One Reason Why There Are So Many Anti-Loop Killers

Amongst other things, possibly because going round and round in circles and constantly spinning in first person is kind of unpleasant to experience. It's disorienting (obviously); no fixed frame of reference.

Comments

  • @GeneralChaos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647262#Comment_2647262

    A hide and seek design intention isn't reflected in the scoring mechanics, though. Hiding offers little reward; the scoring system pushes you toward getting into a chase, staying in a chase as long as you can and ideally, winning the chase by escaping. To get an iridescent Evader emblem, you need to accrue 880 points. Hiding, you can gain a maximum of 6 points a second, if you are hidden within 5m of the killer. The further away you are, the less you get.

    But get into a chase longer than 15 seconds, and you can easily score 15-30 points per second. Make it last 30 seconds and you can score 36-72 per second. It goes up again at 45 seconds and 60 seconds. If you don't win the chase, you lose half of those points. So the scoring design here says survivors should run the killer for as long as possible, until the killer gives up and moves on to someone else. I know that's often not how it works out, because of Bloodlust and other assorted mechanics, but that's what the scoring system tells a survivor they should be doing.

    It's a similar story with BP. There's no BP reward for hiding; the category is even called Boldness. Beyond the killer specific interactions that earn you Boldness BP (like cleansing demo's portals, disarming a trapper's trap, etc), it's basically down to chases and totems. Since there are only 5 totems in a match, if you want a decent amount of BP you have to get into chases, extend each chase as long as you can, and ideally stun the killer with some pallet drops.

    The system does not push you toward getting into a chase. The system recognizes a chase is inevitable. Additionally, given that this is an asymmetrical game, the system also recognizes that you are supposed to eventually end up on the hook, not escaping every 15 seconds with a favorable tile set.

    That is why the scoring is the way it is. There are exceptions, like instant downs and clever escapes, but barring brilliance this is still an asymmetrical game.

  • @GeneralChaos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647262#Comment_2647262

    A hide and seek design intention isn't reflected in the scoring mechanics, though. Hiding offers little reward; the scoring system pushes you toward getting into a chase, staying in a chase as long as you can and ideally, winning the chase by escaping. To get an iridescent Evader emblem, you need to accrue 880 points. Hiding, you can gain a maximum of 6 points a second, if you are hidden within 5m of the killer. The further away you are, the less you get.

    But get into a chase longer than 15 seconds, and you can easily score 15-30 points per second. Make it last 30 seconds and you can score 36-72 per second. It goes up again at 45 seconds and 60 seconds. If you don't win the chase, you lose half of those points. So the scoring design here says survivors should run the killer for as long as possible, until the killer gives up and moves on to someone else. I know that's often not how it works out, because of Bloodlust and other assorted mechanics, but that's what the scoring system tells a survivor they should be doing.

    It's a similar story with BP. There's no BP reward for hiding; the category is even called Boldness. Beyond the killer specific interactions that earn you Boldness BP (like cleansing demo's portals, disarming a trapper's trap, etc), it's basically down to chases and totems. Since there are only 5 totems in a match, if you want a decent amount of BP you have to get into chases, extend each chase as long as you can, and ideally stun the killer with some pallet drops.

    You can’t hide from a killer if he has more than half an hour playing this game

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647987#Comment_2647987

    You can’t hide from a killer if he has more than half an hour playing this game

    Yes, you can. That is why the terror radius exists. Do you think survivors just ignore it and sit on the gen every game?

  • @GeneralV said:

    Anti-loop killers are extremely displeasing, imho.

    I don't mind having one or two, but current DBD has way too many of them.

    I like loops. I am from a time when the absolute majority of the cast could be looped in the regular manner, and I would've liked if it stayed that way.

    The Devs dont want to admit thier map design is so bad that survivors can abuse small rocks and debris. I found many more pseudo infinities on many maps recently. Once The Devs can admit they designed maps to favor looping and survivors then the healing can begin by reworking EVERY map in the game.

    Any "loop" should only be viable for 2 maybe 3 loops before the survivor can move on, not loop 2 or 3 times then move 2m to another loop and another and another. The amount of "Safe" tiles is astounding. I have yet to find a map where I can get Bloodlust to stage three and keep it.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647181#Comment_2647181

    Then why does the majority of the community want to be chased. Surely if the stealth was well designed then more people would enjoy it?

    People do it and enjoy it because they know how safe they are when they do it. As @WesCravenFan said, the game is about hiding from the Killer and stealth. The chase is truly the last resort that survivors have because they SHOULDNT be able to outrun the Killers and go into pseudo-inf loops.

    Are chases fun....for the most part yes, I enjoy chasing a survivor down and slugging them, but not go into a chase where their own goal is to waste my precious little time I have.

    We need and ACTUAL feedback email not some lackluster forum section that actual good ideas and fixes go unnoticed and ignored, or get trashed by all the trolls or entitled survivors that no one will ever see the actual idea because a mod will either close or delete the post to keep the forums "civil"

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647678#Comment_2647678

    I play both sides. However, I do think that there is definitely a untapped market for survivor perks that counter anti-looping powers. There's only so many "healing" perks the developers can make before survivors stop buying new survivors, they need to start making original "useful" perk ideas. Here is a totally need area to explore with survivor perk development. Don't you agree?

    No most of us dont because there is a need for Anti-loop in the game, your suggesting adding perks to take that away and make the game more one sided. Your suggesting to add a counter to a counter to looping. Survivors dont need more perks to coddle them and control the interaction they have with the killer. Dont forget the Killer is the POWER ROLE in the game so many have forgotten that because of how The Devs have built the game.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648214#Comment_2648214

    Yes, you can. That is why the terror radius exists. Do you think survivors just ignore it and sit on the gen every game?

    I have 4.500 hours in this game and no, you can’t hide from a killer

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648231#Comment_2648231

    I have 4.500 hours in this game and no, you can’t hide from a killer

    There are streamers (So, actual video proof) with more hours than you, and are quite likely better players than you playing against better survivors than you, who lose track of survivors.

    It's a good thing no-one ever took anecdotal flexing seriously.

  • Variety. As in Genshin Impact you have Amber (in our case trapper), but you can have better characters other than this one that do the job way better 👁️👄👁️💧 it's the same for DBD

  • Maybe the reason for anti loop killers is because the game has devolved into a killer chasing a survivor around a shack a half dozen times. It's comical and the furthest thing from horror.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647126#Comment_2647126

    And here you prove exactly the problem with DbD today, survivors dont want to adapt or learn new techs, they want every single killer to be loopable all day, run around like headless chickens around a structure with little chance of the killer to do something about it.

    Anti loop killers nowdays are a must, survivors need to be literally kicked out of their confort zone and try new things, much like killers who constantly have to adapt to new perks and metas. If anything whe need more killers that hard shut down diferent aspects of the game to make each trial more interesting aside from "hi hi ha ha i loop killer all day".

    Whe need more anti loopers, more anti gen rushers, more anti stealth ones and so on, killers that can put heavy preassure on every diferent tactic, THAT would make the game way more interesting as every trial would have a diferent flavor and way of be played.

    But when survivors do adapt new tactics killers complain about it. Currently the only counter towards anti loop killers is holding w. When we do adapt killers complain that holding w is boring, have no skill, etc etc.

  • @GeneralChaos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647262#Comment_2647262

    A hide and seek design intention isn't reflected in the scoring mechanics, though. Hiding offers little reward; the scoring system pushes you toward getting into a chase, staying in a chase as long as you can and ideally, winning the chase by escaping. To get an iridescent Evader emblem, you need to accrue 880 points. Hiding, you can gain a maximum of 6 points a second, if you are hidden within 5m of the killer. The further away you are, the less you get.

    But get into a chase longer than 15 seconds, and you can easily score 15-30 points per second. Make it last 30 seconds and you can score 36-72 per second. It goes up again at 45 seconds and 60 seconds. If you don't win the chase, you lose half of those points. So the scoring design here says survivors should run the killer for as long as possible, until the killer gives up and moves on to someone else. I know that's often not how it works out, because of Bloodlust and other assorted mechanics, but that's what the scoring system tells a survivor they should be doing.

    It's a similar story with BP. There's no BP reward for hiding; the category is even called Boldness. Beyond the killer specific interactions that earn you Boldness BP (like cleansing demo's portals, disarming a trapper's trap, etc), it's basically down to chases and totems. Since there are only 5 totems in a match, if you want a decent amount of BP you have to get into chases, extend each chase as long as you can, and ideally stun the killer with some pallet drops.


    All if your points are valid, but I want to point out two things:


    1.) Chasing is not the same thing as looping.


    2.) Chasing is not a victory condition. It's just one emblem.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648231#Comment_2648231

    I have 4.500 hours in this game and no, you can’t hide from a killer

    I'm shocked that in 4500 hours you've never hid from a killer.


    I have 1000 hours, and I have had many, MANY games where the Killer only knew I existed because I had a Survivor portrait. He didn't even see me when I ran out the exit gate.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647987#Comment_2647987

    The system does not push you toward getting into a chase. The system recognizes a chase is inevitable. Additionally, given that this is an asymmetrical game, the system also recognizes that you are supposed to eventually end up on the hook, not escaping every 15 seconds with a favorable tile set.

    That is why the scoring is the way it is. There are exceptions, like instant downs and clever escapes, but barring brilliance this is still an asymmetrical game.

    That's not reflected in the survivor scoring system.

    To keep all the points accrued during a chase, a survivor has to escape it. If they're downed, they lose half. A 50% penalty is not acknowledging hooks are inevitable, it's telling a survivor they've seriously failed a scoring objective.

    Additionally, the only way to get an iridescent Unbroken emblem is to escape from a 9+ minute match without being downed at all. In combination, that tells a survivor the game defines the best performance in those categories as chases that last for a long time (which often involves looping), during which the killer never downs them.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647155#Comment_2647155

    This is another example of a wrongly adjusted mentality. Dead By Daylight is a game of hide seek (developers own words, by their own recent video).

    You are not SUPPOSED to be chased. Chasing is supposed to be the last resort. And is supposed to end in downs (hence the bloodlust mechanic intention).

    God I wish more people understood this.

  • My big issue is that people feel the answer to this is to gut the killers that play this way, as if them being designed as anti loop 1v1 kings was an accident the devs did not foresee. That was the intent and design of the killer. We can argue it's a bad design, but behavior still does stupid things like gut Slingers 1v1 (what they designed him around to be strong at all) and not compensating anything else. This is what seems to be the fate of being too anti-loop or strong with the 1v1. The playerbase dislikes it and then the devs just gut the character so they never see play again.


    I groan when we get another 1v1 anti loop killer because it's just another killer likely to be nerfed as people complain 1v1 anti loop is unfun and unfair. At the end of the day it's behaviors fault though, since the community has made it very clear they dislike such killers, and that's virtually all behavior does these days it sometimes seems. And then they listen to people who say it's unfun after release and basically delete the character via nerfs. It's a tiring cycle.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647181#Comment_2647181

    Then why does the majority of the community want to be chased. Surely if the stealth was well designed then more people would enjoy it?

    I have severe doubt that most survivors like being chased with how they often complain about a killer "tunneling" them (ie continuing constant chases on them) stopping them from doing other things (IE holding m1 on a gen) you'd think if everyone loved chases, they'd welcome tunneling instead of crying they never got to chill on gens.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/295520/one-reason-why-there-are-so-many-anti-loop-killers

    Then there needs to be meaningful skill based interactions outside of looping. When you go against the Nurse, Pyramid Head, Nemesis and The Artist, the best strategy is to hold "w" and run to the furthest corner away from your teammates and pre-throw pallets. It's almost the same for The Doctor and Deathslinger, although you can somewhat loop them.

    Survivors only have 1 thing they can do, that's loop. Unless another mechanic is added, then for survivor gameplay to be interactive, then killers have to conform to looping.

    I would say add perks that temporarily prevent powers from passing through walls. Maybe a perk that prevents powers from passing through walls and pallets in 32 meters for 30 seconds, when you vault a window. Or a perk that has tokens and when you activate a token, powers can't pass through walls and pallets.

    Then survivors have meaningful interactions with those type of killers.

    But why bother looping when it's weaker than W? Even against m1 killers. A monkey taught to hold W and press space when it gets near a pallet is honestly better at occupying the killers time than a loop God, because the game has been balanced into a way where W is stronger. On a large map or multifloor map you can run the killer for a long long time. You can run a killer from one side of mothers dwelling to the other and then back again, unless the killer has range or an ability to close the gap suddenly. And there isn't really any counter to it, and as a killer you can't really hope the survivor messes up like they could at a loop, because the only mess up they can do in the hold W strategy is not head toward a pallet.


    The answer is to weaken the W strategy. As is looping is barely worth it when you can just Hold W across the map and waste the killers time with almost no chance for you to mess things up. And that's kind of a big issue when looping (something that requires skill) is genuinely worse than just holding W and pressing space at pallets (something that can be done by anyone with working limbs.) But since they're releasing "Hold W: The perk" I don't think we're moving from that direction.


    It was not always like this, either.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647209#Comment_2647209

    I have severe doubt that most survivors like being chased with how they often complain about a killer "tunneling" them (ie continuing constant chases on them) stopping them from doing other things (IE holding m1 on a gen) you'd think if everyone loved chases, they'd welcome tunneling instead of crying they never got to chill on gens.

    Because they want the smug feeling that they are outplaying the Killer and giving them whatfor!


    Then they fall, and so do their tears.

  • If you ever played before killers had bloodlust you might understand

  • @themoobs1984 said:

    Maybe the reason for anti loop killers is because the game has devolved into a killer chasing a survivor around a shack a half dozen times. It's comical and the furthest thing from horror.

    Untitled Image

    He 99's his SPRINTBURTS ;)

  • @WesCravenFan said:

    There are no "anti-loop" killers. There are killers with strong chase powers, that happen to be good against Survivors that attempt to loop. Anti-loop implies that running around the same tile over and over and over and over again was an intended game design that the developers built the game around.

    They didn't.

    That is why so many survivors get pissy when they can't loop a killer like say, Nemesis. They think they are entitled to a looping playstyle and therefore anything that threatens that is somehow bad design on BHVRs part.

    You are tripping, and making the biggest home run stretch i've seen.


    Just because looping wasn't an intended tactic to play against killers, it doesn't mean that 5 years from release, the definition and what it takes to play survivor has NOT changed, and the game and it's design has not changed with said changes.


    Anti-looping killers EXIST because the definition and what it means to play the game as a survivor has changed over the years, that is why there are also anti-looping perks, and also looping perks.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647987#Comment_2647987

    All if your points are valid, but I want to point out two things:

    1.) Chasing is not the same thing as looping.

    2.) Chasing is not a victory condition. It's just one emblem.

    Just because something isn't part of a win-condition, doesn't mean that there isn't an intention for the situation to happen.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647310#Comment_2647310

    But why bother looping when it's weaker than W? Even against m1 killers. A monkey taught to hold W and press space when it gets near a pallet is honestly better at occupying the killers time than a loop God, because the game has been balanced into a way where W is stronger. On a large map or multifloor map you can run the killer for a long long time. You can run a killer from one side of mothers dwelling to the other and then back again, unless the killer has range or an ability to close the gap suddenly. And there isn't really any counter to it, and as a killer you can't really hope the survivor messes up like they could at a loop, because the only mess up they can do in the hold W strategy is not head toward a pallet.

    The answer is to weaken the W strategy. As is looping is barely worth it when you can just Hold W across the map and waste the killers time with almost no chance for you to mess things up. And that's kind of a big issue when looping (something that requires skill) is genuinely worse than just holding W and pressing space at pallets (something that can be done by anyone with working limbs.) But since they're releasing "Hold W: The perk" I don't think we're moving from that direction.

    It was not always like this, either.

    Good looping on the survivors part or bad chases on the killers (like killers immediately chasing someone around the killer shack), give much more time for the survivor if the survivor wins or much less time for the killer if the killer wins.

    Holding "w" doesn't gain or lose you time. However, with anti-looping killers, that's all either side has.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647136#Comment_2647136

    Killer design is not, and CANNOT revolve around what Survivors find fun. Killers do not exist for your enjoyment. They are not hired clowns for your kid's birthday party, even if a lot of Survivors treat them as such.

    I have to disagree on this. If one side is made to completely overpower another and dominate the experience of the other then it is a horrible design. No developer thinks "Yup, this is gonna wreck the other side and make them have an unfun experience, that is the way it is meant to be". There is a reason why developers are constantly working on balancing any troubles both survivor and killer are experiencing.

  • The problem is an over valuing of mind games.

    The most common play you see are survivors running to a piece of unmindgamable trash and running around it 5 times till pallet drop. Rinse repeat.

    Its mind numbing but it wastes killer time so people do it. They release killers who’s powers can counter this directly and bam everyone complains about anti loop mechanics being no fun, because their one thing they can do doesn’t work as well anymore.

    If they make chases less efficient by constantly nerfing “anti-loop” killers you end up with more camping. Then everyone complains about camping.

    So the end result is a player base that want no efficient chasing and no camping from killers, so they can just loop endlessly and rely on very situational and less relevant mindgames to be the only thing that might catch them.

    Then they say well it takes killer skill to catch you. What they want though is stacking the deck in survivor favour before chases even begin. So that they can play in the most brain dead and unskilled way possible and still extend chase and even escape.

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