http://dbd.game/killswitch
why is bhvr obsessed with only the first chase mattering?
i don't get all these constant changes to make the game snowball immensely hard in eiher direction from the outcome of the first chase
with these new changes, having a really bad first chase will just be truly unrecoverable for the killer, whilst a strong earlygame gives them extra momentum from chaining unique hooks
i truly dont understand what this constant design direciton is
Comments
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There is no direction. It's just a matter of trying to appease survivors by holding their hand. It was obvious when they revealed the health update months ago, because there was a lack of killer stuff listed.
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I'm not sure I see that in these changes. If anything, BHVR want the subsequent chases to be more encouraged considering they're giving the killer bonuses to get into those chases quicker.
People overstate how useful tunnelling is for recovering from a really bad first chase, in my opinion. If three or more gens pop in your first chase and your response is to leave those survivors alone to do more generators uninterrupted, surely that just means you're giving up on gens and trying to secure just one kill?
To me it's slugging that would be the far stronger response, leave someone immobilised without any timesink to interrupt survivors and snowball.-1 -
slugging is being removed
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You mean it was obvious that at some point Survivors would also need some love after years of killer-sided Updates? Heck, I remember Patches which only featured Killer Buffs, e.g. the Chucky Patch and the following Survivor-only Paragraph which, aside from the Survivor, only featured things which benefit Killers.
At some point Killer is good enough that Survivors can receive some Buffs too.
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Weakened, not removed, and also not really the point I was making.
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Except… survivors didn't exactly need buffs. This update just goes to balance around the average person trying dbd for the first time and it shows.
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Didn't they? High MMR 4-man swiffers were the only ones getting close to 50% escape rate, every other category was statistically very underpowered.
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Soo the most important person? Why would you balance around try hard ? That's literally what kills games and makes them super unaprochable to your average player. The game is riding high from FNAF and TWD they need to keep these people to secure a bright future.
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A person that understands how dbd works and plays it that way =/= a tryhard. If anything survivors dont even need to try that hard to consistently escape.
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Lets be real. "High mmr" in dbd is a joke. You can NOT have an mmr system that's soft capped and try to use said stats to make arguments. There's a reason why I use the term "efficient" or "good" survivors because good survivors is what I care about with changes like these.
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And you'd rather maintain control over what constitutes a 'good' survivor so you can instantly dismiss any survivor team that loses any match as 'bad' and therefor not representative.
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I never said that close games can't happen. But said close games will then MAJORLY be in the favor of the survivors at that point if these were to go live the way they are. It's like the elementary school girls vs boys tug of war in gym class but the girls get the gym teacher at this point.
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