUN YOU VILE KILLER!!! -grabs pitchfork- When discussing why people felt the need to kill themselves against SM, I'd get ppl saying I shouldn't have picked a killer that ppl hate, but... People hate EVERY SINGLE KILLER it seems... I saw a complaint against Bubba for daring to try to down ppl with his saw rather than M1ing. What's the fun way I can try to win that's gonna result in ppl dying and saying "That was EXACTLY the kind of match I come here for. I had so much fun."
4 -
To be honest it's more of a Survivors' excuse of losing matches against tactics they don't like (Slug, Camp, Tunnel, etc.).
The only way to 'apply more pressure' is to down Survivors faster, which won't happen against half-decent Survivors, especially if you're not playing S Tier Killer. But if you do indeed done it, they'll just demand nerfs to said Killers.
Either way it's best to just ignore any comments like this in future.
6 -
I have a great time playing both sides (tee hee) and literally could not care less about what people think of my game play, nor do I care how other people play.
4 -
What's the fun way I can try to win that's gonna result in ppl dying and saying "That was EXACTLY the kind of match I come here for. I had so much fun."
There is no answer, because most people hate losing, no matter how fair the loss is. That's just being a sore loser.
And you can believe me, because I'm a sore loser, so I know what the mindset is like. There's no pleasing people who aren't pleased with anything less than victory.
3 -
It basically means try to twelve hook every game while only using perks add-ons and killers I find acceptable (none are acceptable)
People who say spread pressure either know it's futile to do so vs good survivors and just want easy 5 min gens 4 man outs or are very misinformed about what good play actually it
5 -
Of course a Twins main WOULD say that you toxic fun hater!!! Teach Victor how to hook ppl!!!
Seriously though, I recently got to read the complaint of "abusing game mechanics" when talking about slugging. Last time I heard those 3 words were from a Killer main who would report ppl for looping after every match. It sounded just as dumb and I didn't think would EVER be said to actual people with so much confidence.
3 -
You kind of have to go into those threads and ask people what they mean there.
As others have said, different people have complaints about different things. It's kind of hard to respond to a nebulous statement that is referring to multiple posters. If I did, we'd probably be talking about two different things.
I'd like to see what perks the survivors were running to get a better idea on the strategy, but:
Major issue: why does he just stay by main? He's playing away from the generators into one of the stronger survivor sections of the map. Of course those gens are going to get done.
Other issues
-He's running unbound / dark arrogance / superior anatomy / bamboozle. I've seen Alien's run window perks before, which seems strange to me because windows aren't as huge a threat to the Alien as they are to other killers, but this is just overkill.
—Despite having ways to block windows, he takes time at the start of the match to destroy the door next to the window while survivors should be on the other side of the map doing gens (he's just allowing the side that is easier to defend to be picked apart).
*If you aren't going to use corrupt, you can't play the match the same way you would have with corrupt to prove that corrupt is needed.
-During the entire match he really is only ever in the area of 2 gens, one of which he is actively saying he can't defend.
—So basically - 'hey guys, this is the weakest area of the map, watch as I try and defend it to prove that I needed gen defense perks'
1:30 - he wastes time walking around the upstairs to destroy another door.
-He misidentifies what the guy on hook does, thinking he is trying to kill himself, but that guy then makes the death saves in the second stage. He's going against a squad that is trying to gen rush and is willing to take the 4% chance.
-1:50 - "possibly a balanced player" it should have been obvious that some exhaustion perk was in use when he dropped off and the survivor was no where in sight. He doesn't kick the gen, he doesn't pursue the survivor, he doesn't even think about that there is probably a second survivor in the area, he goes back towards main where the gen is already done (and if the survivor had looped better wouldn't have been caught)
-2:35 - the survivors aren't doing any type of looping, but they don't need to, they're just pulling him away from gens.I honestly doubt any specific gameplay could've changed this match's outcome.
He should have gone to a different section off the start.
Even if not running gen defense, this was a weak build ('meme build' he calls it).
He should have seen that the survivors were spending no time setting up turrets, they were just smashing gens. This means three things:
1: He needed to identify an area of the map that he wanted to play around.2: He should have been trying set up some kind of snowball.
3: That this is unlucky, you bring an anti-loop build and the survivor bring genrush you are in trouble, but that's the nature of the game on both sides, sometimes you guess right/wrong on the build.
He's not really pursuing any strategies. Never slug, no defense of either the hook or gens, taking chases that he shouldn't to bad areas.
A killer, with a weak build, playing on the bad side of the map, while talking with his chat - it shouldn't be a surprise if he lost to a survivor team that had the right strategy.6 -
I generally agree with @jesterkind on this topic.
The biggest thing is that the killer generally creates gameplay for the survivors. What I mean by that is that if the killer were afk at the start of the match, survivors will just do gens and leave. (Or likely do 4 gens, 5 totems, then finish gens to counter an end game build).
Most everything else survivors do in the game is responding to the killer's actions. The biggest three being chase, being on hook, and rescue/recovery. Some killers have specific interactions that also consume survivor time: turrets, EMP's, RBT, pinhead's box, even zombies, are there to give survivors something to do besides gens, with consequences ranging from information and time waste to outright killing the survivor if they're ignored too long.
Spreading pressure, imo, is the macro game of giving the survivors enough to do that they can't efficiently focus on gens.
When I play, I typically use something like lethal to get into chase fast (and ideally find 2 or more survivors I can interrupt immediately), then another info perk like BBQ to keep in chase. I don't want to stay at the hook, that survivor is already busy. I want to give someone else something to do instead. Spreading pressure is juggling the survivors so each of them have tasks they have to complete (chase, stealth, hook, v healing), with those they want to complete (gens/escape).
Unfortunately, many killers in this forum hard focus on "strategies" that actually minimize the amount of pressure on the map.
Tunneling, and camping, for example, put all of the pressure on one survivor. The killer is banking on the survivor team falling apart and panicking into making mistakes (which is more likely in solo q), but in reality there just pressuring one survivor on hook or in chase, forcing one survivor to rescue, and the other two survivors are left completely alone. So they'll do whatever they want (hint: it's gens), although the killer is hoping that they all come rescue, in reality they can have half the team on gens for most of the game.
Which is why people complain gens go too fast. Using these strategies, you're only occupying half the team, and hoping that you can tunnel one person out of the game before 2 survivors can finish the gens.
The new slugging meta is basically the same thing: relying on the survivor team panicking instead of giving them something to do.
As to the reason these strategies are complained about, well that can vary by person. But usually it revolves around one player not getting to do anything but chase and die (not the entire survivor catalogue, which is heavily punished by both don't and getting next to no BP), and the rest of the team also doesn't get a full survivor experience (basically do gens and hope the one being tunneled can give you enough time).
One person gets all of the killer interaction, and no hope or chance of escaping the match, and the rest of the team is playing "do gens and leave" which is exactly what happens if the killer is non-existent/afk.
With slugging, you have the extra problem that it's clearly not how the game was designed to be played. It's similar to the old hatch: yeah you could get an entire team out via hatch in the old system, but obviously that wasn't the way it was supposed to work (and they, right, fixed that part). Hooks are the game design, so bypassing that for the match win feels cheap, which is also how old hatch felt.
6 -
Spread it so thin that survivors don't feel it.
6 -
Pressure is anything that makes Survivors do anything other than be on gens.
Pinhead with Pentimento and Plaything? Pressure.
Trapper blocking areas and making them dangerous, forcing Survivors to walk rather than run? Pressure.
Ghostface having people possibly 99ed at any time and able to down them if they touch a gen he's near and don't keep moving? Pressure.
Houndmaster being able to send Snug to scout elsewhere while she scouts a different area? Pressure.
Dredge being able to teleport to lockers right near a generator tactically? Pressure.
Chase? Long Downs? Keeping an eye on a hook that is near a gen cluster that Survivors now HAVE to come to because the other gens are done? Getting rid of lots of resources? Pressure, pressure, pressure.
Every Killer has a different form of pressuring, and they can all work really well depending on the player; generally MOBILITY pressure is one of the strongest kinds, but all forms of pressure are still tools that get Survivors off of gens and engaged with something else. In fact the Killer just BEING there is pressure, so the best way for any Killer to Pressure is to find Survivors and engage with them. Some perks pressure other things too, like how gen perks pressure gens.
Pressure is also what Survivors can exert on the Killer, mostly only in the form of gens or a few niche perks. The other perks are more just there to save their skins and buy them time to do actual pressure. Chase is also for buying time for your team to do pressure.
If anyone is complaining about Killers and their intended playstyles, you can safely ignore them. Hate the game, not the player, if you don't like the way a Killer plays that is not the player's problem or even BHVR's problem. It's a perspective and an "I believe EVERY single Killer player ever is a sweaty no good poopy meanie butt! >:(" issue. Basically, it's a YOU issue if you complain about how Killers are intended to play.
This is also why tactics like tunnelling or slugging do not always work - those are very niche cases, you're not supposed to do those all the time or for very long because they are not just unfun, they're a two-edged sword: you are throwing away so much pressure on everyone else for the sake of that one Survivor. Yes, there are cases you may need to do this because a situation is spiraling out of control or you know you can get just this ONE person but not all of them, and yes, some Killers excel at these tools. But that's all they're supposed to be - tools, very blunt ones like a hammer or a mallet, not something fine-tuned to really put the screws on Survivors, because they can do as much harm to your game as they do help. So if your whole playstyle is to slug everyone at five gens… what will you do when the Survivors know how to play around that? If your whole tactic is to just tunnel the first person you see, ok, but what will you do when you pick someone who actually knows how to run a Killer for ages?
And no, Killer strength does NOT matter here either. Knowing what to do when is what counts. Playing a back-to-hook Nurse works great! Until you run into the team that can sabo-wiggle and use WGLF and all these perks that PUNISH returning to hooks, then you look at the Myers off in the corner who knows how to spread pressure and use his perks and power to his advantage and wonder how this "weak C tier" is doing so well but your "powerful S tier" can't hack it. The answer is… because experience and flexibility in playstyle, and knowing HOW to pressure in several ways, almost always wins more than just brute force in this game. It's not the easy way, but it is the best way, and it also means you won't skyrocket your MMR by sweating all over everyone until you only meet these nightmare SWFs that know how to snap your Killer in half.
The best Killers blend a mix of knowing how and when to use their power, how and when to spread pressure with their presence, and how and when to use brute force if they absolutely have to. They never just settle on one specific playstyle because one size doesn't fit all.
2 -
When killers talk about spreading pressure, they're usually referring to keeping balanced presence around the map through macro play, effectively having as many survivors as possible "feel their presence" at a time. This is generally accomplished through actions or methods that disrupt their progress, or introduce risks to focusing on things like gen efficiency or healing. Some killers are naturally good at this, like pinhead and even lil miss piggy. Unfortunately there is no universal method of being able to do this well, so on M1 killers (and even M2 ones with poor map presence) it becomes a much taller order and only really happens during 3 gens or other similar configurations where they can chase people off one gen while chasing another survivor/controlling a particular area of map (like a hook.) Slugging also falls very heavily into this, as one survivor down is one not able to work on gens or perform other tasks like healing, thus diminishing the survivor presence in lieu of strengthening the killer's.
When survivors talk about spreading pressure, they mean "stop pressuring me, go pressure other survivors instead." Basically they're voicing frustration at scenarios like tunneling or aforementioned slugging.
I feel like thats a big part of why it gets thrown around in a more nebulous fashion when there is no perspective other than "its a thing you're supposed to be doing." Spreading pressure is good and it is a thing that killers should try to do whenever possible in terms of good macro play, but sometimes people don't even know what they're actually asking for (or who they're asking it of.)
closing disclaimer, yes I know there are survivor players that know the difference and even killer players who don't. This is strictly a general observation due to one side actually needing to understand the meaning of the term vs another simply being able to demand it without having to understand its applications, and even lamenting when they get their request if it's done in a fashion they don't personally approve.
3 -
As far as the slugging not intended part... why would they introduce slugging perks if they didn't intend for killers to slug people? Deerstalker is a general perks that's been a part of the game since the beginning, before we ever got perks like plot twist that introduce methods that could down a survivor without the killer being involved. I have a hard time coming up with a point to perks like deerstalker, or knockout OTHER than slugging. It sounds like that was 100% the intended design of those perks. Maybe not to bleed people out... but definitely to leave them on the ground for awhile.
5 -
It's the latter. They get beat by no add-ons/no perks Wraith, Freddy, Pig, etc. So a killer struggling when they're bringing "strong" stuff is alien to them. It's a shame the devs can't just show us our MMR in-game. I think the fact that they don't is intentionally confusing.
4 -
Pressure distribution is just a "this is how we want it" that survivor mains want it to be. Unfortunately, in the current game balance and design, the killer's optimal solution is to promptly camp or tunnel one person out of the game early and create a 1vs3 situation.
2 -
I think you're misunderstanding what I meant.
I didn't mean that slugging isn't intended ever, it's a part of gameplay. I've always said that camping, tunneling, and slugging should be situational, so they have a time and a place.
However, if the killer decides that the time is "always", and the place is "everywhere" there's a problem.
Slugging occasionally is fine, if for situational reasons. But we're now talking about a killer meta where the goal to win the game is to slug at 5 gens, no matter what. That. Is a problem.
Which is why I brought up hatch. Hatch is perfectly fine because it's rare. It's a situational mechanic, that barely continues to escapes. However. Before it was changed, people would go into matches with idea that they would escape by hatch, sometimes the entire team, no matter what. That wasn't the goal behind the hatch mechanic, and shouldn't be how hatch is used, so they changed it.
Slugging every survivor, every down, in every game, as the killer's win condition, is clearly not the game design. Killers get BP penalized for bleed outs, hooks are clearly the intended way to sacrifice and kill survivors.
That's my point. Excessive slugging is a problem, especially when it becomes the goal to win the match in the lobby.
6 -
Hate to be off topic but the fact Cheryl was attempting kamikaze on hook on a winning game. This a prime example why I only 4 man swf.
Back on topic I see pressure as doing things that forces survivors off the gens like doing multiple injuries. Pig and pinhead fits as prssure mostly. Pinhead hook player 1, player 2 needs to rescue, player 3 is chased and player 4 needs to do the box.
Pig trapped one person with rbt and now the other survivors will put rbt person in danger for completing a gen and ofc rbt person has ro avoid being spotted, most time has no time to heal and can be tunneled even easier etch.
I guess slugging ofc is another factor as much as I hate to agree with it...but yeah that is pressure. Another one sorta is being able to at least down 2 people and hook them fast.
Post edited by buggybug on2 -
I'm with ya... partly. As far as slugging at 5 gens goes... If there's an opportunity to down multiple survivors, what's it matter how many gens there are? That's like saying a survivor shouldn't get a flashlight save on the first down if they COULD get one and should wait to only save ppl on deathhook.
You said survivors should be sacrificed via hook. That much ill definitely agree with. Bleedouts shouldnt be someones goal going into a match unless your dealing with a squad thats hellbent on sabo or something. That however doesnt mean a killer cant down 4 ppl and do cleanup duty at the end of the match by hooking them.
1 -
In regards to the 5 gen slug, I think they were referring to more when its premeditated than when its reactive to the situation. If you're playing Myers and get a strong Infectious Fright chain with a T3 pop, it'd be pretty stupid to just ignore people and focus on just hooking one at a time instead of slugging in the moment. But going into a match with a full knockout/deerstalker focused build says that group slugging was the plan from the start, which I think is more what they were going for. Honestly I agree with both of you, the unfortunate situation is that slugging is a lowest common denominator strat, so you both need it and need it to not be the optimal play at the same time.
The fact of the matter (imo) is we got to the slugging meta through a combination of alternatives getting weakened paired with survivors getting incentivized for being hooked. This always leads to a resurgence in LCD strats as they are (near) universally effective across the roster (though some are obviously better at them than others,) and they are disproportionately effective for their skill and tactical requirements.
TLDR: Slugging shouldn't be as strong of a carte blanche strategy as it is when prepared through ones loadout, but likewise it should always be viable in situations where it is the actual smartest play.
The problem comes from it being the smartest play the majority of the time, both because other strategies have weakened and properties that benefit from being hooked outweigh the actual act of hooking. What we need are more healthy playstyles being incentivized and promoted and the level of oppressiveness of group slugging to be reduced simultaneously. I'll even argue that perks like knockout and deerstalker have their place in the game in their current forms, but that they simply synergize too strongly with the current meta that has been growing around group slugging. Also make hooks feel like less of a liability, then make them more desirable compared to the pressure that slugging provides.
1 -
I think "Pressure" is largely just the killers ability to affect the actions of survivors. Something like Artist forcing a survivor off a gen with crowd or Ghost face intercepting an aura while in Stealth. Killers can have more or less pressure in a situation just by nature of their powers.
With that in mind, Spreading Pressure wouldn't really be a proper skill so much as it is the killers ability to effectively capitalize on the situations they're in to block the actions of as many survivors as possible.
So from what I can tell, telling killers to get better at spreading pressure is basically just 'git gud' in DBD slang, the same way 'just do bones' was as a response to NoeD for awhile.
0 -
Pressure is a vague macro play term (big picture aka a whole match not a single chase or gen) for the time bought through your own actions usually forcing survivors away from their primary objective like generators and onto secondary objectives like healing, going for saves, cleansing hexes, chase, ect. Or buying time for your teammates to complete generators through chase, or stuns, or forcing extra hits with endurance perks, running in advance, ect. Now while pressure can come from perks as well as just regular play some players assume that you can gain enough pressure to stall survivors long enough to win a match without perks or stall a killer long enough without perks.
Now yes this is technically true there will be matches where you don't need to run slowdown perks or perks / items to speed up gens to win with just the basekit amount of pressure you as a player can apply, this is because the amount of pressure to win a match varies from game to game, so depending on your skill level, what character you play, what map you end up, what layout ect there are a near infinite number of permutations for the amount of pressure you need to apply match to win. And usually players prefer to overdo it rather than underdo it. Tunneling even if they might not have needed to, slugging when they might not have needed to, camping when they might not have needed to. And of course, using slowdown perks when they might not have needed to. Strong items, Strong perks, Strong map offerings. Both sides overdo it because its safer to overdo it and win then it is to underdo it and fall behind then lose.
In general killers lose when they can't apply enough pressure or apply it fast enough and survivors lose when they can't apply enough gen pressure early game to make up for the late game slog if the killer is apply enough pressure through cycling hooks or tunneling or slugging ect.
The problem with pressure and that most players have with it is that its well vague, there isn't really a concrete measurement to say exactly how much pressure you apply or a visible indicator of how well you are applying pressure until you take a step back and see the outcome of the match on a larger scale.
Slowdown perks and perks and items that speed up gen progress are two sides of the same coin, when you as a survivor cannot apply enough pressure to get through a killer playing well you might want perks to decrease the effect of the pressure the killer spreads through gen speed perks and toolboxes, If you as a killer cannot spread enough pressure through your gameplay or prefer to spread pressure in certain ways or ignore certain parts of macro play and not want to suffer the punishment, you can supplement it with slowdown perks.
Its naive to expect everyone to play the perfect meta way every match or play like otz or hens or some other 10k hour dbdtuber, sometimes you want to take long chases, sometimes you don't care if you aren't creating deadzones then corralling survivors to it, sometimes you let a 3 gen go because it would just be a boring match. Play how you want to play / how you feel you need to play and don't listen to people saying you should do X instead, because usually its not in your best interest.
1 -
'Spread pressure' means doing anything that slows or stops survivor progress. Survivor players who are completely absorbed by a selfish game-scrub mindset will always say that killers shouldn't do anything that isn't "fun to go against" which translates to 'anything that beats them.' If you win as the killer (in any way), you'll almost never get approval from most people playing survivor, it's futile to try. Ignore them and keep spanking that booty, you can't force anybody to adopt a better mindset.
4 -
its a buzzword used by survivor mains to try and gaslight killers into thinking that tunneling is not necessary.
example:
"ur playing pig on badham against a 4 man? stop complaining about anti-tunnel, tunneling isnt necessary bro, if ur good then u can spread pressure"0