http://dbd.game/killswitch
Should we force a play style on the survivors as well
With the new patch we can all see that the devs eant to force a play style to the killers. Now i don't say if it's good or bad but should the same be happening to the survivors as well.
For example if 2 gens are completed with in 60 seconds of each other all gen are block and can't be repaired for some time.
Or
After the survivors vault a window in a chase the killer gain bamboozle for that window
Comments
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We've already done this with anti-go next and the AFK crows rework. It had to be reverted because it was too oppressive. If this fares the same, it'll have the same fate most likely.
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But didn't those made to help survivors stay in the game and " force" them to play instead of having an bot.
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In theory, yes. But in practice, it forced Survivors to play in specific ways or they'd be hit with a DC penalty. If you got on a gen too fast off hook or too close to the Killer, you'd get hit with one I know. I'm sure there were other scenarios too. I was on vacation that week so I didn't get to see personally.
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So by making you to stay and continue the game that you choose to start and you choose to play it , it's a way to force you to play in a specific way.
Now correct me if i am wrong but in a game like dbd, lol, overwatch, cs go or any other similar multiplayer game, when you start a game you should finish it, even if you are not enjoying it. yes should be way to end it faster but not leave it just because you don't like it.
If that tge case then you should play a single player game that your action only effect you
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You're not getting what I'm saying. The systems were designed to prevent you from giving up, but they counted not contributing to the trial in a very specific way toward that. Risky plays and safe plays were equally penalized. Prioritizing gens were penalized. The system didn't work at all as intended so it was reverted. In this case, if anti-tunneling and anti-slugging causes the Killer to actually be unable to play the game (or more likely, kill rates drop too far), the odds of them being changed are high.
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Killers are getting buffed. I'm about to have a hasted killer find me with basekit aura reading and get increased damage on my gen just for hooking someone. Both sides are gonna have to change. The shake up will be good to rattle everyone who's let their playstyle get stale and repetitive.
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Close i mean to do similar direction with the survivors. Were they add as basekit to the killers perks they may need or are general useful.
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I see your point but i highly doubt it considering the fact that devs most of they time think they know better and use statistics that make no sense
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We literally have things like basekit slowdown if the survivors group up on a gen.
After the survivors vault a window in a chase the killer gain bamboozle for that windowHow about we give you: if the survivors vaults the same window three time in chase, even if the killer has foolishly committed to a strong loop, the window autoblocks so the survivor can't run it infinitely?
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The devs have been steadily reducing the effectiveness of Survivor stealth with the distortion nerf and the addition / buffing of aura perks. Survivors have already been forced into a more chase orientated play style, more "engagement" with the Killer whether you enjoy being chased or not. The mini BBQ aura reading is more evidence of this direction of travel.
DBD is more cat and mouse than hide and seek these days. I'm open minded about about the changes, but I can't say I'm totally crazy about the aura reading bonus, because it hurts Survivor that prefer to evade the Killer rather than to loop and win chases. But if it means an end to tunnelling as a cheap way to force a win, then I can probably live with it. With a sigh, I will equip Windows of Opportunity and play the Scooby Doo simulator like a good little Survivor.
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Yes it's a buff ( we don't know the numbers and most likely will be low numbers) but this buff come with a lot of changes that force a particular play style for the killers and the play style is not fit for all killers ( example pig, twins, sadako)
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I absolutely agree with that. I'm just saying I don't know that anyone will be "forced" to play a certain way without it being rolled back. But we just have to wait and see.
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It seems inevitable that any large scale game change (and this is a big one) is going to have an unequal effect on killers given how different they are.
It also doesn't force a particular style of play, especially if the numbers are small. It makes a certain style of play less advantageous then it is currently while making a different style of play stronger than it currently is.
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You can still slug. 90 seconds is a hell of a long time for someone to be off gens. And you can still tunnel. You're just going to suffer for the choice. It's not like the game suddenly ends if you tunnel someone.
But you're not being forced to play one certain style. You're being discouraged from playing a largely frowned upon and dirty style.
Most likely adjustments will be made for those characters. RBT and Condemn will be considered as null effects or something. The three people that main Twins will be okay.
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This " slowdown" exist from the start of the game and never was relevant in the game not only because the % is very low but mostly because players know that it's more beneficial to have 2 survivors on two different gen rather one 1.
Also yes i am aware this exists i just bring an example of a perk implemented as base kit on the killers similar with they do that for the survivors
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Not quite you see with this change you know taht a survivor on the ground will be up in 90 without you so you can stay on the gen. Also as killer you can't just chase another survivor easily because you risk to lose all the pressure you have. Normally if you have slug a survivor they will need to have another one to come and pick them up now yhey don't.
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players know that it's more beneficial to have 2 survivors on two different gen rather one 1.Yes, it's more beneficial, because the game makes it so.
That isn't forcing survivors to play the game in a certain way. That's nerfing one possible strategy (in this case, the obvious strategy, which are the ones that should get nerfed).
Nothing about the upcoming update forces killers to not tunnel, just as survivors could all jump on the same gen if they wanted. They've added changes that make it not as beneficial as it currently is.
Also yes i am aware this exists i just bring an example of a perk implemented as base kit on the killers similar with they do that for the survivorsLike a limited version of BBQ and Chilli? Or maybe Pop?
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There's a difference between being forced into just one playstyle, and being forced out of just one specific action, which is what's actually happening to killers here.
I'm actually completely in favour of continuing the trend. I suggest the one specific thing we should force survivors away from is unhookable build nonsense, I think that's a pretty reasonable equivalent here.
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Do generators get frustrated when they're tunneled out of the game? Did a generator load up into the match thinking they'd do something other than get worked on? Is fairness important to a generator's experience in game?
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90 seconds is a crazy long time. Three survivors can do three gens with no toolboxes or perks in that time. Leaving someone in time-out that long is nuts and doing it on purpose won't be common.
And you could just, you know, hook them instead.
I don't tunnel unless someone is asking me to with body blocks (which won't work anymore) and flashlight clicks, and I only slug briefly if someone is nearby and I think they're gonna try for a save, so they're on the ground for like 15-20 seconds. I don't know if you'd even call that slugging. It's just caution. Leaving someone on the ground for 90 seconds is just gross. They should be able to get up and re-engage. And if you lose them as killer, aura reads will still show their location.
Despite not using these tactics, I have a 60% overall kill rate and an exact 60.00% with my main. I'm playing the game fair and I'm at the goal percent. That's how it should be.
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And that what i am saying they game make it more beneficial to leave your teammates on the ground and finish the gen, thay make the game more beneficial to end rhe game faster and they make the game to have less interaction with both yhe killer and survivors.
The force a very particular play style on both the killer and in decre on the survivors.
Also as for the perks they give to the killers unlike the benefits the survivors they gain the killer may not have the chance to use them.
Aura reading counter be any lock or even position close to the gen. Pop if you are not fast or you start a new chase you may not have the chance to use it
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I 100% agree. We need a shake-up of the current state of the game
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And that what i am saying they game make it more beneficial to leave your teammates on the groundThis is all balance changes. Every balance change makes certain styles of play stronger or weaker.
Aura reading counter be any lock or even position close to the gen. Pop if you are not fast or you start a new chase you may not have the chance to use itIf a survivor got off gens and jumped in a locker you still got value. Quite a bit if its at the start and all three survivors get off gens.
Pop - seriously? That's like saying basekit BT isn't a buff because what if the killer isn't tunneling and you're right next to the gen you want to do. Just because there are some circumstances where you might not get as much value doesn't mean its not a buff.
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It's literally a buff to killers that don't tunnel or have a slug heavy playstyle 90 seconds is a long ass time to be slugged for.
That being said there is problems with the penalties for tunneling, idk how long they are gonna be if its permanent or if its lessened depending on the gens and all that #########, punishing killers for that mid to late game can be pretty harsh but early game I can completely understand punishing a killer for trying to get someone out the game, early cause winning 3vs1 when theres a bunch of gens left is really hard lol and the experience of the survivor being tunneled is an F tier experience.
I hope they will listen to community feedback this time, but after those clown changes my expectations of BHVR are pretty low atm.
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They already have forced playstyles on survivors-multiple times. It’s part of the reason I uninstalled.
The complete gutting of stealth for survivor while continuously increasing aura reading for killer? (Distortion gutted) No.
A grade loss and DC penalty point for being tunneled out too quickly/missing some second stage skill checks (still very much live AFAIK)? Big No. (Killers still have no outside of match equilivant to this AFAIK, BTW-they’re still safe from a DC penalty unless they AFK 100% of the match and they can’t derank).
The immediate nerfing into useless of Fog Vials? Massive No.
Still no Skull Merchant buffs this patch? Really? Massive No.
I don’t see anything here (even if everything goes through and remains as is, and I doubt it will) that would improve my experience as either a solo survivor or a Skull Merchant main nearly enough to justify coming back, frankly.
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In the past few years, there have been several meta shakeups that "force survivors to play in different ways":
Healing has gone back and forth several times, with "not bothering to heal" before circle, "staying healthy" (circle release), then back to "not bothering" (circle and medkit nerfs), and back again to "stay healthy".
Dead hard nerf twice (and, as I recall, there were an awful lot of posts claiming people couldn't "adapt" to not having their "crutch" both times).
Prove thyself and BNP nerfs switching people to medkits.
Massive changes to maps, tiles, and pallets, forcing people to deal with fewer resources, weaker pallets, and large dead zones.
Anti-Hiding and distortion nerf.
The only thing I'm seeing in the forums today is an awful lot of people who see the only way they can imagine playing this game (hard tunneling at 5 gens) getting changed, and are absolutely falling apart because they can literally think of no other way to play the game and refuse to try to adapt in any way. And that's even with extra incentives (plural) added to spread pressure.
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The healing meta never punishes you for not healing. The idea was to give survivors another action they can take to buy killers more time to play, but healing is so strong that you don’t spend much time on it and often don’t need a teammate. They even nerfed Mangled to make healing better, with no real downside.
Dead Hard was a problem. They tried many times to fix it while keeping its identity, and the version we have today exists because it was the only way they could make it fair.
Prove Thyself and Brand New Part were nerfed because they sped up the game and left killers less time to play.
Maps changed for both sides. Yes, they’re forcing people to deal with fewer resources and weaker pallets to make players learn how to play, instead of just dropping a pallet and calling it a day. Would you want every map to have the same number of pallets and loops?
The anti-hiding push comes from both survivors and killers. Survivors want active teammates to help them and enjoy the game, and killers want to chase, not watch a gen pop every 45 seconds without seeing anyone.
The reason you see many complaints is that the game keeps getting faster. If you play a B or lower tier killer (and even some A tiers), you can’t keep up with efficient survivors. You start with at least one gen effectively gone because of how fast they can be completed. Most killers need time to play.
The only killers who can consistently face good survivors (not try-hard bully squads, etc.) are top killers like Nurse and Blight, because they are fast and can ignore core mechanics.
Slugging is necessary when you need time to play; you force a survivor off a gen so they help their teammate. Tunneling is sometimes needed to slow the game down.
I don’t like when a killer tunnels at five gens, but the new changes punish killers who simply play the game. Six hooks means you must have active chases with at least three survivors at all times, and you also need to ignore the survivor you recently hooked. That only helps survivors have a more stress-free experience.
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Yeah well probably get 5% haste for 10 seconds and 3% extra gen kick regression
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I cant imagine it'll be that bad but whatever it is, it'll likely also make haste perks more popular, which will shake up the boring meta.
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Yes, it will be 5% haste for 20 seconds for killers, except the strongest one, and 10% extra damage, so it will be around 15%.
The buff will be small otherwise; survivors will say they are too strong.
But please tell me, make a guess what the number will look like, base your idea and your experience.0 -
10 and 5 wouldn't be bad at all. They're not going to give you 3 free full perks as basekit.
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Unlike survivors that they have what 6, 7 perks for free, and they make it so the hook is the safest area to be
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What useless perk takes 90 seconds to stand up?
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What useless perk takes 90 seconds and give if after that infinite amount of chances to get up. In case you don't know the timer don't reset when the killer pick you up, and after 90 seconds, you gain for the rest of the map. You can get up 4 times before you die from bleeding out, and that includes the 90 seconds.
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You still have to fill the recovery meter each instance. That's a ton of time total. No one should be on the round for four minutes anyway.
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If after you down a survivor only chase of any other players try to get a free safe you lose around 20 to 30 seconds.
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They did back in 9.1.0 by giving killers reduced pallet break times, reduced stun times, survivors injury running was reduced, generators are broken more heavily. Used to be 2.5% and survivors could gen tap them, which was also removed and gen damage was buffed to 5%, on TOP of the buff killers will get for not TUNNELING going forward, and additional gen times. :) you did get a few base kit buffs or “base kit perks” added to your kit.
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This was going to be my response. I don't do stealth when I play survivor, but a lot of people do (or did, rather). Over the years, and moreso recently, the devs have introduced changes that make it harder and harder to play in a stealthy manner. At this point, playing stealthy really isn't even an option, with the unprecedented amount of aura/reveal perks and mechanics that are in play.
Survivor players have already been forced (or are in the process of being forced, the very least) into a playstyle.
As you say, it seems pretty obvious what they're going for - a constantly engaged general play style on both sides, because that's what the majority seems to favor. My fear is that it's make the game kind of one note, but if it pushes the tunneling and mass slugging to the margins, it will have been worth it.
Hard tunneling is as much a design flaw as it is a legitimate playstyle, and if chronic tunnelers get their entire approach to the game blown up, I have no sympathies.
But it bears repeating that we won't really know just how impactful these changes will be until we see the numbers.
Post edited by Thusly_Boned on6 -
Not real if you think about it you down the survivor, you make a small petrol to make sure no one is here to safe them this normally will take less that 10 seconds but what if there is a survivor near by will you let them have a free safe, will you chase them or risk it. If for any reason you leave the down survivor go for rhe other even only to scare them away you gove the other one plenty of time to recover and move away from you. Now you need to relocate them and pick them up this can take 20 to 30 second alone just to make sure you will jot lose for free the survivor you just down.
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If I patrol the area it's to scope out a hook and a possible sabo. That takes seconds, yeah. If I find someone, I just whack them and they usually scurry off. It's pretty rare you can't deal with this in 30 or, even crazier, 90 seconds.It's equally rare as surv that I can even fill that recovery bar up.
And sometimes they will in fact get back up, just like sometimes you lose a hook to a sabo, flashlight, or pallet drop. Saves are part of the game.
If you down two people the new aura read is probably going to show you where the other down is once you hook. There are still perks that do this too. There's also still pain sounds and blood trails, as far as I know.
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60s is usually what it took for me with old myers well current myers with vanity and my off meta perks non bamb and they lead me to shack.
So still below 90s.
This was bare in mind high mmr matches they played very strategically taking protection hits, body blocking.
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I love how all over the innernets/forums/YouTube all the killers who cant win without tunnelling are coming out of the woodwork to melt down.
The thing is, it is still a minority of killers who hard tunnel, despite what people like to claim on here. So the majority are still going to be fine as they don't resort to the typical hard tunnel at 5 gens to get easy wins tactic.
It is funny, I saw certain content creators (that I cant name here) almost bragging how they tunnel because of BHVR and survivors doing gens too fast and I warned them that all they will do is create a situation that forces BHVR's hand. Sure enough lol…
This upcoming change is LONG OVERDUE. Nobody should get easy wins from ruining the match for the other team and especially the individual they tunnel out at 5 gens.
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You mean force a play style like the way every patch basically makes it increasingly impossible for survivors to have any play style that isn't incredibly aggressive and chase based? That kind of forcing a place style on survivors?
I don't support all that 'us vs them' stuff, but quite frankly, if Killer mains now feel like the devs are forcing a particular play style on them, perhaps they'll finally have some empathy for how frustrating it's been as the devs have aggressively done the same to survivors time and time again. But in all likelihood, very few, if any, of these changes are likely to actually be put into the game past the PTB in their current state.
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Sure! Here's my idea:
- Don't have multiple people focus the same gen or you'll repair gens 15% slower, and risk getting multiple disrupted by the killer at once
- Think carefully about what gens you do and in what order, or you'll face an impossible task getting the last 3 gens done
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