http://dbd.game/killswitch
The more I think about it, the more I realize DbD's balance mathematically doesn't make sense.
Match starts.
Survivors split and work on 4 gens. One gets found and gets chased.
At this point, from my observations, 3 gens almost always pop at the same time or very soon after the down
Here, 1 survivor on hook, 3 free.
If they just decide to crank a gen, and the next chased survivor can survive 90 seconds (or less depending on perks and time to travel) the other 2 gens can be popped and it's already end game. Even if the chased survivor now goes down, the other gets saved by one survivor and the last one opens a gate as the unhooked one gets healed, all at the cost of the stalled survivor going to death hook instead of just one hook. Even if killer abandons chase and hassles another gen, nothing stops the previously chased survivor just taking over the gen. If the previous chase went long enough, even if the new chase is shorter it wont be enough.
Suddenly, it's 3 healthy survivors, endgame with gates 99'ed/opened, and killer only has 2 hooks. 3 healthy survivors is enough to force an unhook (barring very specific killers, bubba being the only one who can guarantee there will be a price to pay for the unhook), take hits and block, and leave the game. Or just leave the first as a sacrifice and leave, and it's still considered a survivor win.
Now I understand that perks and powers can change this, but so can survivor items. Most forms of regression in the game are often not enough to save a gen if the survivors want it done, and while I understand not every squad is capable of doing this, the fact it's possible even with the killer making no mistakes (and even if the survivors make a few minor ones) makes me realize the balance is an absolute joke.
Yes, I know it doesn't happen every game, and in fact is rare that it would even play out like that, but a team dedicated to this, with at least 2 good chasers, can totally pull this off if they tried or get so close that they're still ahead by a mile. It also explains why gen regression is king, despite how pitiful it is, because no matter how bad it is, other perks cannot save even near that amount of time, with many of them even having penalties that make their bonuses pointless. Camping is a thing because killers simply cannot pressure gens in many cases in any effective manner, meaning their hook is currently the most important defence as it's the only time they can force other survivors into shorter chases. Tunneling stems from this too; every killer knows just how much the pressure they need to make drops the moment it becomes a 1v3, and in itself is the most effective form of gen regression; the complete elimination of a survivor's presence for the remainder of a match can save more than any regression perk when done early enough.
I want to clarify here that I am not excusing camping or tunneling, but once you realize just how little power a killer has you start to realize why many resort to it
It's also why killers like Nurse and Blight are the best. They cut out the most time consuming part of any trial; mobility and chase power.. The survivors can no longer reach that guaranteed "first hooked survivor will be fine" threshold and have to rescue now, slowing them down a lot and is the start of a snowball with a good killer.
Weaker killers, like Trapper or Hag (basekit) for example, just cannot compete with an ability that forces them to sacrifice time to setup, for the potential of no payoff or worse.
I wish I could end this post with suggestions or answers to fix this, but I'm truly stumped. Sure, turning up gen times would work, but then that means normal SWFs or solo queue become unable to win as well. Decreasing hook times back to 60 seconds per stage could maybe work, as that lost 20 seconds leaves only 0~10 seconds to save instead of 20-30, which is nigh impossible unless the killer is incompetent (in which case, it's overkill anyway)
And before someone comments it, yes, again, I know. This is not common place, but it's methematically possible especially against weaker chase/mobility killers, and with how bad the MMR system is, completely feasible to execute in a live match
What do you guys think?
Comments
-
While yes, these sound scary, these assume the first survivor can last 90 seconds in a chase.
Which is rare.
Another thing that can happen and does happen, is 3-genning. It got nerfed, but it still works really well.
A tight 3-gen as the final one is a death sentence against any stronger killer.
Not that this is completely invalid. It shows why tunneling and perks like Pain Res are popular, and why everyone complaints about gen times.
15 -
You assume the first survivor stays alive for 90s.
You also assume that the Killer isn't running any information perks that lets them target the initially spawning clump of survivors, engaging in chase while they're still all together.
You also make the mistake of committing to a chase early. Don't do that if it looks like it's going to be a long one, if you injure a survivor and another healthy survivor can be hit easily: go hit that healthy survivor and have the other survivor stay injured or spend time healing.
If it seems like a chased survivor is running to a safe point that will take a while to chase through, disengage and try to hop onto another survivor that's sticking to a gen, likely reducing their chase distance as you close on that generator they're committing to.
You do have to commit at times, as ping-ponging too much -especially when not getting a hit in, will drag you down, but don't lock in immediately on a single survivor unless you're a chase oriented killer.
You may have info perks, either triggered in some form from that first chase or based on gen states, giving you better clarity on what direction and whom to target on disengage.
Generally speaking though, I don't think most players are good at this.
And as SoGo mentions, why most players enjoy perks that amplify straightforward chasing.
6 -
If all 4 Survivors have brought ways to speed up gens you can lose the 3 gens at the start even with a 30 second chase, if u cut off the time it takes u to start the chase and bring them to a hook.
Obviously some coordination is required, but its somewhat consistently possible to power gates by like 2-3 Mins.3 -
BHVR just added a bunch of pallets to every map. Survivors have a lot of tools to speed up their repair speed. Hens set the SWF speedrun record for escape in under 2.5 minutes last month due to One-Two-Three-Four!. And while coordination certainly helps, the solo speedrun record is still under 3 minutes set a year ago.
The pace of the game is simply fast. Killers getting stuck in a long chase is a death sentence which is why you often see people playing the best killers who can handle the tools survivors have in chase.2 -
I think a lot of it is an issue with the perk system imo. Think about it, 4 perks with no limits means an affect can be applied over and over and over again stacking each time. The only perk genre that doesn't have that issue is exhaustion perks. This is why perks like haywire were nerfed, because perk stacking meant singularity could just destroy endgame. This is also why gen speed builds and heal builds can be so broken.
And BHVR has already created a system for fixing this. The 2v8 class system is that solution because they don't stack, you can have one class that gives you a series of buffs. Personally I think they could add a singular perk slot and add about 20 perks to start with and slowly add all the perks back in a reduced state more balanced for the Class system.
Proper balance of the 4 perk system would require testing every new perk and comparing how it works to all the other ones. (reminder, there are 161 survivor perks and 139 killer perks)
-3 -
While yes, these sound scary, these assume the first survivor can last 90 seconds in a chase.
Not necessarily since toolboxes and to a lesser extent gen perks & great skill checks exist. Plus you have to account for player travel times/spawns, pickup/carry time when the first survivor is downed, travel time/player positioning after the first hook, and so on. Lots of guaranteed free time on gens. True that it's not necessarily time on the gens that should be done, but a smart team can play around that really easily and avoid getting 3-genned.
Mathematically the game really is in the survivor side's favor in most cases. The problem is the general survivor playerbase doesn't even attempt to play efficiently a lot of the time and the non-functional MMR system doesn't help one bit.
-1 -
10 - 20 seconds to make it the other side of the map for a non-mobility killer and then on top of that find a survivor.
If the survivor has an exhaustion perk then that´s another 10 seconds for the killer to catch up
If it´s not an instadown killer or a mobility then they get a 3s cooldown and the survivor gets more distance so let´s add another 10s.
That´s already 40s and if one or more of the 3 survivors brought a commodious toolbox and a gen rush build they can do a gen within 34s max so that´s already 1-3 gens gone assuming they all brought it and are within a swf.
After that the killer has to pick up which can risk a pallet or a flashlight save so adding more to time to a chase (even though granted, they do lose out on gen progress). Wiggeling out takes 16s to do, so let´s assume the killer takes 15s to hook a surivor next to a high progress gen.
That´s 55s off of a gen and again if the killer has no mobility or hooked the survivor far from gens with progress than good luck catching up and winning that game.
So in conclusion you only really need to loop for 30s and just run exhaustion perks.
-1 -
Theres alot more factors than just the chase time, positioning / where you bring the killer are equally important, its why sometimes the optimal play when chased is literally running into a corner on the opposite side of the map, farthest away from a hook cause that forces the killer to waste 10-15 seconds just walking to a hook, and cause they are also in the farthest corner away from a gen, thats even more time to walk back, which can make even a 30 second chase give 60 seconds of time or more.
3 Gens are strong, almost necessary sometimes, but its mostly up to the Survivors where the last 3 Gens are, as long as you fix even 1 of the gens in that position early, it will end up split across the map, and if the Killer only sits around that position it allows you to just run far away if they initiate a chase, and you can infinitely reset if they don't commit, so either you slowly whittle the gens down, or they commit for the hook and lose their 3 gen.
(Not Counting Outlier 3 Gens like currently that TWD Map with 3 within like 10 meters, they need to fix that, its goofy)
And this is just speaking basekit, with Perks you can force alot of lose-lose situations for the Killer, theres a reason Survivor perks are VERY Limited in Comp, cause if not 90% of Killers would have 0 viability in that space, the only thing keeping this 'balanced' is the fact people dont commonly face these calliber of teams in normal games.
Most of this doesnt really matter against Solo Queue uncoordinated squads, they will 3 gen themselves or get chased near important gens, i think Solo Queue really needs Coordination to close the gap slightly, a Chat-Wheel would be sick, cause BHVR doesnt wanna do VOIP.0 -
Survivors dont need to literally survive 90 seconds of being chased, which is not a hard number early game with all the pallets anyway. Stealthing is extremely powerful. The time killer looks for a survivor to chase means time he's doing basically nothing productive. Also, if the killer passes by a survivor who successfully hid near a generator, where the survivor then starts working on that generator while the killer leaves and is oblivious, this is a gigantic victory for survivors. The killer has walked to a gen, gained nothing, and walks back to where he was. This is I think the biggest reason why killers may start to set up a 3 gen and camp earlier. Late game you kind of have to camp anyway.
1 -
As others have pointed out, the assumption that the first chase will take noticeably longer than 90 seconds (accounting for travel time while splitting up) and the second chase takes at least 90 seconds is kind of insane. I'm not saying that can't happen, but it also indicates very clearly that the killer is almost certainly mismatched in this trial.
I've seen some people suggest that the first chase doesn't need to last that long with toolboxes and certain perks in play, but that undermines the central point of the original post, as I understand it- because that wouldn't be DBD's balance being mathematically broken, that would be toolboxes being overtuned.
(Which, to be fair, I agree with, they are.)While I think there's some conversation to be had about the situations where this can happen, those conversations have to be centred around the understanding that if chases are lasting that long, then someone or something has failed. Either the player is mismatched/not nearly as good as the survivors, the survivors themselves are bringing some kind of loadout option that needs heavy scrutiny, or the map is woefully unbalanced.
It's very much not a fundamental reality of DBD that this kind of thing must always happen. Chases aren't meant to last that long on average, not even for the weakest killers in the game right now.7 -
Stealthing is enough
Last 90 seconds is unrealistic.
However going against non mobility killers with no aura and using simple shift W is kinda enough already to win half a minute, if not the whole minute
Add some toolbox and ez
0 -
Yeah, game is supposedly balanced around 30-45 second chases. If 3 gens are popping around the time of first down it means the chase took extra long.
2 -
Just throwing this out because it was mentioned…Trapper and Hag do waste a lot of time due to setup, but you can easily push survivors to you/your traps with gen regression perks such as Corrupt, Grim, Pain Res, etc. Definitely a different playstyle that comes with a disadvantage of needing to build your web but once half the map is closed off by your traps, they are extremely difficult killers to play against.
2 -
What I've noticed often as of the FNAF update and the Spawn Logic changes is people now double a gen immediately when the game starts, and its smarter to since you can't garuntee a survivor lasts long enough for a solo gen, though most of time they do since there's now an insane amount of pallets already on top of how unfair survivor was before.
The thing is, coop repairs are way too fast, a generator should not be popping in less than a minute without any perks, let alone with perks (not even gonna mention Hyperfocus which btw is bugged to sometimes not give a bonus to progression, but still is super busted). Gen perks are super overtuned too, Prove gives 10% per survivor on a gen, Friendly Competition got a major duration buff that actually makes it worth it to stack the first gen and split afterwards for more than one gen, overzealous is 10% and doubled just for blessing or cleansing a hex, paired with COH and now healing speeds are problematic too.
Haste and Hinder stacking was healthy, but would've made some perks boring and useless, but why can't there be gen speed and heal speed stacking caps, and also some nerfs to existing broken survivor perks? Survivor does not need all of these resources, they're already the better role, some perks and items need to be reduced in strength.
I'm tired of having to play Ghoul or better to even stand a chance against a random group of solo queue survivors who have horrible chases and just have teammates cranking and insta healing in the background.
-3 -
Match starts.
Survivors split and work on 4 gens.
What? 🤣
1 -
This sort of stomp almost never happens to me as either killer or survivor. The whole survivor team has to be skilled, coordiated, and have good gamesense. If they do all that and the killler can't cut off their progress, then they win, I guess? But the killer also has to blow it. If I over commit to a chase and 3 gens pop that's on me, but that rarely happens to me anymore. You can tell pretty fast if someone is a juicer. Those are the ones I ignore until later. There's almost always weaker links to pursue.
6 -
Well, there is some stuff to point it out:
- As you've noticed, the first chase is game defining: if it takes too long it might be too late for a killer to comeback; if its too short the killer might as well start a snowball that survivors will have a hard time undoing.
- Toolboxes are broken. A lobby with 4 bad survivor with good toolboxes is harder to win against 4 good survivors with some flashlights and medkits. I've been seen these more and more and i hope something will be done soon, since its neither fun for survivor and specially for killers since its just rush the game for free.
This game is balanced around people not being too optimal in their strats. Luckily, its just a small percentage of the playerbase is focused on this. Otherwise this game would be hell, LOL
I will leave the Hens video here on how fast you can end a match in a focused team.
-1 -
I also get a deep sense of trepidation when I see a math post, so let's dive in.
Let's highlight something at the end:
And before someone comments it, yes, again, I know. This is not common place, but it's methematically possibleYes, this is true for any competitive activity. It's possible for one side to dominate the other. Example: in the semi-finals of the 2014 World Cup Germany was up 5 to nothing 30 minutes into the match. It happens even at extremely high level of play.
If they just decide to crank a gen, and the next chased survivor can survive 90 seconds (or less depending on perks and time to travel) the other 2 gens can be popped and it's already end game.If the survivors do really well in chase, especially two 90 second chases with the killer doing nothing about those on gens, yes, the survivors are going to win.
And if they only last 10 seconds in chase, they are going to lose.
Basically: if the survivors do really well, they win, if the killer does really well, he wins. Like I'm not sure what the issue is here.
fact it's possible even with the killer making no mistakes (and even if the survivors make a few minor ones) makes me realize the balance is an absolute joke.Wait, woah, when did we get to this? The killer was in two 90s chases. What exactly was happening that they made no mistakes?
a team dedicated to this, with at least 2 good chasers, can totally pull this off if they tried or get so close that they're still ahead by a mile.Not sure how the survivors force the killer to chase these two people, especially being they are cranking gens which should make them relatively easy to find.
It also explains why gen regression is king, despite how pitiful it is, because no matter how bad it is, other perks cannot save even near that amount of time, with many of them even having penalties that make their bonuses pointless. Camping is a thing because killers simply cannot pressure gens in many cases in any effective manner, meaning their hook is currently the most important defence as it's the only time they can force other survivors into shorter chases.These are common arguments, but neither makes sense.
Gen defense: what perk would make a difference in this scenario? The killer isn't getting downs, they can't really activate anything useful. Even blocking the gens is going to have a minimal impact if the chases are taking this long.
Camping: even less true. In your scenario the survivors intentionally leave the target on hook. Now instead of two people doing gens, its three.
-
Basically: you're arguing that if things go really well for the survivors then, mathematically, they are going to win. Yes, obviously. Its the same for the other side. None of this is getting into balance issues or game design (such as the guessing game in the lobby or the over weighted impact of early game). But I think the ease in this scenario at which the survivors are doing gens and the survivors are getting long chases would be indicative of killer mistakes, randomness really helping them out, goated survivor play, winning lots of 50/50 guess, or some combination of all of that.
Post edited by crogers271 on3 -
The problem with the Hens video:
1: If this team was playing to win, and not for a world record, what would their win rate/escape rate be?
2: What was their win rate/escape rate while doing this attempt?
Youtube videos are edited, what I've caught though from some of the releases (including prior videos and streams) is how many times they lost (and a team of this caliber should very rarely lose in pub matches). All they are trying to do is get a single survivor out as quickly as possible. If things didn't go perfectly for them, they could easily get snowballed.
If these survivors were trying to just win, would they be pursuing this strategy? Almost certainly not. They'd get a much higher win/escape rate with a more balanced approach. It's only the optimal approach if you are trying to maximize fastest out the door.
1 -
I get what you mean about it being an extreme-yet-not-viable scenario, but the top 26 on the speedrun leaderboard are all under 5 minutes, and most of them aren't by Hens or his friends. In fact, the top 10 are almost all under 3 minutes, and the top 20 for solo specifically are all under 5 minutes. These are people who were willing to record and verify their results for the leaderboards, as well as follow any rule requirements for the category, and says nothing for the millions of games not represented. Its actually quite interesting to see how the times have changed over time. Here's the swf category, but it also has others like solo on there:
https://www.speedrun.com/dead_by_daylight
It doesn't mean your average survivor group is escaping lightning fast due to no fault of the killer, but this is the level of punishing that survivors lament in regards to tunneling: Your opponent's focus on maximizing efficiency reduces your ability to make mistakes (or sometimes even play) until you have no hope of recovering your objective. When criticizing killers in these games saying "if they made no mistakes, the time doesn't add up" is a laser focused perspective on the broader issue: how many mistakes are either side allowed to make to stand a chance. If survivors get all 5 gens done lightning fast, there is no time for the killer to build pressure and/or snowball, just like a survivor who is chased off the hook has no time to defend themselves reasonably.
Its an integral part of the game's design for the survivors to have their strength be at its peak at the start, while it slides into the killer's favor as resources are used up. That means that the burst potential of the survivors at the start has to be addressed in an equal manner to the killer's ability to force resource consumption, most notably in the cases of hook states and teammates in the game.
Short game durations also affect different killers differently, a nurse or blight isn't going to care as much (and will have more opportunity to even punish) vs builds dedicated solely to speedrunning trials vs a hag or trapper who might not even start a single chase by the time gens start popping. I remember a while back there was a push for an "early game collapse" style of phase for trials where the survivors wouldn't be able to maximize their strength at the start of the match, but in actuality an idea like that should only come with the introduction of more stern (and actually well implemented and totally not just lazy attempts at appeasement) anti-tunneling design.
In the end, that leaderboard is basically just a list of failures to a smoke test. Trials should not be able to go that fast, just like people shouldn't be able to be forced out of the trial before being able to have an opportunity to participate in a fair chase.
0 -
This is true, also worse when you factor in that the devs balance for chases to last about 45 seconds. So they want you to do 8 45 second chases before you get your first kill. And then doesn't even factor in the time it takes to actually start the chase, nor the time it takes to pick up the survivor.
For me the biggest time sink i think people don'e realize is just how long it takes to actually hook a survivor:
- 2.7 second wipe animation
- "fiddle around" for about 1 second because for some reason the survivor always teleports around on the ground
- 3 second pickup animation.
- ~8 seconds on average to walk to a hook
- 1.5 second hook animation
Total time spend is about 15 seconds
-2 -
I get what you mean about it being an extreme-yet-not-viable scenario, but the top 26 on the speedrun leaderboard are all under 5 minutes, and most of them aren't by Hens or his friends.Actually the extremeness isn't really my point, though its related.
For discussing math/balance (not fun, which is very important but a different topic) on the gen rush the issue remains of if instead of trying to get the world record for escape, how much more or less successful would the team/player be under the same conditions using other builds? That a team can escape really fast I don't doubt, but what's the overall impact on their escape rate?
Here's the swf category, but it also has others like solo on there:It also has the killer records, and some of them are also incredibly fast.
If survivors get all 5 gens done lightning fast, there is notimefor the killer to build pressure and/or snowball, just like a survivor who is chased off the hook has notimeto defend themselves reasonably.But survivors maximizing gens have nothing else. A good chase by the killer, having the right killer/perks, and the survivors can crumble. Like lots of things that maximize efficiency, there's no backup, making a recovery extremely difficult.
I remember a while back there was a push for an "early game collapse" style of phase for trials where the survivors wouldn't be able to maximize their strength at the start of the matchI don't have any problem with the concept, I think there's a lot of merit to it, but I think the speedruns are bad at exhibiting the reasons for it.
3 -
For discussing math/balance (not fun, which is very important but a different topic) on the gen rush the issue remains of if instead of trying to get the world record for escape, how much more or less successful would the team/player be under the same conditions using other builds? That a team can escape really fast I don't doubt, but what's the overall impact on their escape rate?When LCD strats are prioritized without the skill or game sense to apply them properly, they also tend to lose games more than save them. This will always be a perspective variable regarding matchups, and kinda misplaced since few of the matches in Hens' video for example were just 1 outs. I can't side with dismissing a very clear issue based solely on either frequency or viability downplaying. If we did, the same would apply to things like 3 hook 1K games. But we clearly want to reduce those as they are generally pretty unfair to the 1 who gets tunneled, regardless of efficiency or even effectiveness outside of that one result.
It also has the killer records, and some of them are also incredibly fast.Absolutely, especially since it is something that on paper should be able to take less time. That said, notice how its not a very contested category, the fastest time is still 2 minutes, and it has no rules around which killer or any other types of curation to the data? Its also a category that can be easily thrown off by things like ragequits/sandbagging/etc, which would not be able to be recorded or observed by the killer's perspective. As survivor (especially in an SWF) its much more possible to document everything in a way that allows verification of proper play.
But survivors maximizing gens have nothing else. A good chase by the killer, having the right killer/perks, and the survivors can crumble. Like lots of things that maximize efficiency, there's no backup, making a recovery extremely difficult.Agreed. The survivors are expected to utilize as much momentum at the start as they can in order to offset their gradually weakening position. The issue is that the extreme of said starting strength does not guarantee a reasonable ratio, which is why I compare it to getting one out through tunneling. Doing so forces a hard shift on the potentials of the two sides, and minimizing potential damage is just as important to game dynamic as strengthening one's own position alone. This is also why I compare it to tunneling, as it puts optimizing one's own chances of success well before the opponent's chance to have a fair match. Both are currently balanced around effectiveness in successful execution than they are allowing for dynamic gameplay from either side. At this point I don't even trust them enough to attempt handling both extremes fairly for both sides simultaneously, but its not a part of the formula you can balance like a jenga tower. Tunneling is an excuse because of gen rushing, gen rushing is an excuse because of tunneling. That tug of war over objective efficiency potential has been a driving force in the game for years because of how extreme the far ends on either side get, and its just another facet where they will never find fairness until they figure out how to normalize their landslide scenarios.
I don't have any problem with the concept, I think there's a lot of merit to it, but I think the speedruns are bad at exhibiting the reasons for it.Speedruns are like the kill streaks everyone loves focusing on hyperbolic examples of. For the Blight main who got over 2k wins, there are many who barely break 20. Some never even learn the killer fully, and just play him because he can play like a M1 and they heard he's OP as hell. People go to these examples because they represent extremes that they find unacceptable, regardless of whether they apply to their specific cases. The point of pairing the speedruns with the old early game collapse idea is that it would be focused on addressing that extreme: The world record is a death by a thousand cuts scenario. It utilizes multiple oversights and even the bardic perk to perform much better in a very focused application than they can in normal gameplay. The more layers that get added like that, not only do things get even faster with each new tool, but they create more moving parts that would need to be addressed to undo the damage. At this point having a grace period of reduced survivor efficiency (in whatever means are deemed best, it doesn't have to be a flat debuff or anything lazy like that) at the start of the match would be far more effective than reworking all of the elements involved (and potentially nerfing their normal case use just to address this kind of stacking.) Thats why I emphasize it would need to go side by side with a similar hemming in of killers getting an early down and tunnel well before survivors would be able to utilize any of that "power play."
Honestly, when they backed out on reworking haste stacking, I kinda lost hope they would do the right thing about these types of scenarios. We'll just continue to have people complain about individual pieces of the jenga tower and disregard how unstable it gets with each short sided adjustment.
0 -
This will always be a perspective variable regarding matchups, and kinda misplaced since few of the matches in Hens' video for example were just 1 outs.Okay, this why I mentioned streaming earlier as well. I don't watch a ton of live streams, but I've caught some of Hens videos were he's trying ideas, and the Youtube video that emerged didn't cover the times the idea crashed and burned. I don't think he's being deceptive, I think he is trying to focus the video on entertaining material, and so the matches that don't accomplish that get tossed. That's always the problem with using edited videos as evidence, we have no idea what is excluded.
I can't side with dismissing a very clear issue based solely on either frequency or viability downplaying.Not dismissing, though weighing in context, but I'll get to that a little more later.
That said, notice how its not a very contested category, the fastest time is still 2 minutes, and it has no rules around which killer or any other types of curation to the data?If I'm looking at the site correctly, it is actually split up by each individual killer, probably the reason for less results because its divided across all the killers.
Its also a category that can be easily thrown off by things like ragequits/sandbagging/etc, which would not be able to be recorded or observed by the killer's perspective. As survivor (especially in an SWF) its much more possible to document everything in a way that allows verification of proper play.More possible, but you still have a few issues. Whether the killer gets a a slow start or not, and what constitutes 'serious' play, which if I remember correctly Hens worried was going to get their record video tossed out.
This is also why I compare it to tunneling, as it puts optimizing one's own chances of success well before the opponent's chance to have a fair match.Sure, this is a good comparison
The argument that ultimately won BHVR on tunneling was fun, not balance. As a balance issue, tunneling was all or nothing. If the killer's strategy was to tunnel the first person*, and that person happened to have OTR and DS, killer probably lost (or another survivor had Reassurance, etc.). On that sense, gen rush is in a similar space, you're really hoping the killer doesn't have Corrupt and Dead Man's, and I suspect some of the killers might be intrinsically harder to run this against (the S tiers obviously, but also killers who can damage grouped up survivors would likely be very dangerous).
*we can then get into degrees of tunneling, such as proxy camping, just as we could get into degrees of gen rush, but that's going to explode into lots of variables.
The question is where is the line on fun. Having advantages based on what you selected in the lobby with no knowledge of what the opponent has, is pretty baked into the game. I thought tunneling went too far into the lobby guessing game. Does extreme gen rush reach that stage? I don't know, when I've had it run against me I don't find it particularly annoying because its at least quick and a rush, which I enjoy, but I can't speak for anyone else.
Tunneling is an excuse because of gen rushing, gen rushing is an excuse because of tunnelingAgreed.
Speedruns are like the kill streaks everyone loves focusing on hyperbolic examples of.For the record, I don't think that's a good argument either even if I get drawn into it on 'But what about this SWF that…' style.
I think talking about the upper end of the game is fine, even if that's the 1%, but once we start discussing the 0.000001 (the 1 in a million), I don't think its productive. That's why I've always thought it is better to focus on how many killer players have gotten things like a 50 win streak instead of the Blight (kind of like your comment on barely break 20, if a 20 win streak is seen as no big deal I think that's a bigger indication of balance).
But yes, people absolutely do over focus on Momo's Blight run.
People go to these examples because they represent extremes that they find unacceptable, regardless of whether they apply to their specific cases.This is where I'm going to kick back to the idea of dismissing an idea vs weighing it in context.
Single videos are very evocative, they really get people to pay attention. Data tends to be pretty boring. That's why I'm saying its not fair to evaluate without all of the data and a comparison. So if this group played with a different, more traditional build, and got an escape rate of 80%, and with gen rush they got 80% or less, well its not an issue on balance (again, on fun, if people really dislike it that's a totally different story).
This is were we are all at a loss in comparison to BHVR's decision making because we don't have the larger numbers they have access to, and even if we focus it on a specific player its going to be a smaller sample size (Otz and Hens have both done some larger data collections, but even then we're still talking relatively small footprints).
1 -
Okay, this why I mentioned streaming earlier as well. I don't watch a ton of live streams, but I've caught some of Hens videos were he's trying ideas, and the Youtube video that emerged didn't cover the times the idea crashed and burned. I don't think he's being deceptive, I think he is trying to focus the video on entertaining material, and so the matches that don't accomplish that get tossed. That's always the problem with using edited videos as evidence, we have no idea what is excluded.Thats why I was moving away from viability. There is no doubt that he had games where he didn't succeed, thats besides the point. Again, this is more in the sense of a smoke test, in that these numbers shouldn't be possible in a healthy game with the design philosophy around addressing LCD strats.
If I'm looking at the site correctly, it is actually split up by each individual killer, probably the reason for less results because its divided across all the killers.You're right, not used to the newer layout so didn't see the drop bar, just the categories. Still, its kinda funny that a killer like Nurse has a worse record than a Trapper :D
More possible, but you still have a few issues. Whether the killer gets a a slow start or not, and what constitutes 'serious' play, which if I remember correctly Hens worried was going to get their record video tossed out.Oh absolutely, the killer player isn't a machine in these games. There's always going to be variability in their skill, which is part of the point of the issue: Killer players are going to make mistakes, they're human. Even the best player is going to make misplays. Time is the killer's resource on how many/how severe their mistakes are allowed to be before their chances rely almost entirely on survivor misplays. Its an agency shift that any tunneled survivor should also understand very well, and the entire reason why second chance perks and mechanics have always been popular with survivors especially. That said, the SWF category in particular gives the best verification of whether the killer played in a reasonable manner despite the outcome. You simply get to see more of the match and have less left to assume., especially compared to a single perspective thats interacting with 4 opposing players frequently.
*we can then get into degrees of tunneling, such as proxy camping, just as we could get into degrees of gen rush, but that's going to explode into lots of variables.Indeed. Unfortunately, one of the things that rubbed a lot of people the wrong way is how they're being so generous with some of these definitions they can't even remember them for their own powerpoint. Agreed with the part above that regarding the "arms race" mentality.
The question is where is the line on fun. Having advantages based on what you selected in the lobby with no knowledge of what the opponent has, is pretty baked into the game. I thought tunneling went too far into the lobby guessing game. Does extreme gen rush reach that stage? I don't know, when I've had it run against me I don't find it particularly annoying because its at least quick and a rush, which I enjoy, but I can't speak for anyone else.Fun is extremely subjective, and has been ruined on many occasions in the name of balance. There are plenty of people playing this game right now who will only find fun in victory. Full stop. You cannot hope to cater to them in a game where you can't have every player win, which is my running theory on why they've been trying to muddy winning and losing so much from personal stats to how they treat abandoning (and the horrible mess the two cause together.)
If fun is a factor, than being able to reasonably get momentum without the exit gates already being powered should be a consideration. Just like a survivor likely won't have fun if they get tunneled out constantly, a killer isn't going to have fun if they get 2-3 medium chases before the endgame starts. Just like how you don't mind these games for being over quickly and their pace, I personally enjoy getting tunneled because it helps me get better in chase and sometimes even turns games around if I can get them to misplay enough. Perspective and reflection (or a lack thereof) are why enjoyment in these scenarios are going to vary, which is why they should be a consequence of balance and not the other way around.
I think talking about the upper end of the game is fine, even if that's the 1%, but once we start discussing the 0.000001 (the 1 in a million), I don't think its productive. That's why I've always thought it is better to focus on how many killer players have gotten things like a 50 win streak instead of the Blight (kind of like your comment on barely break 20, if a 20 win streak is seen as no big deal I think that's a bigger indication of balance).The big difference is that speedrunning escapes is actually more instructible than just winning as a killer. Were this not something easily emulatable by the average player (Hens even challenges his viewers to try to beat it, after explaining how it works) then it would be less of an issue: But most of DBD's content creation history tends to get things abused, exploited, and nerfed. Sub 5 escapes do not even require much special, but videos like this inform people on how to get those numbers when they wouldn't otherwise. In fighting games Touch of Death combos are like this, where people who don't even know the first thing about a characters game plan can learn a consistent combination to win a match from the first touch. That means that their opponent can be a better player in almost every metric, but one minor mistake can lose them the game vs a worse player.
Thats why gen efficiency is such an important topic to address those extremes. Its not a high skill interaction, in fact, the worst it really gets is getting multiple hyperfocuses in a row (which can be mitigated to an extent.) It doesn't require chase skills, saves, or pretty much any significant macro skill. You just maximize your build and follow the prompts until the loud beep goes off. I got carried in the game for years without even learning proper macro play just by being efficient on generators, and thats a power that the game kinda relies on being untapped to its fullest. So you have the most game winning facet of the game (gen efficiency) paired with both theory and practical application of how to do it, with a very high skill floor.
A killer needs to play well in more than one facet of the game to get even 20 kills in a row, and thats a streak that could still be achieved in even an uphill balancing scenario. You don't have to play well to reach a sub 3min escape, you just need the right build and teammates that are good enough to allow it to be possible. Thats the shared agency dilemma that always seems to throw people's perspective off on those types of comparisons.
Single videos are very evocative, they really get people to pay attention. Data tends to be pretty boring. That's why I'm saying its not fair to evaluate without all of the data and a comparison. So if this group played with a different, more traditional build, and got an escape rate of 80%, and with gen rush they got 80% or less, well its not an issue on balance (again, on fun, if people really dislike it that's a totally different story).Again, this is why I'm not pushing some type of narrative "This is what happens in all my games!" or anything that hyperbolic. Its not even about the fact this can fail, its about the fact it's possible. Its also why I compared it to the Blight streak, as the most reasonable argument against it is that no player should be able to win that many matches in a row in a balanced game. I specified I wasn't talking about common scenario because it doesn't apply regarding kill streaks either. They're just extremes that shouldn't be possible in a balanced game, and people seem to pick and choose when thats allowed to be ok.
This is were we are all at a loss in comparison to BHVR's decision making because we don't have the larger numbers they have access to, and even if we focus it on a specific player its going to be a smaller sample size (Otz and Hens have both done some larger data collections, but even then we're still talking relatively small footprints).I don't like making hypothesis under the assumption they don't have this data, its more about when, how, and how aggressively they ignore data when it outlines things like this. They can have the escape time for every single match that has ever been played of DBD, but willfully ignoring extremes like this breaks trust in how they analyze said data. Every time they put out bad PR over things that even remotely involve data, it makes people's trust in their ability to make proper decisions based on that data less assuring. They could have data that would be good enough to make feedback from players redundant, but if they don't analyze it right that uninformed feedback can be more insightful than a hundred layered spreadsheet.
1 -
I'm going try and shorten this up because I feel like it will quickly become a disagreement over the weighting of certain examples (note: I failed at shortening).
Still, its kinda funny that a killer like Nurse has a worse record than a Trapper :DLuck based, I presume, if the survivors happen to run into the early traps.
Unfortunately, one of the things that rubbed a lot of people the wrong way is how they're being so generous with some of these definitions they can't even remember them for their own powerpoint.Ugh, what got said at one point, something like 'and a third one that I can't remember'? Yeah, that was bad, I don't know why BHVR tries to keep putting people into live speaking roles that are not their skill set.
Just like a survivor likely won't have fun if they get tunneled out constantly, a killer isn't going to have fun if they get 2-3 medium chases before the endgame starts.So this is related to BHVR's bad definitions and what data they were getting from people. I don't mind being the target of the tunnel either, its far more annoying to be one of the three other survivors who are just slamming gens.
-onto the more disagreement points-
The big difference is that speedrunning escapes is actually more instructible than just winning as a killer. Were this not something easily emulatable by the average playerHmmm. I spent a bit thinking about this (and what you say after), because I don't think you are by any means wrong, but I also feel a little bit off about it.
Thinking aloud: Would a killer going for a world record change their build over one going for a win streak? Yes, absolutely, things like Lethal Pursuer and other early game perks would become more essential. Is the build giving them the same weaknesses as survivors on a gen rush? Maybe, I could see both sides being possible.
I guess I'd have to look more into the world records by killers. Where the players actively seeking to accomplish it, or did they stumble into it by everything going their way?
A killer needs to play well in more than one facet of the game to get even 20 kills in a row, and thats a streak that could still be achieved in even an uphill balancing scenario. You don't have to play well to reach a sub 3min escape, you just need the right build and teammates that are good enough to allow it to be possibleThey seem a little unalike in comparison. Could these survivor builds get to 20 wins in a row without needing to be good in more than one facet of the game. If they could, or even if they could just get a really high escape rate, then absolutely a problem. That runs into a structural design issue with DBD though that the amount of newer players who might be used for such a test don't have the necessary perks/items that a more experienced team does (if a person was actually going to test it).
Though I think the hypothesis would be moot if one had access to BHVR's data, do these builds result in a higher escape rate in comparison to other 'sweaty' builds (I presume BHVR compares sweaty levels which they might not)? Is so, problem, if not, still maybe a problem but a different one.
They're just extremes that shouldn't be possible in a balanced game, and people seem to pick and choose when thats allowed to be ok.I'm so tempted to get into a larger discussion of variability in games, but I said I'd keep this short and I don't really disagree.
They could have data that would be good enough to make feedback from players redundant, but if they don't analyze it right that uninformed feedback can be more insightful than a hundred layered spreadsheet.Yeah, true, though feedback is always going to tell them more about the 'fun' factor than data (hopefully). I guess if I had their data what I'd like to know is what happens outside the extremes with these builds.
-
Okay, I've failed at keeping it short, so theory time on the issue. There's only one 'type' of survivor so I think its critical to the game's health that survivors have multiple viable styles of 'character' they can build. I think these get split into either mixed (good at a few things) or focused (great at one thing) - with focused builds generally seeing less return for each perk slot invested. So survivors having the option to take a single healing perk and be stronger at healing, or spend their entire build and be great at healing but weak everywhere else, I think is healthy design.
Now ultimately this can make killers feel bad if looking at a singular trial as something outside their knowledge was, or at least felt like, the primary deciding factor of the outcome. In the above scenario if the survivor with the healing focused build is not the one chased and they go around healing everyone the killer is going to feel like the build is brokenly strong. For a fair evaluation we'd need to look at multiple games, best, worst, and middle of the road outcomes.
The going all out on one thing is the survivor risk/reward trade off, perhaps comparable to killer hex perks. If things go your way, great, but if not, devastating. I think that's fine, but recognize it walks a fine line that could lead to player unhappiness.
So where does gen rush fall on this? I think having a completely gen focused build falls into the above idea of doing something really well, but also full of many downsides, and thus an overall healthy option to have in the game. Is it too strong, especially with coordination? My gut leans yes, but I'd feel more comfortable with more data.
And a complete side note: When '1-2-3-4' was announced I said that BHVR was intentionally trying to reinvigorate the World Record chase (which was partly joking, but not fully).
1 -
I hear you about condensing things, I've been having a hard time myself. That said, we agree on a lot conceptually, so I mostly just have this in response:
So where does gen rush fall on this? I think having a completely gen focused build falls into the above idea of doing something really well, but also full of many downsides, and thus an overall healthy option to have in the game. Is it too strong, especially with coordination? My gut leans yes, but I'd feel more comfortable with more data.The main issue with gen rushing in particular is that it is focused on removing the most valuable resource the killer has at any point in the game, time. Since the game is weighted toward the survivors at the start, the impact they have on their objective during that window is stronger than other parts of the game. If a minute of the killer's time is wasted when there is only 1 survivor left, its not going to impact them as strongly as losing a minute when 4 survivors are up (outside of other factors, of course.) Regardless of how anyone feels about this balance wise, it also affects mentalities: LCD strats are also used as a comeback approach, so the more burst progress the survivors make at the start, the more the killer will feel backed into a corner and less likely to play in a more fair/healthy manner. Whenever killers lose multiple gens in their first chase, it makes them reevaluate their strategy and the one that shifts time back in their favor the most is the one the community tends to dislike the most.
Its a fine line that needs to be walked similar to objective denial: make sabo and flashlights too strong, the killer will never bother with hooks. Make them too weak, and survivors will never bother to utilize them. Its always important to judge how a particular style of build or focus affects the overall game, as some of them do absolutely affect core gameplay elements more than others, and their extremes need to be kept in check relative to how directly they affect the core gameplay loop.
1
