General Discussions

General Discussions

What does it mean when killers say "Survivors get too much help"?

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  • Member Posts: 2,347

    yeah absolutely crawling away is always the move, if they’re following you crawl to anywhere but where people are.

    I literally watch high mmr players do just that and get amazing results. They do that, or juggle two until the third arrives, be it on time or because they’ve got the other two on death hook. Then after their sweaty matches go “look at all these stacked perks” There’s a reason they can go perkless, it’s the strats and they’ve mastered them. Other people fail because maybe they’re playing a killer it’s harder to do that with, or they don’t play that killer enough to know all their ins and outs, or maybe the map, or maybe they’re generally not playing for kills but for hooks instead, but if there’s anything I’ve learned about survivor it’s that altruism is the real killer. It’s why they hate those 10 extra seconds so much. Killers in high mmr swear that you have to tunnel and slug though so what does that tell you?

    yeah sure high mmr you can punish, agreed, punish and push gens(much easier said than done, probably much easier if you’re matched with players that also eat, sleep, and breathe the game more often than not). Apparently people aren’t always matched correctly though and Q times are prioritized. Or are they? Are the streamers tanking their mmr to get easier survivors for their streams? Or are good survivors dying consistently to this? How often does everyone escape at your level? 3 people?2 people? Even 1 person excluding hatch? Because best case scenario it’s 2 people on average according to stats(and that’s 4mans on comms) So if tunneling and slugging are necessary and most agree, there’s no way all the people chanting that, that have been on these forums for literal years are anything but mid to high mmr. So are you really punishing or are you sharing a space. Pure solo Q 1 person is surviving in the 30% range high mmr. There’s almost a 20% fluctuation between the lowest and highest point, and at the highest it’s HALF YOUR MATCHES NO MATTER HOW GOOD YOU AND YOUR TEAM ARE, or HOW GOOD OF A KILLER YOU ARE , if you’re at the absolute highest point you’re probably getting a 2k on average when you add up and divide all your games, if all you face are 4man swfs on comms, or it feels like it, and no matter what you do 2 is the average you can kill you, or manage to get out if you’re tracking that. So sure you can punish but realistically most of the killers generally agree you have to at some point(doesn’t matter when you decide to do it) agree that you have to tunnel and slug. I imagine had you not had unbreakable that match would of went much differently.

    I can’t recall many matches where attempts to tunnel or slug doesn’t happen in some capacity, whether it’s from the jump, mid match, or at the end.

    Even when you watch highest of high mmr streamers that predominantly play survivor they’re not 4man skipping out of there most of the time it’s 2 maybe three if they’re lucky, whether you’re killer or survivor, and they solo. They also still die about half the time, and it’s not because they aren’t good. It’s because strategies are that strong even at that level with all the macro and game counters included when survivors know how to counter what you’re running and generally counter the killer, and have loop knowledge, and game sense. Even with all of that 2 is the average for either side at the top of the mountain, publicly no restrictions. Two things are generally agreed upon though and it’s 1. Solo Q is rough. 2. Tactful tunneling and slugging is a must. If you’re averaging more than 2 per round as killer congrats you’re superior. If you’re getting out more than 5/10 matches as survivor congrats you’re superior. For the majority of the public it’s looking like 1k -2k as killer , and 3-4 out of 10 matches as survivor you go through the gate.

    idk punish or be punished I guess it’s a pvp game it’s a dog eat dog outside the forums. I’m not complaining I’m just saying. I’d love to be matched with killers that almost never tunnel or slug when I start going up.

  • Member Posts: 603

    Yes, it is easier said than done to get gens done.

    I am aware that in lower MMR and some mid MMR that survivors - it's harder for them to find gens and push the objective along.

    Obviously we can't see our MMR levels, but when I play soloq - sometimes I prefer it over outright SWFing because I find it consistent for myself to play with other people with who the game decides to match me with.

    Usually when I play, I get people who know how to do gens. They will split up, won't double gens, and know how to take chase (sometimes, not all the time, but sometimes). They will take body protection hits, I remember one time I was being tunneled on RPD and my team was still pushing out gens but trying to help me not die - in the end, I died but we still had good gen progress, I believe it was around 1-2 gens left once I died I think? Haha, it was a while ago.

    The reason why you see people in high MMR typically duo queue is because it's harder to find a full four man SWF that are consistently on at the same time. It's why SWF is not as common as let's say soloq. It's always been the most common to play as soloq as it's easily accessible, you're loading in, and being matched or at least matched with similar skillsets of survivors - then it's duo queue, triple stack, and then four man SWF.

    I more often than not always play duo queue. In the past I played a lot of soloq - but I usually duo queue. However, I will say like I said prior - I like my soloq games but how I play may not be how others play. You have the gen jockey types, you have the chase oriented people, you have the ones that attempt to flashlight and flashbang save, there's a lot of different survivor playstyles.

    I don't opt for the latter, so I am a mixture of the two prior playstyles. If I get sandbagged, I don't groan or complain about it - I just take chase and do the best I can. With practice, people start to get better, and your MMR will start to rise overtime. When I play soloq, I don't really get matched with console players as much either, haha.

    Usually I play with PC people, but I have met many people from my soloq that I enjoy and added - I still love my soloq as much or as equally as SWFing, I just like to play with my friends but I do like to soloq as well! I could not go perkless, I tried doing that at the start - doing that hardcore challenge with my friends and it is brutal because you have no protection and like I said, killers and survivors have grown to be more efficient.

    When you're in the higher MMR, whether it's mid or high - you have people who do gens - as the basic win condition is to win for survivor (which means basic W/L condition) - most people you see are people who will split and do different gens because that's the best way to get a win, it's to do gens. Yes, people get altruistic and stuff, we wanna help our teammates but it's important to think critically about is it possible for me to help this person who is being tunneled?

    As @ScottJund would say, sometimes it's best to let them hang for a bit and continue doing gens. I don't really see people farm people off of hook in my games, but that isn't to say that I win every single game - no. But I just enter a game, try my best, and if it works out, fine. If it doesn't work out, it's equally fine. I don't expect myself to win every single game I load into, it's not realistic - but I do try my best, I take chase when needed, and my chases along with my teammate's decision making processes help the games for me. I am a soloq brained survivor at heart, I don't normally play SWF like I have been doing and sometimes I still miss it and play it from time to time! It's so relaxing for me because you don't have information overload like you do in a SWF and I know I can depend on my randoms equally as well!

  • Member Posts: 2,347

    I generally agree with this, but it’s not always so black and white, and every now and then you get survivors that just do questionable stuff, but hey we’re all human, and we make mistakes and that’s okay. Also I’d say I play better when I solo because comms is super distracting, I’m more likely to do a stupid try for a save at endgame bc they’re my buddy and it’s just a game , and I’m very add and find it easier to clock in when it’s just me. At the end of the day though I’m just playing video games to have fun.

  • Member Posts: 603

    Yes, like you said - we are humans and we make mistakes. I make mistakes too, haha. I just learn and grow from it.

    People forget that we are humans at the end of the day, even the highest of high people who are in comp make mistakes. We aren't robots, we aren't always going to make the best precise decisions, but what I am saying that with experience - you gain that insight to determine when it's best to unhook, should I commit to this gen, do I have time to commit to this gate (the killer is coming), do I have time to commit to this survivor (even if it risks a gen popping in the meantime), should I drop chase or should I fully commit? Should I slug such and such survivor, a lot of gen progress is happening?, etc, etc, etc.

    It's what separates low MMR (they're new and still learning) to mid to high MMR who have played thousands of hours and learn through repetition - that's the point I'm making. 😊

    I do questionable stuff, haha. I look back at my chase videos, especially a game I had against Trickster (I had a great chase but still) - I ran to a jungle gym, drop a pallet preemptively, and I go take the vault - the Trickster kicks the pallet and goes to reload, I stay at the window with my little check spot I'm doing and I didn't think the Trickster would fully commit to coming to me and I go down - I chalk this up to being a little overconfident, but it even highlights where I probably shouldn't have ran to the jungle gym and thrown that pallet, lol. I make mistakes, just like everyone else in these forums and on Reddit. 😅

  • Member Posts: 28

    I'm a 450 hour killer who joined just as the 400% BP bonus for the first 2v8 got reduced. I was drawn in by Dracula, because Castlevania is one of my favorite franchises, and having the character I hyperfixate on be a top 5 in this game is pretty damn nice.

    That being said, I feel like a lot of the new killer frustration comes down to "gens fly way too fast". Sometimes, you just enter a game where you get curbstomped by 4 people on comms, sometimes you curbstomp those 4 people and get insulted, games like that just kinda happen.

    I am sometimes forced to slug or tunnel to get pressure if a lot of gens pop in my face. I don't enjoy it, I think the slugging and tunneling meta is boring, but it's undeniably strong and often necessary when you have multiple people co-ordinating to gen rush you to hell. A lot of people complain about 4 gen slowdown perk killers, but I feel like there's a deeper problem with that: How are you getting these gen slowdown perks in the first place?

    Let's talk about some really popular gen slowdown perk combinations: Pain Res and Dead Man's Switch is very good, requiring two killers you can theoretically get for free. Pop Goes the Weasel is popular and very strong as well, but it is paired best with Eruption, a perk on a premium killer. Deadlock is currently a premium only perk, but will be made free in the near future. Surge WAS free, but is now attached to Demogorgon, one of the killers who goes on sale the least frequently. Nevermind the fact that grinding all the way to Artist, only to then grind her all the way to P3 takes a lot of time, and you'll probably have to do that with numerous killers.

    Meanwhile, Unbreakable and Shoulder the Burden, two of the best anti slug and tunnel perks in the game, are also free, with Bill being unlocked for everyone. I wouldn't change this, to be clear, but we should also acknowledge that the best gen slowdown perk that killers start with is Brutal Strength, which barely counts.

    Personally, I am all for stuff like the basekit BT, I'm for changing the meta against slugging and tunneling, but I feel like the base killer needs a little built-in gen slowdown as well. I would do the following:

    • Reduce the action speed for kicking generators by 20%
    • Increase the initial gen regression from a kick to 10% (was 5%)
    • Moderately buff the gen regression speed (no exact number in mind)
    • Increase the time needed to repair gens

    and here's the one i think would help new killers most

    • When the generator is repaired to 70%, you are given a loud noise notification, revealing its presence
    • Tinkerer is buffed to have slightly longer Undetectable, to compensate for its noise notification being made basekit
  • Member Posts: 1,207

    The problem with these perks, as I said, is that you don't need to do anything to get usage out of a perk that gives you essentially a free health state. It is not that they are conceptually bad, it is that DS and OTR give a massive benefit for a survivor that is playing poorly. If the killer goes after you right after you get unhooked, you still have a generous amount of armor with basekit BT, which should give you more than enough time to get to a loop. And even if that isn't enough, your teammates should be able to help you by bodyblocking, or mudding your tracks. If they don't do it, then it is not fair to punish the killer for the survivor's incompetence just because you have a perk that gives you god mode for 80 seconds.

    That would not be as much of a problem if DS and OTR couldn't be used offensively and actually required some skill to use. Blood Rush for example is actually an anti-tunnel perk that is well designed. Being able to Lithe twice in a row is excellent and any decent survivors can use it to waste the killer's time so much that it isn't worth going for them, but the catch is that you can't throw yourself in front of the killer to defend a teammate or to waste their time on purpose because the perk is exclusively a escape tool.

    Survivors have anti-tunnel perks that are fair. BT, Blood Rush, and Babysitter are good examples, but they aren't used because they aren't as flexible as OTR and DS, and they don't play the game for you.

  • Member Posts: 701

    That red herring buff though, survivor hand holding I swear.

  • Member Posts: 647

    Something about the whole thing bringing up 2017 or thereabouts, is that too old compared to the post-2022 changes I'm talking about? If you want to talk that old, I'll bring up Memento or something.

    And one more thing. I think you should think separately about improving quality of life when playing and bailing out as a second chance.

    >addition of bloodlust

    If you want to eliminate the safe zone of combined Windows that you can never catch up without, except for certain killers, you can remove it, but if you do that, you'll piss off the survivor-only players, won't you? Give it time and Gen will fix it, so don't complain about it.

    >Additions of blocks to vaults when used three or more times in quick succession

    If you want to play a game that goes around the same place endlessly, you can delete it. I don't think anyone would play such a simple game.

    >Increase in vault speed

    ditto above

    >Change to hooks so they cannot be permanently broken with a tool box

    I'd put it back, but then it would be all sabotage PT vs slugging killer matches. If that's what you want, I'd use Singularity and Twins all the time to match the meta.

    >Change to hooks so they respawn following a sacrifice

    If more players know the hook can't be fixed and run away from certain positions, then I'll slug it out like before. If there are too many players in each other's camps who find that amusing, then I'm fine with losing it.

    >Change to hook spawns so they consistently spawn closer together

    It would be appropriate to generate hooks now and then. If you play Survivor, the hooks are too close together and it's terrible! If you play Killer, you have no hooks and you can't get body blocked! If you play Killer, you have no hooks and you can't get a body block.

    >Change to BNP so it doesn’t auto complete a gen

    If you don't have it, you don't have it, and if the majority of people play on that basis, then you don't have it.

    >Nerfs to toolboxes

    It's still used a great deal, but do you think the toolbox is weak? If there are a lot of people who would play with it if it were returned to its old strength, I don't see why not. And while we're at it, let's return Memento to its old specs.

    >Nerfs to medipacks

    ditto above.Even now that it's been nerfed, I see PTs where 3 out of 4 are like instant heals, but on the other hand, do you find the current meta interesting?

    >Changing the hatch so it doesn’t spawn mid match anymore and only one person can escape as opposed to three

    If that happens, I think players who definitely want to get 4K will use a lot of slugging, and players who definitely want to escape will start playing hide and seek. If they decide that's good enough, then maybe they'll go back to the old specs.

    >Implementation of continuous gen regression

    I keep saying this, but if enough people, killer survivors or not, think it's fun to go back to the old specs, then maybe they'll go back.

    >removal of many ‘infinites’

    It's like the windows story, but if enough players think it's fun to go back to the days when there was always a safe zone on the map where you could run away from the killer, then maybe they'll go back to the days when there were always safe zones where you could run away from the killer.

    >Changes to loops in general to a more unsafe design both historically and recent e.g blocking up a second window in the shack and putting holes in buildings where vaults were before

    If you want an environment where you don't see any of these 4.6 m/s killers, why not bring them back? I don't think the level of discomfort is going to change that much, since the Red Forest and Badam still produce killers that can't be played properly depending on the generation.

    >Nerfs to gens speeds

    If they decide they want to lower the kill rate by 10-15%, they'll go back. If enough people want to play Survivor and play a game where they can get away with 70%, keep speaking up and Jeff will adopt it.

    >Making maps smaller to increase map pressure/mobility

    There's Red Forest and GoJ, which have been reworked and enhanced to be more like Survivor Side, rather than being reworked and not changed at all, but if you can balance the game by making everything more like that, why not? I've been using nurses for a while.

    Various long ago included elements that both camps find boring to play with (especially the infinite loop), but you're mad about that as a mere nerf? There are a lot of elements that were removed because if they were there, the game would be unbalanced as a PvP game, but you put them back and you think it's a fun game to play?

  • Member Posts: 749

    Gen regression nerfed because killers used gen kick and 3 gen meta for a full year and held games hostage with regression perks. It took 3 rounds of perk nerfs, a killer rework, and a new base kit mechanic to get people to stop, and all we've heard since then it's complaints that people want all of it back.

    You mean defended generators worth a damn and want to be able to do so again. Talking about it like killers aren't supposed to try to stop you is weird.

    10 extra seconds on hook finally added after over 2 years, since this should've gone live with the extra 10 seconds of gen speed added in 6.1. killers enjoyed 2 years of buffed camping and tunneling thanks to that delay.

    Completion speeds were nutty back then and are still absurd to this day (excluding original BNP, of course).

    "Limited gen regression to 8 hits"

    Yup. This was the final straw they had to implement to actually kill off the 3gen meta, since nothing else had yet worked. Interestingly, this also came with a free, base kit anti gen tap mechanic as compensation for that change... Where's that in your list?

    You mean to kill off the ability to defend. Again, acting like killers aren't supposed to be able to stop you is weird as hell. Tantamount to saying if a football team is defending too well, they need to be forced to let the other team score a touchdown.

    Also, BHVR was initially going to remove instant gen tapping during the beta until somebody decided it was "funny." Dumb story short, it was never supposed to be in the game in the first place.

    "Hooking that actually gives survivors second chance perks often resulting in a free escape in end game."

    You have to be talking about only the base kit BT feature. No other unhook perk works in the end game anymore (as of that same patch actually). This is countered by counting to ten. It also didn't change the effect, since before this everyone ran the perk. It was mandatory. This was a good change unless you hard camped a lot, which tracks for a lot of killers on this forum actually.

    You do not always get the opportunity to count to ten…If you have no choice but to hook somebody within 10 seconds distance to a gate in end game, then yes, on unhook, they will in fact receive a free escape guarded by invincibility…and it's complete bullshit.

  • Member Posts: 13

    It's both survivors and killers going at each other's throat. It's always this and that but you can see the emotional roller coaster in their arguments. It's incomprehensible mumbling so to speak.

  • Member Posts: 137

    Perks like Dead Hard and Shoulder the Burden are very literally second chance perks. You get an extra hit in chase, and a third hook state.

    On their own they don't seem too huge, but when you have stuff like that on every survivor, it's a lot of extra time.

  • Member Posts: 137
    edited March 22

    Forcing the killer to spread hooks makes a ton of games unwinnable. While you still have 12 hookstates to win, you no longer have someone dead at 5 or 6 hooks, and the game is lost. There's a huge difference between a survivor on death hook and two survivors hooked once.

    The perk can delay the first death by one or two hooks and that's huge.

  • Member Posts: 407

    It doesn't matter if killers still win. I literally see killers complain about that while actually 4King at 5 gens.

    Killers want to not only win, but win with no effort.

    So yes, it might delay the killer win and that's basically the fact.

  • Member Posts: 298

    For the reactions. I, in good faith, cannot take any killer seriously when they say that the game is "Survivor-Sided" or "Survivors are Spoonfed" when BHVR CONTINUES to actively prove otherwise.

    What it really comes down to is Killers raging at SWF without paying attention to SoloQ just to make things more and more difficult for SWFS to do as they do. Survive. With. Their. Friends.

    As everyone knows, any change made to SoloQ can be abused in the hands of SWF and this leads killers into throwing a fit about how SWF are just "Too powerful." when it's just them properly communicating.

    Case and point, Background Player.
    https://deadbydaylight.fandom.com/wiki/Background_Player#6.6.0

    This perk was immensely complained about because it allowed people to get crazy distance and Flashbang/Flashlight Saves more often. Given to the hands of SWF and it made the game far more challenging to Killers. They didn't like that.

  • Member Posts: 5,508

    You know, we have been disagreeing a lot on this forums, but YES! I just don't get it how so many people have no idea how StB works! Every time someone complaits about it, they seem to be under the impression that the perk generates extra hook stages out of thin air, so apparently they didn't even read the description of the perk in game.

  • Member Posts: 137

    Yeah, that's cause most survivors are totally awful at the game.

  • Member Posts: 2,262

    The perk can delay the first death by one or two hooks and that's huge.

    "Can delay" is kind of the key phrase here. It can also get zero value in a lot of situations. Its similar to unbreakable, the perk can absolutely change the course of the game, but whether it is worth the occasional extreme value for lots of games of being useless is an important choice.

    And basically everything in DbD can make a huge difference. Getting to a loop slightly faster, completing a heal, finishing a gen, sometimes little tiny things make a massive difference.

    It's what makes DbD exciting.

    The question here is what about StB makes it wrong? As a perk, it should get value. What's the scenario where the perks is unfair, broken, or makes the game unfun? Because if the answer is just - 'StB for last can be the deciding factor in the game', potentially, yeah, but that's lots of perks.

  • Member Posts: 407

    It does seem that way because the game demands more from survivors. If it was properly fair and balanced, you would see equal amounts of awful players on both sides.

  • Member Posts: 701

    You arent getting dh'd by every survivor. Thats a fantasy match that happens once every 30 matches.

    And STB? Probably even less so, only teams can really use that perk. SoloQ stb, you are rolling the dice with extremely low odds to even beable to use it for a variety of reasons.

    Reassurance is in this same category. Teams. Not the majority of your matches.

  • Member Posts: 827

    I, too, am blown away by the complaints on Shoulder the Burden. It's literally a perk that screams, "Don't tunnel that guy, tunnel me instead!"

  • Member Posts: 701

    All this talk about STB how great it is is from seeing it in a montage from a team on comms. Or reading the perk.

    Its a dead perk slot in 99.9999999% of any match in dbd.

  • Member Posts: 137

    I don't think the perk is on it's own problematic, but to say it's not strong because it sometimes doesn't get value is ridiculous. Match where the killer is spreading hooks already have so much in your favor as survivor that you don't need that perk slot.

    It's like saying NOED or No Way Out are weak because you can win matches before endgame.

  • Member Posts: 2,262
    edited March 23

    but to say it's not strong because it sometimes doesn't get value is ridiculous. 

    The inability to get value though needs to be taken into consideration. That's true for a lot of perks in the game, narrowing it down to only the scenario where they get value is really missing the point.

    There are so many cases where the perk is a waste. No tunneling, tunneling but the StB user is targeted, proxy camping where they hit the survivor who just used it and now they are on death hook and there's an injured survivor (in which case Reassurance would have been a much better perk). This is on top of issues in soloq where you might be in a perfect position to use the perk, but another survivor gets the save because there's no communication.

    There are stronger 'help someone being tunneled' perks in the game that make using StB a weaker choice.

    Edit to Add: NOED and No Way Out are bad counter examples because there's no situation where those perks are a waste. Unneeded is different than something being a waste. A better example might be something like Hex: Devour Hope or running Lightborn every game. If we just talk about games where Devour Hope gets to 5 tokens, its probably the strongest killer perk in the game. But its not the strongest perk, its generally not even considered that good, because most of the times it will just be a minor distraction for the survivors.

  • Member Posts: 91

    It attempts to counter tunneling but it doesn't, the killer can just wait out the timer but I get your point.

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