Downs Don't Matter
So this is a clip from a stream that I had last night. Rick made a good play here picking Nea up but, this got me thinking. The only concrete way for a killer to gain pressure against a coordinated team like this is to get them out. Two gens had popped and I saw that at least two more were almost done.
DBD is a game that is very time sensitive. Mistakes are very punishing on killer. I'll admit that there were multiple points where I could've downed the Nea prior to this but, you have to admit having all the pressure you had or were about get deleted doesn't feel good especially when its no fault of your own really. Like I didn't even have time to push Rick off.
With the way healing and gen speeds are the only reliable method a killer has to gain pressure in a match is tunneling. I'm not saying the base gen speeds need looked at but, at very least the perks and items that affect them should be. 33 seconds on your own is crazy. But, honestly this isn't a player problem it's a fundamental problem with the game design of course the people are going to gravitate towards the most efficient strategy when in a competitive setting. But, let's be real health states need to matter and killers need time to be able to breathe.
Killer is miserable because of how hard you have to sweat to squeak out a win. I'm not saying that I should win every game but what I am saying is maybe the game design that funnels people in to playstyles that survivor players find unfun should be looked at. I would be fine with anti-tunneling changes if my hits and downs mattered. I would be fine with it if I didn't hear a gen pop for the crime of not finding the player that sprint burst away and hid the second they hear the tr. I'm not sure what changes should be Implemented but we need something it's kind of ridiculous. Maybe a side objective that survivors have to also complete.
Comments
-
That survivor could've also eaten a hit with DH before that, get saved by flashlights and crackers, fall down eventually at a pallet, making you busy checking around, and then either use Power Struggle or just plainly stand up with Unbreakable or Exponential. And after you finally manage to hook him, he will hit you with the 59th second DS, and then the cycle will repeat for 2 more hook states, for 3 more survivors. Playing against invulnerable teams like this is impossible, there are too many second chance perks in the game now, and you will have to deliver 4 times as many hits as you would have to without them, taking 4 times longer, while the gens are still the same and take the same amount of time. Basic math shows it's impossible to win against those, unless they make a blunder. Moreover, those second chance perks also get constantly buffed, like the one used in the clip. They say "it's an anti slugging perk", but you clearly see that SWFs never intended to use it to "counter slugging", just like they never use so called "anti tunnel" perks to counter tunneling.
-6 -
Well nowdays you can wait it out more easily, just imagine this in its prime where both the picked guy and the one who saved him had 10 seconds of endurance and it was way stronger on old more busted versions of maps like erie of crows.
This is old problem like other exsample but few years old is otz lost 50 win streak with pinhead where swf he played against had good bodyblocks and broke his chainst while dennying hooks greatly and pushed gens and he was just m1 killer who had almost nothing than just box that had 90 sevconds cooldown.
0