http://dbd.game/killswitch
The Gen Rushing is out of hand.
Every game is a gen rush. Its super boring. Gen speeds are insanely fast right now.
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Just run decent regression?
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"right now" and last week and last month and last year.
Just like tunneling/camping is at its worst "right now". 😂
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Wait…
did you just say it is neccesary to run slowdown to compete?
I thought the most "pro" Killers on this forum can archive pure pressure by just existing.
No for real. That is not helpful.
OP got a point. The game is fast as hell on each side.
Killer trying to nuke one survivor out before he drops to one gen against opening the gates before someone is on dead hook.
It is not healthy for the game that the whole game can be played by two people and 3 people watching a generator bar.
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Its because survivors need to gen rush to have a chance against decent killer players.
They need to gen rush because if they are not rushing the gens they are just all going to die when they get a decent killer or at least that how it feels from the survivor perspective.
Is it certain gen builds that seem to be the problem too you or just the base gen speeds out of curiosity?2 -
How fast are your chases? Which killer do you play with which build?
Sadly its a lot of work to make 40 killers viable. But the good thing about a lot of killer is that you can choose between 10-15 strong ones.
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I mean i don't see how the game exists without it. Survivors do gens to win. They do them as fast as possible and take advantage of perks and items to do it. Killers run regression perks to counter this. Tbh any killer that runs without at least one regression perk (or at least a perk that does something to slow gen progress) is asking for trouble. That's the nature of games, there is a meta. You can't run wonky builds as killer and still expect to do well in every game.
In a game that's 10 years old, that is constantly adding perks and content. Dedicated players will doubtlessly get more efficient over time and do gens super quick. Those dedicated players make up a minority though. The majority of survivor teams are not that efficient. If you nerf gen speeds then the lower 60-70% of the survivor skillbase get stomped even more than they already are (which is a lot)
Imo killers have an easier time of it at the moment on the whole. And to get in before the inevitable accusation of me being a survivor stan, i play survivor and killer roughly equally. So i see the argument from both sides and try to stay objective. The survivor role is much harder. If a killer opts to tunnel or proxy camp hooks, then unless they are incompetent and/or the survivor team is extremely good, then they will get a bunch of free hits, hooks and kills from it.
It's the same old story on the forum, everyone seems to think that balance should soley be based on twitch streamers and tournament teams who play the game day in day out, know the mechanics back to front and can squeeze every ounce of efficency from their actions in the game. But. Spoiler alert, there is a big casual playerbase and the game is asymmetric. You fine tune those high level games and the vast majority of the playerbase suffer. If people want a finely tuned, balanced competitive scene. Then an asymmetric game is not the way to go.
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Oh I am afraid you got me wrong there. I was sarcastic with the first paragraph.
I know well that you need gen regression to fight gen speeds.
The big problem I see in this topic is the following:
How should the game be balanced.
If you say "Yeah the gen speeds must be that fast" so new survivors don´t get thrown under the bus you need to think about the impact.
Yeah the game gets better for new survivors but if survivors stay in the game and become more efficient the game becomes a laughing stock at higher elo.
We sadly can´t balance the game around baby survivors and pro killers.
This is something this community needs to learn. You can´t win all games. Some are just stacked so hard against you that you will lose no matter what.
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Thats something people that arent new know that this game has huge rng aspect where when some odds are stacked against you you cant do much or just nothing, so many things matter if we exclude players skill and experience than map, killer (who is killer blight or ghostface), items, addons (both sides), perks, hatch rng spawn so many things that when yre stucked against you its like swiming against river curret you can do it but wont succeed most likely.
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Matches either feel like stomps at 5 gens due to horrible matchmaking or gens fly when the survivors know what to do even with regression. This is true for both my survivor and killer games.
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Likewise the game can't be balanced around the top 1% or even 10%. This problem doesn't just affect baby survivors. It affects the vast majority of survivors because the skill ceiling is so high for that role. It's like billionaires saying taxes should universally higher. They'd be fine but most ordinary people would suffer.
And you realise your last statement also applies to killers too right? Because it doesn't seem like it. You can't just keep ramping the game in the killers favour until they have an 75% kill rate against high level swfs and 90-100% against everyone else. That appears to be what you want, unless you're being sarcastic again.
What the game needs is balancing that will help killers in higher elo games and suvivors in lower elo games. Slowing gen base speed is like using a kilo of c4 to crack a walnut. The solution should have more finesse. Like for example make 2 different playlists. casual and ranked. Casual is balanced one way to make the experience more fun for all involved, and ranked can be tuned for competitive play, offer rewards, ban certain perk combos, nerf certain perks etc. Players whonwant to sweat play ranked for the shiny prizes and casual players stick to casual because it's less sweaty.
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Oh no no there is a missunderstanding I am afraid.
I don´t want Killers to have a higher Killrate than 60% and I don´t want the gen base speed to be touched.
What I tried to say here is the following:
"Most things that you can do to push Killrates/Escaperates will not reach the desiered audience but will make the top tier laughable strong."
Example Survivor:
- Give Survivor perks and Items to speed up Gens won´t help Soloque players when their whole team sits in corners but it will give better Survivors 17 second gens with perks and stuff which is ridicoulus.
- Give Survivor more pallets to use and Soloque may survive longer in chase but if no one does something you can give Survivor 100+ pallets and still their mates go into cover when a crow looks angry at them but it will give better Survivors a nearly immunity against a bigger part against the roaster like a Pig on Gideon against pre dropping everything.
Example Killer:
- Give Killer specific buffs for their power and no noob Killer will notice something change at all but top Killer will be able to abuse this
- Same with basekit buffs
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Merciless storm my friend. works like a charm
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Yh been a bit of miscommunication here. 60% kill rate would be ideal. There is nothing better imo, when i play survivor or killer than a 2k game. 2k games are generally close run games, where both sides have been evenly matched. Unfortunately those games are exceedingly rare. At the low end of the skill scale Survivors are getting stomped, and killers are having a tough time at the higher end of it.
It is immensely hard to balance an asymmetric game. Mechanical changes like you say will have varying effects on the different skill level lobbies in the game. This is why i think a ranked/casual split on playlists would be a very healthy thing for the game. You see it in the vast majority of multiplayer games nowadays, and there's good reason for that
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this chapter added 2 new gen perks so people are using those more, paired with déjà vu. add in Henry, and people are trying harder than before.
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