Can I have some opinions from you on these questions?
Hello everyone,
Could you honestly answer these questions?
There is no correct answer to these but I am curious about your opinions.
How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)
How many hooks happen before the first Survivor dies in a game? (3? 8?)
How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)
What do you see as a win? (4K/4E? I escape?)
What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)
Please don´t scream at each other. I just want to hear your voice.
Comments
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- Played for 8 & half years & have over 18,000 hours (across all platforms) doesn't make my opinion more valid than anyone else but just from a veteran point of view
- 1. Good chase? This is very subjective, & dependant on many factors, which killer, map, early game, (more resources) chase build? Killer build?
- Generally I'd say if your in a chase & at least 1 gen pops (assuming anyone actually touches one) it should be considered pretty good (maybe not if the chase was 5 seconds & gen was already 99% complete!)
- 2. Hooks before survivor dies (I play both sides & other than dracula, I don't play especially strong killers, trapper main 80% kill rate on trapper without tunnelingor camping) I'd say 6 is reasonable.
- That means at least 3 survivors have been hooked with 2 on death hook, maybe there was some tunneling but survivors can't scream hard tunnel at 6 hooks!
- 3. How long before something new is looked at? Again subjective but I think a month is reasonable to gage reaction, stats & actually give time to think of changes not just nerf into oblivion or mess it up completely. Having said that somethings are clearly broken on ptb & shouldn't make live!
- 3. What is a win? 3k or 3E, 2 is a draw! I have no issue with killers who play for the 4k (as boring as the slug for it is) personally I'd just kill & play hatch game which favours killers anyway! But survivors can't complain that much when 3 will go in at end game to get the 4th out with body blocks galore! Maybe not as boring as a slug & wait but both want the 4!
- 5. Devs changing things? They should make them better, nerfing into uselessness serves nothing, number changes may work. But most perks would still be borderline useless with vast buffs, many have similar perks with better affects or easier activations. As a whole they need to rework or modify a large majority of perks in the game, but they will do it here & there & that doesn't help when you aren’t taking into affect similar perks. A better idea is to take say all healing or gen regress perks look at all of them in that category at the same time adjust them all to have different triggers or affects but keep them all at a similar level (stronger for harder activation, weaker for easier) less perks will then overshadow one another.
- All killers need to be looked at, some buffs, some nerfs, most could use an add on pass to go through every add on again rather than just little tweaks to this or that because its used a lot or not at all, obviously reasons for that!
- Again all just my personal opinion
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So, I have logged around 1750 hours of playtime. Been playing on and off since Halloween week in 2018, and I have seen a lot of ups and downs when it comes to the game.
- From a survivor's perspective, a good chase lasts at least one full gen, but from a killer's perspective, you'd want to finish the chase fast, to avoid losing pressure too quickly. Losing one gen isn't the end of the world though, especially if you can eat through a lot of resources during that time, creating deadzones.
- I would say at least 6 hooks. Personally, I like the challenge in going for 8. Does that mean I will likely lose more games? Yes, but at least it was a more wholesome game, where everyone got to participate adequately.
- Ideally, you'd want new things to get at least a week of proper testing before considering changes. Though if something is truly game-breaking, and affects match outcomes greatly, it should rightfully be killswitched, and promptly fixed.
- Personally I see a 3K as a win as killer. You have killed/sacrificed the majority of the survivors. Besides, this is the accurate outcome of any horror movie. As a survivor, 3+ escapes is considered a win. Bonus if one of the 3 out is yourself. Even better if you turn a bad outcome into a good one (this goes for both sides).
- Ideally, tweaking until the sweet-spot is the best outcome, though if it isn't feasible to simply change numbers around, a full rework is the best outcome.
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1. From a survivor perspective, I'd like to keep the killer busy for one gen. I consider one gen per hook a winning trajectory for survivors (as long as the hooks are on different people.) As killer, I want first down before a gen pops. I consider two hooks before one gen finishes a winning trajectory as killer.
2. I don't really have a set answer for this. In a perfect world, I'd like everyone on death hook with one gen left. That's the sort of tense ending I like. I want it to come down to the end of the match. Rarely happens though. Like many have said before, it's often stomp or be stomped. As killer, there's often one supreme juicer that I just avoid all match and they get no hooks, and I try for them once there's two dead. So I guess 6 is fine?
3. New things should get constant tweaks until they're right. That never seems to happen though. We either get the immediate destruction of Fog Vials or we get Ghoul, still unbearable and hated how many months later? It's one extreme or the other.
4. As killer, a 3k, because that's what it is. As survivor, I hate that the wincon is personal escape and I want it changed. It's not a win to me unless three get out. I personally don't feel like I won when I'm the only escape. It's actually kinda depressing to me to leave alone, especially through the hatch.
5. Again, tweaks until it's right. There are killers I can't stand and survivor perks I hate dealing with but there's nothing I want deleted from the game except tunneling at 5 gens and slugging for the 4k, and that's a different matter.
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How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)
- It's really difficult to answer this question. At the beginning of the game, with all the pallets available, the chase should theoretically be "long." In the mid/late game, when resources are fewer, it's normal for chases to last shorter. It also depends on the killer's power; a stealthy killer at the beginning of the game can grab you on the generator and literally make a chase last 0 seconds. And finally, who is the killer? Because you can't compare a chase with a Trapper and a good Nurse. With a good Nurse, running a 30-second chase is already a great result.
- In general, in all the questions you asked, there are so many variables (killers, perks, addons, maps, MMR, etc etc) that it is difficult to give an "exact" answer
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There is no correct answer to these but I am curious about your opinions.The thing that makes DBD a really good game is that questions like these never have correct answers and are pretty much always 'it depends'.
How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)It depends on resources spent, starting position, and where the chase ends up. A survivor that pulls the killer away from a key gen still did an important job even if they passed up superior loops to do so. A long chase that ends up with a hook in the basement is a pretty bad result.
How many hooks happen before the first Survivor dies in a game? (3? 8?)Again, it depends, but if its happening on the 5th or 6th hook I think that's fine.
How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)I presume you just mean as a balance thing and not it being bugged.
Again, it depends how unbalanced it is. If its completely throwing off games then it needs to be dealt with instantly. Presuming we're talking about just fine tuning something and making slight numbers adjustments, I think a month would be a good general rule for data collection.
What do you see as a win? (4K/4E? I escape?)DbD is not a game clear lines (win/loss), but better and worse outcomes. As survivor the best outcome is I escape, and everyone else does (followed by 3e including me, 3e without me, 2e with me, etc). I prize my escape above others, but still view other survivors escaping as an objective. As a killer, it depends who I hit. If I'm playing a weaker killer and hit 4 person SWF, I'll absolutely take a 1k as a good outcome, and against a group of soloq I'm shooting for the 4k (not counting hatch, which I do not care about in the slightest).
What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)I don't really understand this one. If something is broken, they should fix it. Now there is an idea about instead of balancing the game they should have shifting metas, but I don't know if that is what you are asking about.
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i gochu pal
personally i think
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it really depends on the game and whats going on in it
as soon as needed to make it not OP but not useless
8 hooks or making sure my team escapes
fix numbers until its right
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How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)
Depends on the killer, if you're first chase, map, etc. There is no good answer for that and is more in the moment. You could have a 5 minute chase but if no gens we're done cause you looped around the 3-gen for those 5 minutes then it was a bad chase. Conversely if you only had like a 15 second chase but it let your team finish the last gen then it was a good chase.
How many hooks happen before the first Survivor dies in a game? (3? 8?Depends on how sweaty you want to be. I 2 hook everyone because I like to mess around and don't care if I lose. Other people might want someone dead at 3-5 hooks. It also depends a lot on gen progress and how good the survivors you're going against.
How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)Depends on how broken and public outcry. If it's really bad then as soon as possible. If it's something strong/weak but not overly so then I think a couple weeks to let it settle before making changes if any.
What do you see as a win? (4K/4E? I escape?)Having fun and getting a lot of BP. I don't take DBD very seriously so I don't really care if I escape or even get a kill. As long as I get to have one or two fun moments in a match then I consider it a win.
More objectively, I feel 0-1k is a loss, 2k is a tie, 3-4k is a win and this applies to both sides. I don't consider individual escapes as a win since it's a team based game.
What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)Sweet spot is the best case scenario. I like when they nerf over used add-ons and make them partial basekit. What sucks is when they nerf add-ons without any compensation because the background data shows overuse; even if said add-on is just okay.
Changing it completely should be a last resort.0 -
I totally agree on a win is how fun the game is. Some of my least favorite games as killer have been 4k because it took so long to find the last couple of survivors. I had a 0k earlier that was tons of fun and I provided good pressure throughout. I just hope to have some fun and hopefully give people a scare or two.
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1. 30-40s is good from both roles. I feel it doesn't swing the game too far in either direction
2. I personally aim for 8, but 6 is fine
3. A month is a good compromise i think. Gives casual players a chance to test and adapt, not just the hardcore players
4. 3K/3E
5. Personally, I just try adapt. If it's unadaptable for me, then i avoid using whatever it is (killer, perk, add on, etc).
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- Depends on the state of the game and the killer. 90s (enough for 3 solo gens) is almost always good.
- 3 if you’re playing to win. In chill matches, 5 is fine (A B A B A), any more than that is asking a lot of the killer.
- Devs should touch it as soon as it needs changes.
- 3+ escape survivor win, 2 escape tie, 1 or less escape killer win.
- What matters more is the effect the change has than how the change is made, but to answer I prefer they make complete changes given their track record with number tweaks. The game needs a big shakeup.
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- I'd consider it good if my solo que teammates lasted 30-40s.
- 6 hooks is fair.
- 1 month is also fair.
- 4 3k, 3e.
- 5 Mild buffs/nerfs till you reach the desired spot. Too many things have been nerfed to uselessness.
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