http://dbd.game/killswitch
Genrush
It's time to admit that such a problem exists in the game. If you not play as Nurse or Blight, you will lose three genes for the first chase and the remaining two genes for the second. it's not even funny that someone complains about noed in such circumstances. I wanted to try the updated Freddy, but I ran into several repair squads. SWF should be given a repair penalty for each member of the squad. They have already been rewarded with voice chat, which is the 5th strongest perk. or should the game be fun only for Nurse, Blight, and swf squads?
Comments
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Two questions.
- Why do you presume that a group of survivors punishing your chase inefficiency with gen efficiency is a SWF? They just as easily could be good solo players, given you're only getting 2 chases in a game and therefore aren't applying any sort of organization-requiring pressure for them to manage.
- Why do you not presume that gens are flying because you aren't properly applying pressure, instead choosing to blame your opponent for doing what it takes to win their matches?
Of my three mains (Singularity, Oni and Trapper) none of them need more than two slowdowns to win the vast majority of my games. Hell- I could probably get away with nil slowdown on Hux and still win more than half, ditto for single slowdown Oni. None of those three are Nurse or Blight.
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because I can look at profiles and read post-match chat. you named two strong killers. do you understand the difference between tier A and tier D for Freddy? and I used the chase perks to catch quickly. and then I saw three different genes disappear at the same time. Solo survivors don't play like that. they perform tasks from the book or hide at any sound. trapper? you probably only use iri addons and a map, right?
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Iri addons and a map? What do you take me for, someone with bloodpoints to spare? I run fastening tools + coffee and bp offerings - the addons mimic 2v8 trapper which is when I first picked him up, so its comfy.
You didnt catch quickly, if 5 gens go in two chases. They had to be splitting them, which means realistically if they all had very good toolboxes and deja it was… maybe a minute to those three gens dinging - and that'd leave you with a pretty good gen spread if they all did the gens they appeared next to, but presuming you held nothing, and one survivor went for the unhook, your second chase would need to be closing in on 2 minutes for them to finish two more gens in that time.
The backwalk is interesting - you said the game is only good for Nurse and Blight, now its Singularity and Oni too? Do you want me to keep naming killers - we could make the game balanced in the blink of an eye!
As for Freddy, he isn't D tier anymore. Sure, he's not super strong but still.
And finally, for how solo survivors play, they do gens. I've played plenty of solo survivor and the teams are reasonably efficient especially if the killer is getting rinsed by the first survivor they chase.
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So lemme get that straight:
If survivors don't prioritise tomes over playing the match normally or play in a fashion that is generally considered a terrible way to play, they ought to be swf and/or are OP?If three gens pop more or less around the same time by the time you hook the first survivor, then you spent ~70 seconds in chase (counting ~10 seconds to pick and carry the surv to a hook + assuning you spend about as much time getting to your first surv as survs spend getting to the first gen). Afaik the intended median chase time is ~45 seconds. You're way over that which suggests you should look at how you chase; is it the chase itself (hugging tiles, mindgaming, knowing how to play certain tiles etc.) or is it keeping track of when and where to chase and when and where (and who) to better not chase to build pressure? Generally, it's a bad idea to chase certain tiles with certain killers - and it's generally a mistake to over-commit.
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you can still lose with 45 second chases. co-op 1 gen takes 52 seconds. if each chase is 40 seconds+12 second walk time to the hook. you lose the game in 5 chases. the killer needs 7 hooks min to get 3 kill with perfect tunneling but survivor finish the game in 5 hooks.
you can watch tru3 streams where he does 45 second chases throughout the entire game. he has had games where he made 0 chase errors and still lost with 2k or 3 escape. This is particularly common on weak killers. often killer between C-tier & D-tier which is like half the cast.
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let's clear things up. I said there is a problem with genrush. second, Nurse and Blight are the strongest. third, when you go with people via communication and with random players - these are two different gameplays. fourth, you yourself admit that the problem of genrush exists. fifth, I myself am in favor of nerfing Nurse and Blight and strengthening the others, because going against these two is suicide.
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I said there is a problem with genrush. fourth, you yourself admit that the problem of genrush exists.
You misunderstand me. I admit that doing gens exists. That its a problem that survivors do gens? No, just apply presusre better, a point now detailed to you by two people in this thread. It's been highlighted that you are either lying about how quickly your surv opponents are working gens, or lying about how quickly you are catching them. You cannot both be taking short chases and losing 5 gens to 2 chases in the majority of your games.
third, when you go with people via communication and with random players - these are two different gameplays.
Not… always? Sure- there are squads that exist and use comms to hugely augment their experience. But every SWF i've been in and most SWFs ive been against are fairly indistinguishable from normal players - chatting with each other in voice chat rather than using it to play as if there's money on the line.
I also think given how common globe players (Epic or Console) are, there's no way to know assuredly if someones swf or solo. Plenty of Steam users have their accounts on private, and just go next in EGC. You can know sometimes, but there's no way of assuring yourself without confirmation bias.
I'm just gonna discard the comments about Blight and Nurse. Every killer is capable of winning the vast, vast majority of their matches. This isn't even a matter of debate. It's just how the game is.
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you focus a lot of attention on me personally. I'm talking about the problem. By the way, have you seen the Hens video about the world record? this fits the topic
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I feel like some kind of anti momentum would do wonders for newer killer players to stop multiple gens popping all at once, akin to deadlock or corrupt intervention. To give killers more time to make mistakes, that way it doesnt effect the 3 gen in the late game but helps buy the killer time where gen pressure is strongest, in the early game.
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SWF should absolutely get repair speed debuffs per SWF amount. 4 man SWF impacted heavily and two man SWF impacted the least. This wouldn't impact SoloQ at all.
BHVR needs to start targeting SWF and balancing the game around a nerfed SWF. Would be better for all.
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Your perception of gen completion speeds is the most relevant part of the discusison. Your opinion is founded on a misinterpretation of the speed at which gens are typically completed, so I have to meet you and discuss with you on that point.
Hens' world record escape attempt is irrelevant to this discussion, because you are not going against world record attempt SWFs ever. Balancing around the 1 in a million groups trying to escape in sub 2:30 is a bad direction to take the game.
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two survivors double the first gen, one survivor is on the second gen, the last one gets chased.
first gen = 52 seconds
second gen = 52 charges at hook (probably painres; down to 42 charges), then should get PGTW about 10-20 seconds later (again back to about 40 charges)
one of the survivors of the first gen finds a new gen, the other goes unhook + reset. Assuming you don't go straight back to hook but find the surv that was doing the gen you popped (you should have a good idea of which 1-2 gens you have check for pop) we go to the next chase with 52 seconds.
second gen: is regressing for at least 16 seconds and is down to 36 charges or less by the time any survivor gets there. Let's assume the two who reset go there to double that. The gen pops.
third gen: get's to 52 charges. Get's painres'd and subsequently popped
From here on we repeat.If you actually play that way then yes, all gens would be done when you get your 5th hook; depending on how you play endgame you can get anything between zero additional hookstages and enough downs to get a 4k - but let's just assume the survs either safely rescue or just leave; so it's 6 hooks or 1k.
However, this calculation assumes that everyone just teleports and spends zero time traversing the map. This is already unrealistic and where most of these calculations go wrong. You move across the map. Survivors can't just beeline everywhere; they run into you, you run into them, chase runs into a gen that is being progressed - and ideally you have enough makro-awareness to control this process; make chase go somewhere where you know other survs are that then need to relocate etc.
All in all it comes back down to: It does look like you have trouble building pressure. Your best way to build pressure is to make survs run across the map.
I don't care very much what Tru says or does - I know there are varying opinions on him covering the entire scale from 'he's the worst' to 'he's the best' - overall I trust the players that I know and that I have played with and against and have watched play a lot and while there certainly are grievances and Genrush does exist - none of the grievances is Survivors doing gens efficiently with the basekit options available to them. It's them bringing specific loadouts to do gens as fast as possible along with knowing exactly which tiles and chase-strategies give certain killers a hard time.There are killers who have an easier time than others and not all killers are chase-killers. They are, imo, the most fun ones - but if you want to 'just chase' with a zoning or trapping killer that ain't gonna work very well.
All that being said, I would strongly recommend you record some killer matches and upload them either here or on a dbd-server that has a coaching category and ask what other people playing these killers would suggest/recommend. If they have advice, consider following it. - If they agree with you then their feedback is much more valuable than what anyone here who hasn't seen you play can say.6 -
this calculation assumes that everyone just teleports and spends zero time traversing the map. This is already unrealistic and where most of these calculations go wrong. You move across the map. Survivors can't just beeline everywhere; they run into you, you run into them, chase runs into a gen that is being progressed - and ideally you have enough makro-awareness to control this process; make chase go somewhere where you know other survs are that then need to relocate etc.
Killers after hooking have to go to gens, find the survivor, begin the chase. their time sink to transition between chases is longer then survivor's time sink to go next the gen. you look at light posts as survivor and you run to them. it is very simple. Indoor maps are only maps where gen take slightly more memorization but there is not that many and towards any player over 2000 hours, they likely have every map in their head for gens. depending on your ability to learn games, you might get in 1000 hours or less.
i am saying that base-kit, survivor get gen-rush because their objectively is physically faster. It is anywhere between 2 minutes -3 minutes faster. lowest bound is 2 minutes than you have factor in the 3rd player which can spend up the game or not. that is why if you notice SWF escape/kill-rate, notice how escape-rate dramatically increases in 3 man swf and than it major increases in 4 man swf. that is because the gens go faster in 3 man swf then 2 man swf and they go EVEN faster in 4 man swf because everyone is purely glued to objective. no joke, if you have ever played 4 man swf, you feel like your speed-running the game. there has been games where 1 chase = 5 gens. that is how quick it goes.
Your right that killer failed if 1 chase = 5 gens and you can argue the same that 1 chase = 3 gen is killer failing however i am arguing that when killer is good. They play killer properly. they still have a chance to lose. a killer that has 45 second chases with minimal time between said chase should not have losing chances. they should only have losing chances when the survivor outplays the killer.
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The thing with that addition is that it's easy for games to go south in solo-queue and SWF when survivors cannot properly do gens.
I get the sentiment behind it, but generally it's just a catch-up mechanic for low-tiered killers and can help high-tier killers secure a 4k much easier.
If survivors decide to split up on gens and pop them accordingly, they shouldn't be punished for doing their sole-objective. If you want survivors to do other things, simply bringing Hex: Totems, such as Devour, Pentimento, and/or Undying would push them off gens and buy the killer valuable time.
Edit: I see that you were talking about newer killers, but the same could be applied for newer survivors. Then again, I feel like handholding of any kind is generally not a good sentiment as people need to learn how to play the game efficiently and it's hard to determine what is a new "killer" - is it a select amount of hours, is it dependent on playing a whole new killer and you have many hours elsewhere, etc?
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It's always the killer's fault, isn't it?
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Nor should the game be balanced around the top of the top killers. But it is. And that's why every single killer who plays loses not to good chases but to gen rushing.
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I think it depends on many factors - I consistently 3k-4ked with Trapper, but that's because I don't play Basement Trapper and I focus primarily on gen defense (as Trapper needs it).
Just need to find a happy balance and structure your build around the killer's weaknesses when they're a low-tier killer. I run Lethal Pursuer, Barbeque and Chili, Pain Res, and Pop on Onryo and I can 4k a game easily.
Both of these killers are considered low-tier but if you make a build around their strengths (Onryo has mobility with teleports) and weaknesses (Trapper needs more set-up time) - then you are pretty much solid imo.
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You lose to an inability to apply sufficient pressure. Calling it "genrushing" makes it sound like something that happened to you, rather than a failing on your part.
Like I said, I play three killers that aren't top 3 (most estimations put hux in top 8, oni in top 12 and trapper in bottom 3. Two good one bad), and win plenty enough with minimal slowdown.
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Not always, but often.
Failing to occupy the survivors with consistent pressure seems like a pretty common flaw in a lot of players' games, going by my own anecdotal experience playing survivor and what I can glean from others. It's not at all inappropriate to at least check about that in discussions about someone's poor experiences playing killer.
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Do you play a lot of survivor as well? Because this does seem a bit one-sided. Yes, the killer has to go somewhere. So do survivors. Survivors have to move around killer movement; they have less direct paths and are slower. If, as a killer, you have a decent understanding of the map you should, more often then not, know when and where you can cut off a survivor heading to the next gen or heading to the hook, forcing survivors to reshuffle, which makes all of them move - which is none of them being on a gen.
When it comes to Solo vs swf I think the more accurate reflection of the "base kit balancing" of the game is actually the low MMR stats. - Simply because how effective tunneling (by which I mean getting down to 3 survs asap) is up to a certain point; there are a number of players who end up in high-killer MMR because of it without ever having acquired the skills needed to succeed in high MMR. [Or that is my take-away from looking at the people I play with and how baffled they are by what kind of potatoes make it to high MMR] And in egc they are quite talkative; about how rarely they lose and how broken everything is and how it's all genrush and so on and so on — and my guys just sit there give an exasperated sigh and go "dude - you don't know how to run [tile] - What do you expect to happen?"But again; this is all he-said-she-said and really just the impression I got based on what you write. I might be wrong - I might misunderstand. - I wouldn't know without seeing you play and even then I probably still wouldn't know since I don't play all that many different killers (really, the only one I still play regularly is Nemo…) Which is why I say: record some matches, head somewhere where good players (! — there are a lot of guys who think they're good players when really they're not.) like to give advice and ask for advice. Good players will also be able to tell you rather quickly why what you're doing is not working and for what reason; and if the reason is "because that's just the limit of the killer because they can't do X" then that's that.
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I feel like giving survivors more ways to heal themselves like self care being made base kit like it was in 2v8 etc when they need it most would help solo queue and encourage survivors to stay in the game and do other stuff, newer players would be less afraid to learn as they can make more mistakes and anti heal will still be effective as it will regress the bar when they are found. I'd imagine it'd help a lot with the current quitter epidemic and give perks like no quarter more value.
2v8 is full of a lot of great ideas, that should be experimented more in the base game, maybe its own queue, base kit unbreakable in 2v8 allowed survivors to avoid slugging without taking away it as an effective strategy.
I feel gens being blocked to stop momentum like deadlock and corrupt would be a fair trade for such things making the game more fair and back and forth for both sides.
of course I don't have data etc to back that up, but such things feel good to use, and dont feel horrible to go against as someone who plays both sides. And I feel this is what we should be looking at base game.0 -
There's honestly nothing you can do to actually stop a group that doesn't mess around and focuses gens, they don't even need progression speed builds for ludicrous completion rates. You're especially screwed if you get put into a gen-split scenario. Best thing you can try to do is roam the 3 gens closest together and float to the fourth closest one on occasion, but then the anti-3 gen system kicks in and disables regression after you've put up too much of a fight, in essence, forcing you to let the other team score a goal.
It's frankly the most biased thing I've ever seen from a developer in a PvP game.
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no, you just latched on to me. you need time to find survivors. if you didn't take Currupt, you go around all the generators on the map and listen to the sounds. then a chase ensues which lasts for a while and if you're unlucky with the map you'll be faced with some nasty pallets and windows. you caught surv and see that there are 2 gens left. That's what I mean. Stop attacking my personality.
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You're not taking a fast chase if "then a chase ensues which lasts for a while". Congrats, we've found out why 3 gens pop.
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So lets punish Survivors for successfully completing their objective? That sounds so healthy for the game.
Why encourage Killers to learn how to put pressure on Survivors when you can just add a new mechanic and handhold them? I'm sorry, but this is truly a bad idea.
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Yeah, I think it's more so causing newer killers to become more reliant on it causing them to have lower skill expression when they first start.
Honestly, I would get rid of the level restriction entirely. No reason why you have to level up to 15 to get four perks.
Newer people therefore have to sit through games to level up just to be able to use 4 perks.
When you say more ways to heal themselves, what do you mean? Because I know many people would get annoyed if Self Care was basekit due to how slow the healing in general is. You'd just have low MMR survivors healing themselves in a deep corner of the map, while all the other new survivors are doing whatever it is that they do.
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no, we found out that you did not write a single comment on the topic. if I created a "how I play" post we could discuss it. Now, if you have nothing to say, please pass by.
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Here's random video of tru3 starting the game. let's count how long it took him to find a gen. 1, 2, 3, 4, 5, 6, 7, 8 seconds.
ok here's start of a killer game. how does it take tru3 to find first survivor. 1, 2, 3, 4 ….. 48 seconds. even when you know when survivor is after hook. it still takes like 20 second to go into the chase and there is 3x survivors on the map compare the killer. the transition times between chases are either == or longer for killer.
the dev expect you 10-12 hook with super fast gens. crazy.
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If you have played 2v8 its around Strength in shadows speed, which isn't bad at all honestly, I think it being available for a duration after being unhooked would be helpful for solo queue or the like, or on final hook like it is in 2v8.
It's not punishing them, it's how quick gens can pop in succession without any slowdown in a build, if you've ever played killer casually it happens really often, when something like this is in place we'd be able to balance killers to be less oppressive like Nurse/Blight etc and focus more on fun killers ot interact with.
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I suppose, but maybe it's just my time of playing DBD — I feel like in order for a person to get better, they need to deal with situations that are both ups and downs. People need to be more aware of what they could have done better and how to manage things much easier.
Even then, sometimes it's not best to just heal yourself all the time and I feel like it would create bad habits in general. Similar to basekit Corrupt Intervention and whatnot.
I know how it feels to be gen rushed - I was on Legion but I still managed to get a 4k easily because I slugged for pressure and the survivors were being overly altruistic. People need to learn certain gameplay tactics to alleviate pressure without blaming it solely on how the other person plays.
These two ideas are nice in a vacuum, but makes people handicapped once they no longer have the tools they need. Then you add in higher hour players and they wonder why they don't get basekit Strength in Shadows everywhere on the map or Corrupt Intervention.
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I agree players should be improving… but at the same time that's the point of things like this, to allow them to have more time to improve. The problem with DBD right now is games are way too snowbally one way or another, something like this to encourage more back and forth would create a better quality of match overall.
If newer players can heal and get back in chase and take more risks, they'll learn more and also not feel like they are being tunneled out, it's faster for a player to be healing themself and another on a gen, than someone to hunt someone down and heal them without perks.0 -
Hm, I see your point but I didn't need all of that when I started playing.
Like I said, I just feel like it would create bad habits in general. Sometimes it's best to stay injured to do certain things like doing gens, then you'll have people constantly healing after every hit or after every unhook.
Low MMR is highly killer dominated, so giving them even more ways to spread pressure for free will just make low MMR even worse.
What the game does need is better resources and buffs to solo-queue to compensate for disparaties in MMR brackets. If a killer gets gen rushed, it means that they didn't apply map pressure or defend their gens. I played killer months ago and easily 3k-4ked - you can say my experience with survivor made me good at playing killer - but regardless, I didn't need any of that to do fine. I can count on one hand where I got less than a 3k and I can acknowledge where I fell short and learn to adapt - just like any other new killer and survivor.
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See Low MMR could be helped massively with a means to keep oneself alive, Survivor independance is the key when co-operation is not an option, we make solo queue better, we ease incentive to just slam gens only etc, give survivors more to do and everyone is happy.
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I start to feel like a broken record; I don't care very much was Tru does or says but that Bubba video you posted isn't exactly getting me on the "he has really good mikro and makro" side of things - quite the opposite. - Looking at the firs tor so minute of that killer match; he's distracted by chat from the get go (which is alright; he's a streamer, his job is to look at chat from time to time - but it's still attention he's not paying to clues on screen). The game recognises the chase as having started 44 seconds into the video, which is 40 seconds into the match. He took time breaking a wall (which is a reasonable choice there but not default time spent starting a match), went around the wrong side of shack and still managed to push Nea off the gen at about 20% gen progress (first piston wasn't fully moving). He spends time kicking that gen (questionable choice at that point since the gen doesn't have an awful lot of progress; likely to kick a different gen before getting ML value). He still gets the down right around the time the first gen pops — then then prioritizes ML value over Tink value? Walks around aimlessly for about fifteen seconds and then, just when Tink ran out(!) decides to go to the gen after all? - All of those choices are questionable.
Look, I'm really not a bubba player - but Bubba with Tink on their way to a doubled gen (they have to double that gen, probably with either a gen-perk or TB, actually) has pretty good chances at getting one down, maybe even both, considering it's a rather open gen like that one; no locker to hop into, no pallet to drop, no corner to bump on. At least in my experience on the receiving end of that.3 -
But low MMR usually has tunneling and camping typically - the healing changes would do nothing for low MMR.
I should know because years ago when I first played people would just sit on hook and smack you repeatedly, get off hook, you're down again. I'm assuming low MMR has not changed from that playstyle, so you give baby Meg Strength in Shadows Self Care anywhere on the map, it won't do anything. Killer will return back to hook, see baby Meg self caring, and back on the hook she goes.
That's why I'm saying it'll just handicap survivors and killers in the long run and produce bad habits. In that situation, baby Meg needs to either
A): run away and get to a distance if the killer is coming back to hook.
B): have a teammate bodyblock
Or C): if the killer isn't miraculously tunneling or camping, she could reset
Strength in Shadows Self Care could help, but again make people do bad habits by self caring at a hook they just got unhooked from, self care after every single unhook, or just die as they're self caring.
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I have never heard of any game saying extra damage or extra changes due to being a new player.The DBD community is truly breaking new ground in this regard.I won't be surprised if someone says that the speed of D tier characters should be 6.0 / m in the near future, because why are D tier killers?
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My advice is to go into each map with the intention of not necessarily to "win" but rather practice and have fun. If you change your mindset the games will be much more enjoyable because in reality there are definitely teams that go in with strong gen items and unless you can identify their plan early on (Like noticing a lot of toolboxes in lobby) and try to counter it with a different perk build.
Be flexible with your perks. But honestly I don't like thinking that hard, if I go into a game and they do 3 gens by first chase I just accept that they will all get out and don't stress about trying to bring the game back. I know it won't make me "better" in the long run but it's much better for my mental - and outlook on the game. Just let them leave if they wanna go so bad , do your best, use that match as a chance to try some new chase tricks or take bigger risks you might not normally take. You'll probably "lose" based on dbd terms but if you have fun and maybe even learned something new did you really lose? lol maybe idk
I just have fun
The only thing I can think of that would turn that experience into a waste of time is to give up completely or just camp a survivor. Really use the time to try cool chases1 -
I admit that no such thing exists.
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I mean there is being constructive and making suggestions and then just complaining, which I'm sorry you have nothing to contribute.
It would do a lot I feel, especially when playing with a friend who knows more, if they manage to help you break away you have time to heal without being lost and not being able to get help. As they learn more from it they'll get better at positioning, but having more potential health states means more chances to learn and a more forgiving experience. Self-care can be brought anyways rn and its brought often by newer players, so even buffing that would be a start or hard capping it at 80 percent with heal increases to make sure it doesnt get out of hand.
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I wouldn't be against a Self Care buff, as it's generally slow even if you bring it with Botany. It would have to be something that's tested, but like I said I think higher hour players might complain on why they don't get basekit stuff like a Corrupt Intervention or Strength in Shadows Self Care. I wouldn't because I generally do gens injured anyways, as it's sometimes the best play.
I think the hardest thing for newer players is information overload. There's so many perks and even with my friend that I play with daily, I'm still telling him things or teaching him new stuff. He's always asking me for information on what perks synergize and whatnot, lol.
There's just so many perks in the game, which can be a turn off for many new players as they wonder how did the killer go to them or find them — hence my comment on bringing the fog back as it would help new players actually live as fog in the past obscured killer's vision and allowed some stealth.
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There is no constructive or anyway feedback when you say this.We do not play against bots.We play against real people.Low MMR and High MMR both play the same game.You can't think of it as a hard mode game or an easy mode game.My saying that if a nurse comes in a High MMR match, it should be 200% gen speed is not a constructive or making suggesttion.From top to bottom everyone should play the same game.4v1 game, unfortunately it is very difficult to balance compared to other games.
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Yeah which is why I think it wouldn't hurt to make people able to be more self reliant and buy more time to learn said perks and not be too stressed out in a match, it helps in 2v8 for people which is literally a live case for such things and an arguement for it. Or some way to view the perks on the pause screen as you encounter them etc or what your allies have.
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Yeah, I agree showing the perks when they pause would be beneficial. I think at the end of the day, we'd agree that solo-queue in general needs buffs as a whole.
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This isn't a matter of balance between swf vs solo or killer to killer. This is a map balancing issue. If you're an m1 killer and load in to eyrie, badham, garden of joy, or hawkins and the survivors are at the minimum somewhat efficient on gens, you get the scenario op states of losing 2-3 gens the first chase, and the rest by the time you have 3 or 4 hooks. You just lose
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I have been saying this for YEARS. Buffing solo queue to the level of SWF then buffing killer to compensate is the ideal direction for the game in my opinion.
The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping system and text chat system (with the ability to block/mute people mid-game.)
When solo survivor is successfully at the same power level as SWF, we can then buff Killer to compensate. Now SWF isn't that much of a gamebreaking advantage anymore and both sides are fun to play. You guys have been treading this path already with the Survivor HUD additions, but you're moving too slowly. Add more information and tools for Survivors, maybe a ping system and chat system and buff killer to compensate.
With that out of the way, we still have the issue of slugging. The problem is, hooking is severely disincentivized due to activating EXTREMELY powerful Survivor perks. Gen slowdown is heavily nerfed (which also disincentivizes hooking for some perks such as Pain Res and Pop), both of which are contributing to heavy slugging which is boring for Survivors.
We need to incentivize hooks, especially multiple so that both sides have time to play (no one likes dying on the first hook.) There are multiple ways to do this, such as having a global 7% gen regression on any hook (just an example.) Another issue is that picking up a survivor leaves the killer extremely vulnerable to Flashbangs which have no counterplay at the moment (looking away doesn't help if the survivor drops it too close, so it's entirely in their favor.) You can't just incentivize hooking, you ALSO need to incentivize picking up.
The game is better than it used to be but BHVR's shortsightedness is blaring at an all-time right now. The game needs massive help because high MMR is really frustrating for Killer and Survivor due to the game's balance. Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
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Personally, I don't think gen regression isn't as weak as other posters believe. I can still 4k easily with Onryo as I bring two aura reading and two gen regression (Pop and Pain Res). I don't disagree that solo-queue needs to be buffed but I've been saying for a while now that with all the changes they've made in 6.1.0, it has heavily nerfed survivors, along with adding more unsafe pallets into the game.
Look at Coldwind and the Ormond map variants as pure examples of this. I don't disagree that they needed to speed up breaking things, like gens and pallets. However, with this addition of speed and the removal of more safe pallets and ruining jungle gyms - it has pushed more killers to simply walk around the pallet (always a shorter side) and hit the survivor rendering the pallet useless. They added too much in 6.1.0 and the game - IN MY OPINION, has suffered too much.
Pain Resonance and Pop are still the most used perks even with small marginal percentage decreases and I typically still use them and I'm fine in the game. The problem primarily lies in loops in general and the lack of information solo-queue gets.
I have no idea why they thought it was a bright idea to nerf the distance a survivor gets.
I have no idea why they thought it was a good idea to nerf jungle gyms and add more unsafe pallets.
It gets frustrating for me to outplay a killer, they take three steps around, and I get hit regardless. The other changes are more QOL for killer, so I will not refute it as they're fine to me. The other changes that they've made in the game, however, has affected people generally and made chases not as long as they used to.
When chases are not as long, killer can typically steamroll, which I think is many people's grievances now.
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as long as the affected side is killer, bhvr wont do a thing
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There's a ton of comments on this thread stating the exact same thing, you're lame attempt at gaslighting doesn't work anymore. Everyone who actually plays this game knows that the game balance is ruined because of SWF.
Post edited by BoxGhost on2 -
well SWF is needed in DBD, I would never play this game anymore if that was taken from me.
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