What is your idea of asymetrical balance?
Best Answers
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Actually, games like this (4v1, 3v1, 5v2, 4v2) are rather unbalanced and it's difficult to make it balanced, due to variety of players on both sides.
I very often play Doctor on rank 1, without ruin, but with NOED. Even if I run Ruin then it is destroyed almost immediately. Games I play are very different, sometimes I get 4k, 3k and sometimes I do not even manage to hook everyone once because of Gen rushes etc. Trynna keep the chases short, but still, it's not a solution when gens are all done within 2 minutes.
To make it a bit more balanced Survivors definitely should have one more objective to do, as repairing all the gens ain't a problem for them. But sometimes they manage to repair 1 Gen, 3 gens or all the gens and escape immediately. I don't really know.7 -
The killer should be favored when it comes to normal chases.
Meaning, survivors that don't juke or mind game go down quite quickly.
Looping can still exist to an extent, but it needs to be limited.
There's more I can add but that's the main thing.
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This game, as it is now, might be balanced in a 3v1, with 5 generators, assuming all Survivors play optimally.
EDIT: In an asymmetrical game, 1v1, the power role should absolutely destroy whoever they're facing. For DbD, this means chases would end in 30 seconds if the Survivor was unable to break LoS.
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When the team of 4 can't bully the 1, fly through their 6 objectives (5 gens and the gates), and escape without a struggle, then you have true balance.
Adding another objective like having to find parts for the gens would help this game so much. Time management is a big issue as killer. One extended chase can be detrimental and cause you to lose the game. Then, after you finally catch the survivor, they can press an easy skillcheck and undo all of the work you just did, and the survivor can play ring around the rosie until the final gen pops and Adrenaline procs.
As somebody who plays both sides and loves playing both, I just want to see the game be fun for everyone.
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I'm all in favor of adding an objective at least.
As many people have mentioned before, I think a very good idea would be having survivors start the game by looking for a special toolbox (one per survivor), token or charm that is randomly spawned in the map that enables them to repair generators. If they don't find it or just don't want to look for it, they can still play as designated runners, baiters, unhookers, healers, etc, especially in SWF 4 man teams.
Another idea (that I ignore if anyone has mentioned before) would be making survivors perform repairs on both exit gates to enable them to be opened. These repairs can be done anytime during the game (as long as they have the special toolbox/token/charm). They can choose to repair any of them, or both.
I think these band-aid changes would take little work as opposed to reworking maps, which I think is one of the root problems of the game, as it leads to looping, bad hex totem placement, infinites, etc.
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But by the same merit when I am playing as a survivor I am in most matches where not all 5 gens are done, so the game is wrong in the wrong direction.
I think killers just need weakening so chases are meaningful. I also think killers need to reminded that generators prevention is their goal not hooking survivors.8 -
@jakeb_1993 said:
But by the same merit when I am playing as a survivor I am in most matches where not all 5 gens are done, so the game is wrong in the wrong direction.I think killers just need weakening so chases are meaningful. I also think killers need to reminded that generators prevention is their goal not hooking survivors.
no killing is the KILLER'S goal and hooking is how you KILL
and are you kidding chases already last 30 seconds or more per hit, so by the time you hook a survivor for the first time most likely 2 or 3 gens popped
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@holywhitetrash
That is where you are wrong. Killing is a secondary objective. To win you need to stop them escaping so you can kill... So you go for the generators first. I played several games yesterday where I did that I focused on generators, damaged them, never got into chases. I saw them. I knew where they were but I just kept scaring them away.
Eventually as the gens slowly came on online I tightens the noose, they made mistakes, and one by one I scooped them up. I got 4k in all games but one where the survivor had found the hatch, hats off to them for that.
The second part of this is gen rushing doesn't exist, its just a numbers game:
At the start of the game there are 8 gens that could be fixed, and only one killer. So naturally the killer can't be everywhere at once, so gens come online easy. If the killer is focused on survivors and not gens, then yes, 3 will come on quickly. As the game carries on the number of patrolled gens gets smaller and it becomes easier for the killer to patrol. This makes the survivors job harder creating a difficulty curve. The game the gets arguably easier when the exit gates are powered but I attribute that more to lick of the draw than actual skill. Its a 50/50 chance you pick the gate the killer isn't near.2 -
so you are saying you just kick a gen and just wait by it till it regresses to zero am i reading that right?
so you are going for a 3 gen defense (which only works if the survivors are dumb enough to not fix any of those 3 gens before the last gen)but when you play at potato ranks i guess you can just play like crap and 4k all them steam sale fresh boys
when a killer hooks a survivor he checks off one the three ticks for that survivor dying, he also stops that guy from doing any gens until someone else comes to rescue him which means the rescuer is also not doing gens for a bit
if all you do is kick gens and try to scare off survivors they will just hide nearby and hop directly back on the gen as soon as you leave and if you dont leave that gen they will just move to another gen and the entire time you are waiting at that gen the other survivors were doing gens and will pop 3 gens with you having not gotten a single hook
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I have to agree that gen defense is not a solid strategy. When you can control the area with a gen trifecta, the game mechanics do not make it possible for the killer to prevent an activation if no one has died. I am not saying a killer should be able to, but survivors should not be able mob a gen knowing only 1 has to worry about getting the hook ( not counting situations like leatherface). I just think that in a survival horror being grouped up in front of the killer should warrant more concern0
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I have to agree that gen defense is not a solid strategy. Why you can control the area with a gen trifecta, the game mechanics do not make it possible for the killer to prevent an activation. I am not saying a killer should be able to, but survivors should not be able mob a gen knowing only 1 has to worry about getting the hook ( not counting situations like leatherface). I just think that in a survival horror being grouped up in front of the killer should warrant more concern than is h0