http://dbd.game/killswitch
Killers that try to "fair play" as much as possible
What are some of the things that you find that you struggle with most when going up against survivors? What do you feel like is unfair and would balance the game more towards that playstyle?
Comments
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- You can get punished by anti-tunnel perks even when you don't tunnel, that's a pretty major one.
- Being able to weaponize off-the-hook endurance and OTR endurance by body blocking teammates with it instead of using it for the intended purpose of being a buffer against getting tunneled. Removing collision on these features would be more fair.
- OTR invincibility sticks even when you get healed to full, it needs to drop off when becoming fully healed.
- If a survivor is unhooked and DS activates, it needs to deactivate if the killer downs and hooks a completely different survivor because the killer isn't tunneling at that point.
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If a survivor is unhooked and DS activates, it needs to deactivate if the killer downs and hooks a completely different survivor because the killer isn't tunneling at that point.
I see this point all the time and wonder if people really don't think this out. If a killer is camping and a group of survivors try going for the save. Isn't it logical that more than one survivor ends up on the ground, including the unhooked? I mean, the very reason the perk exists is destroyed by this.
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Wouldn't the group have to mess up pretty badly for that to happen?
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not always sometimes as survivor it’s the only choice you have because the killer refuses to leave the area and trying to remove chase and health states as much as possible, and it’s established already they’re not trying to because the way they’re acting.
On the other hand there’s survivors that won’t even give killers 5 steps to try to move away before trying to save and I’d say that’s totally on them.
So fair play in mind how would you address this without feeding intentional camping/tunneling or right back to the hook play without giving either scenario the advantage bc of “abuse”?
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If 2 dive the hook, the first person soaks the first hit and runs off, the second person gets the save and soaks the second hit and it's very likely that everybody gets to a window or pallet before taking a downing hit.
Isn't the play in that scenario to go do gens instead of focusing on the hook save, though?
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yes the unneccessary toxicity is a big thing sometimes i wish engame chat didnt exist i even uninstalled because how bad it was when i tried to be nice
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horrible people with raging hormones and only their hands to keep them warm at night do that. Only lover they’ve ever known is last name ends with light, First name flesh. Can I say that on here? Idk.
To clarify I mean that towards the bm chatters, not you.
Post edited by HeroLives on1 -
Yeah the idea is to not be swarmed at the hook with the killer around, or even just swarmed at the hook, or swarmed at the hook immediately. In fair play it really only takes one person to save and go give a heal to the person that was unhooked. Killer should have time to be able to have found and take another chase by then probably kick a gen too, with adjusted heal times and gen times/ regression to account for it of course.
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Anti tunneling perks doent really exist.
The biggest anti tunnel feature that survivors have is baskit BT + haste off hook.
Perks like DS and OTR have an activation time or a flat out time in which they are active for. This means that if the killer is playing well and your team is screwing up and they are able to down teammates too efficiently, your so called "anti tunnel" perks punish them when they go after you because they were able to be efficient on your other team members. They are anti killer efficiency and anti pressure perks, not anti tunnel perks.0 -
This is so true. I got tunneled by a Clown this morning. I had OTR, but that didn't stop him. Teammates took hits for me, and I tried to get as far away as possible, but the Killer was still back on me within seconds. All these "anti-tunnel" tools do is maybe buy you a few extra seconds, and just delay the inevitable. If these "anti-tunnel" perks actually stopped tunneling, then tunneling wouldn't be nearly as effective, and we would see a lot less of it.
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I’d argue two things can be true, if not play survivor.
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I struggle when someone does an unhook within five seconds of me walking away from the hook. I might be snuffing a totem or kicking a gen and, boom, unhook so close I can hear loud whines from the unhooked survivor. It's one of the rare scenarios where I'll return to the hook. I hate doing that. I chase the unhooker, but I feel like I'm telling the unhooked survivor that they don't deserve to be healed. Having said that, it's a valid tactic to try to keep me from pressuring gens that are almost done.
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That is a HUGE survivor mistake and I think you should absolutely punish it, and not even feel a little bad about it. They need to learn not to do that. I beg you punish those mistakes or they’re going to get extra boosted in solo.
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Yep, and it's only going to get worse I fear in upcoming patches as they apparently are going to do more "anti-tunnel" things.
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I agree, and normally it's pretty rare to see that outside of certain bully squads. But I had it happen with two groups recently. I felt bad running back to the hook, but I think that can't become an expectation to just unhook immediately. And imagine if it were other people... I suspect a nonzero number of killers would go "Great! Now that person has two hooks!"
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But in reference to Mr_K's argument; it wouldn't actually be logical at all that multiple survivors end up on the ground including the unhooked. In fact, it's not a taller order to perform the hook save and get to safety before taking a downing hit.
So DS deactivating if the killer chases, downs and hooks a different survivor is fair since they're not tunneling. The change allows DS to keep its intended function and would help to encourage playing for hooks by addressing something that frankly just feels like a proverbial middle finger, and unjustly punishes killers who are actively trying to "play nice."
As for anti-tunnel perks "not existing;" the idea is to provide a buffer against the act of malicious tunnel-vision, not to make somebody completely immune to being caught again.
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Not much really...
- I don't like one trail make that much of a mark
- I have other ways to go about a trail that isn't
going my way but to be honest it's just me... so I can't say what everyone is feeling
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I try to play fair I guess, I stopped caring about kills a while ago. I still play out the trial and do chases and stuff, but I don't try and win. On Xbox, so less of those bm chatters. Still get the occasional message from those pre-pubescent children who have a massive ego and think they're 'juicers' or whatever.
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I think it's a little unhelpful to frame "playing fair" as a strategy, personally. From context, I'm assuming this is about tunnelling and slugging (+ to a lesser degree camping), since that's the big discourse at the moment— and in that context, "playing fair" is not a strategy, "playing fair" encompasses the entire game that isn't those three things in particular.
So, what's being asked here is kinda just "what do you think is unbalanced about the game in general", which could be a fairly long list lol
If I were to give an answer, though, toolboxes. I think toolboxes are quite unbalanced and do give me trouble at the moment, I think it'd be completely appropriate to rework the repair speed to something else. On top of that, specific maps are still busted- in either direction, but since killer was specified, maps like Garden of Joy and Badham are nightmares to play on.
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When you say "play fair", I presume you mean without camping, tunneling, and slugging.
I almost never camp, except if it's a losing match (gates open, 4 Victims still alive), as the anti-facecamp doesn't work then. I only do it to get single conciliatory kill.
I usually only tunnel if the person is being toxic (subjectively, ex. I find T-bagging after pallet stuns, waving at me to chase after I give up an extended chase, and Victims just goofing around without playing with the team toxic).
I slug for 4k, but I don't slug entire teams intentionally. I've managed to get 4-slug one time, but that was a bizarre scenario where one Victim after another kept running up to prevent a hook / heal, and didn't back off, so eventually they were all downed. 🤷♂️
I've grown a bit jaded to playing fair/nice lately, however, as more and more often people are toxic during AND after the match.
Like Buff_Us says, I've played nice before, letting entire teams go after a pretty decent, non-toxic match, and then I'm hit with an avalanche of "l2p, get good, lol ez" and whatever, despite the fact I very obviously let somebody go by literally dropping them off inside an opened gate. It leaves a bit of a bitter feeling to feel you had fun, then get defecated on.
Anti051 have a lot of good points about making anti-(INSERT) less of a weapon, and more as the intended purpose of the implementations.
In particular, I find the removal of collision to make sense.
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Yah. @jesterkind
Play fair is very poorly defined, I want to interrupt it as meaning "entertaining but not frustrating for the current group of survivors." And that might not be too hard to accommodate, if the group wasn't so diverse.
The biggest issue would be generator times, they are too fast now and the regression assortment is too specific and uncomfortable to use to feel enjoyable to work with. But I wouldn't ask for the regression tools to be rolled back to an earlier state because they were hated by players that spent most of their time playing survivor.
So, in place of that, I'd ask for Behavior to keep introducing chaos into the perks and all the game modes, so metas don't have enough time to solidify and become refined. Like 2v8 but more messy and changed weekly or biweekly.
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- Anti-tunnel being weaponised
- Chases being drawn out using map offerings, exhaustion perks, styptic agent, body blocking, comp cornering (very bad for killers with no mobility)
- Toolboxes, they exist to shorten the game and remove opportunity for the killer to regress gens.
- Survivors making it too appealing by not respecting your presence
- Weak killers
- Survivors being mean in general, i believe it punishes killer players for challenging themselves and trying something new and encourages them to stick to what works and what they know is strong and oppressive.
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Hook denial needs stricter limitations, IMO. It's only when picking up a survivor that the killer is -not- the power role, and I think killers should be immune to hook denials after being made to drop twice, until they've gotten another hook.
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That's an interesting idea, although I assume you're meaning something like the locker grab lightborn mechanic for blinds.
Considering "wiggle" and pallet saves are both also "hook denial" mechanics, it would be pretty abusable to just backpack a survivor permanently and use up every pallet on the map, as an extreme example.
I'm also not sure how you factor in sabos, since voluntarily dropping the survivor could be "forced", but we probably don't want to go back to survivor dribbling either.
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Straight up unfair? Problably only how pallet stuns sometimes work; from the killer pov it often looks like you should really be out of that pallet - yet you still get stunned. And maybe map offerings coupled with specialised squads that want to do their special build for that map.
Other than that? I play fair and chill and I know where the limits of that are. (Also, for the record and because it has come up in previous replies; just because you don't set your mind to tunneling and camping you're not automatically playing fair.)
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Yeah, I wouldn't give it a 100% protection to wiggling, rather just increase the wiggle timer a little every time a hook denial happens, capping at three stacks. This way, the killer can't hold on forever, but sabotage becomes ineffective since the killer can just reach the next hook with ease.
Sabotage has always been the least concern since it's very hard to pull off and very unlikely to work with some hook spawns, but you're right that perma-backpacking should be off limits.
Though to be using up every pallet on the map, the other survivors would need to slam them all when it's pretty obvious it won't work until a hook has happened, so I'm not concerned about that.
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It's a common occurrence. Why do you think camping is affective enough to do over patrolling? Not saying the entire team goes down. It can be just the unhooked and rescuer. Rescuer goes down as soon as the unhook happens, killer chases and downs the unhooked. Instead of picking up the unhooked survivor they pickup and hook the other. DS is canceled and the killer is free to pick up the unhooked survivor.
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I always play the way I want others to play against myself . You know, golden rule and all that. If I can acknowledge a certain tactic is “unfun” when I go through it, I’m not going to acknowledge that it’s “unfun” and then proceed to do it myself, as in my opinion I just become part of the problem and it feels hypocritical or somewhat selfish.
So, that being said I don’t slug unless I have to (flashlights) or camp or tunnel (unless I have to as in the freshly hooked person actively gets in front of me).
Something I struggle with is probably maps. Depending on the map it can really put you at a disadvantage, and I know this goes for both killer and survivor.But map imbalance I think really sits at the core of many issues. It can lead to gens taking too long, gens taking too short, hooks being far or close, the number or quality of loops is affected as well. Better map balance would help the game as a whole, and it’s what I probably notice the most when I play killer, as it can really tilt the scales in a way that has absolutely nothing to do with my own personal skill or the skill of my opponents.
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Exactly.
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