"Infinites" are fine

So, in previous threads I said how op they are and how quickly the should be removed.

Now I changed Idea, and I'll listen to all those who said they aren't a threat.

But let's discuss why "infinites" are not a problem, and mostly counterable, even if they need an address for some killers.

Trapper: place a trap in front of the window

Billy:Use the chainsaw to go faster, and bodyblock windows with your body

Nurse: no problem

Myers: tier 2 is 1,5 vault speed, while if you're having problems with infinites just get to tier 3

Hag: place a trap

Doctor: use one of the range add-ons

Huntress: ....just don't be a damn M1 Huntress

Freddy: Place snares to hinder them and force the medium vault

Clown: use the afterpiece tonics, maybe with the extra hindered add-on, to force the medium vault and make survivors run really slow

Spirit: phase, you're so fast

Plague: I think it's kinda fair to have a safe place to waste some time against her, due to the fact that you : 1 make survivors stay injured all the match, so you're kinda like Myers all the match 2 completely break their hiding chances since their vomit is so loud 3 make the gens go tremendously slower with thanatophobia. If you're having problems with infinites with her, just put bamboozle in this case. You basically have everything: map pressure and chase pressure.

For all the other killers: Wraith, Doctor( without shock range add-ons), Leatherface, pallet Freddy, Pig, Legion, Ghostface and Demogorgon, the problem must be addressed, cuz they are always 8 killers

Comments

  • Infinites aren't always runnable on high mobility killers. No loop should be an infinite anyways, some loops yes can be stronger than others such as the harvester on the farm map with balanced landing, but some can be truly broken where a window will unblock before you can leap through it again leading to "true" infinite's where on most killers excluding a set few you simply cannot catch a survivor on. Those need to go.

  • Why infinites are called infinites if you can't use them forever

  • there shouldnt be a loop where a survivor could feel 100% comfortable thats just bs

  • I think some of them actually are infinites as chase gets interrupted for too long so window never get blocked but that's rarity.

    Most giant loops should be either removed/blocked or modified to have a counterplay...

  • There are no legitimate infinite’s in the game anymore.

    I’ll gladly open 1.0** DBD and play against any player with any killer on wretched shop.

    You won’t catch me, ever. I promise.

  • @Leonardo1ita said:

    So, in previous threads I said how op they are and how quickly the should be removed.

    Now I changed Idea, and I'll listen to all those who said they aren't a threat.

    But let's discuss why "infinites" are not a problem, and mostly counterable, even if they need an address for some killers.

    Trapper: place a trap in front of the window

    Billy:Use the chainsaw to go faster, and bodyblock windows with your body

    Nurse: no problem

    Myers: tier 2 is 1,5 vault speed, while if you're having problems with infinites just get to tier 3

    Hag: place a trap

    Doctor: use one of the range add-ons

    Huntress: ....just don't be a damn M1 Huntress

    Freddy: Place snares to hinder them and force the medium vault

    Clown: use the afterpiece tonics, maybe with the extra hindered add-on, to force the medium vault and make survivors run really slow

    Spirit: phase, you're so fast

    Plague: I think it's kinda fair to have a safe place to waste some time against her, due to the fact that you : 1 make survivors stay injured all the match, so you're kinda like Myers all the match 2 completely break their hiding chances since their vomit is so loud 3 make the gens go tremendously slower with thanatophobia. If you're having problems with infinites with her, just put bamboozle in this case. You basically have everything: map pressure and chase pressure.

    For all the other killers: Wraith, Doctor( without shock range add-ons), Leatherface, pallet Freddy, Pig, Legion, Ghostface and Demogorgon, the problem must be addressed, cuz they are always 8 killers

    @altruistic said:

    There are no legitimate infinite’s in the game anymore.

    I’ll gladly open 1.0** DBD and play against any player with any killer on wretched shop.

    You won’t catch me, ever. I promise.

    Haddon Field and balanced landing :/

  • Still not an infinite. Really really annoying, but you don’t know an infinite until a Claudette runs Wretched Shop on you for 10 minutes after the others have left.

  • @Drazen said:

    there shouldnt be a loop where a survivor could feel 100% comfortable thats just bs

    ok so remove unsafe pallets

  • yes remove all the safe loops and all unsafe loops and bloodlust and instead have mindgameable loops like badham so the game can be actually skill based 100% agree

  • @Drazen said:

    https://forum.deadbydaylight.com/en/discussion/comment/686607#Comment_686607

    yes remove all the safe loops and all unsafe loops and bloodlust and instead have mindgameable loops like badham so the game can be actually skill based 100% agree

    This must be an actual thing

  • @altruistic said:

    https://forum.deadbydaylight.com/en/discussion/comment/686602#Comment_686602

    Still not an infinite. Really really annoying, but you don’t know an infinite until a Claudette runs Wretched Shop on you for 10 minutes after the others have left.

    it is a literal infinite if you don't have any anti loop play killer

  • Those "long loops" can cost you the game as killer if every survivor uses it. The only ones that can really deny it are Spirit and Nurse. Every other Killer can be hindered in some way by the survivors or is still to slow in what he's doing.

  • Huntress literally gets (semi)infinited on a dozen of maps ( Wretched Shop, Groaning Storehouse, Torment Creek, Fractured Cowshed, Rancid Abbatoir, Disturbed Ward, Haddonfield, Grim Pantry ), her hatchets are useless when she literally can't get line of sight in these loops.

    These loops are usually strong even against the killers you mentioned ( Trapper, Clown, Billy, Spirit ), the only killer who truly doesn't care is Nurse.

  • @altruistic said:

    https://forum.deadbydaylight.com/en/discussion/comment/686602#Comment_686602

    Still not an infinite. Really really annoying, but you don’t know an infinite until a Claudette runs Wretched Shop on you for 10 minutes after the others have left.

    "10 minutes"

    try literal hours for some of those release infinites, they could go as long as the survivor wanted them to

  • @FriendlyGuy said:

    Those "long loops" can cost you the game as killer if every survivor uses it. The only ones that can really deny it are Spirit and Nurse. Every other Killer can be hindered in some way by the survivors or is still to slow in what he's doing.

    Did you read the counters that a lot of killers, and all the 110% speed killers have?

  • If you are listing Killers that are weak to "infinites", then I would say that is argument enough that these "infinites" are not fine.

  • For The killers who you said had trouble, just find someone else unless they’re the last person, then go for it and eventually one of you will make a mistake. Ghostface anyway can just stalk them to 99 and go after someone else. If you’re going to waste that much time on loops you deserve to lose. They all have to go for gens, doors, or the hatch eventually

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/686667#Comment_686667

    Did you read the counters that a lot of killers, and all the 110% speed killers have?

    But your your counters are incorrect, when even 2000 hours Huntress mains like Scott Jund annd Umbra said about these loops that they are a infinite for Huntress and you should never chase survivors there as her.

  • "Just use the right addons lol"

  • @Blackowt_9120 said:

    For The killers who you said had trouble, just find someone else unless they’re the last person, then go for it and eventually one of you will make a mistake. Ghostface anyway can just stalk them to 99 and go after someone else. If you’re going to waste that much time on loops you deserve to lose. They all have to go for gens, doors, or the hatch eventually

    What do you do when everyone on the team is aware of how to take advantage of the loops in question?

  • @altruistic said:

    There are no legitimate infinite’s in the game anymore.

    I’ll gladly open 1.0** DBD and play against any player with any killer on wretched shop.

    You won’t catch me, ever. I promise.

    Unless the killer plays the trapper. There's a reason why he was deemed the strongest killer in the game, back then.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/686701#Comment_686701

    What do you do when everyone on the team is aware of how to take advantage of the loops in question?

    Patrol generators and ignore them when they o to one of the god loops. It’s better not to waste time and be in control than play how they want to

  • @Blackowt_9120 said:

    https://forum.deadbydaylight.com/en/discussion/comment/686716#Comment_686716

    Patrol generators and ignore them when they o to one of the god loops. It’s better not to waste time and be in control than play how they want to

    So what you are saying is that those Survivors can just go about their business knowing that they have a safe zone where the Killer dare not chase them?

  • So by your logic :

    Noed should be buffed back into its first iteration : survivors should just not get hit

    Legion should be buffed back to their old state with the movement speed increase , with franks mixtape as base kit : just don't get seen as a survivor

    Dwight should get set gun that kills the killer when they find him in a locker : just don't check lockers.

  • Killers now that complain about "Infinites" don't know what it was like back then. I havent played when those types of infinites existed but thank devs for patching them.

  • They're strong loops, not infinites.

  • 32 second recover while moving sprint burst, vacuum pallets, and free life (more than it is now) DS were insane, no joke.

    That said while there are no real "infinites" anymore because of bloodlust; there are still some god windows that if rotated in between nearby pallets can easily last more than it will take to do 4-5 gens and that's gamebreaking in of itself.

    "Just run bamboozle" So you have to give up an entire perk slot just in case you run into a map with busted windows and it's basically useless otherwise, got it.

    "Just play overpowered killers" I don't really find them to be a challenge or very interesting to play anymore. Some people can stand playing 2000 hours of nurse. I am not one of them.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/686743#Comment_686743

    So what you are saying is that those Survivors can just go about their business knowing that they have a safe zone where the Killer dare not chase them?

    That’s exactly what I’m saying. Or rather it’s what I’m saying you should treat it as, otherwise you aren’t playing, you’re getting played

  • The real solution is: Don't follow survivors to the "infinite" and abandon the chase, otherwise you'll lose too much time and end up losing the match.

    This should not be a thing. That "safe" areas exist is bad map design, nothing else.

  • Safe zones put survivors at a 1v1 level which in my opinion hurts the balance. It negates the very purpose that the killer serves; being the opposition and a threat.

  • Infinites doesn't exist anymore. There are only bad, good or insane loops. That's it.

  • @DemonDaddy said:

    Safe zones put survivors at a 1v1 level which in my opinion hurts the balance. It negates the very purpose that the killer serves; being the opposition and a threat.

    It’s the killers job not to put themself into the position of being an ‘even’ 1v1, so you should leave that survivor and catch them later. If they are the last survivor then chase them through it because time is no longer an issue and you will catch them eventually

  • @Blackowt_9120 said:

    https://forum.deadbydaylight.com/en/discussion/comment/686758#Comment_686758

    That’s exactly what I’m saying. Or rather it’s what I’m saying you should treat it as, otherwise you aren’t playing, you’re getting played

    That's bad game design, no?

  • I don’t think so. Plenty of killers have ways to work around it, this is only a strategy for the ones that can’t. And realistically this becomes way less of a problem the more time you spend playing because you just know which loops to abandon, which to chase, and which to punish. And you make that call based on game state too. If 2 people are already dead and there are 4 gens left, you can probably get away with chasing for a minute or two, but if there are 4 people alive and 3 gens left, don’t chase the long loops, because that will just end up being a lost game. Look at it this way: they’re stuck with you until they get themselves out, so why waste time chasing 1 person when you could be stopping 4 people from leaving. It’s not bad game design, it’s a game design that’s punishes bad choices, and you could say the same thing about the survivor side of it, probably moreso.

  • @Blackowt_9120 said:

    https://forum.deadbydaylight.com/en/discussion/comment/686961#Comment_686961

    I don’t think so. Plenty of killers have ways to work around it, this is only a strategy for the ones that can’t. And realistically this becomes way less of a problem the more time you spend playing because you just know which loops to abandon, which to chase, and which to punish. And you make that call based on game state too. If 2 people are already dead and there are 4 gens left, you can probably get away with chasing for a minute or two, but if there are 4 people alive and 3 gens left, don’t chase the long loops, because that will just end up being a lost game. Look at it this way: they’re stuck with you until they get themselves out, so why waste time chasing 1 person when you could be stopping 4 people from leaving. It’s not bad game design, it’s a game design that’s punishes bad choices, and you could say the same thing about the survivor side of it, probably moreso.

    If there are Killers that cannot work around it, I would call that bad design.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/687012#Comment_687012

    If there are Killers that cannot work around it, I would call that bad design.

    I would call the killers who put themselves in that situation bad killers.

  • @Blackowt_9120 said:

    https://forum.deadbydaylight.com/en/discussion/comment/687014#Comment_687014

    I would call the killers who put themselves in that situation bad killers.

    Both statements can be true in my eyes. Players who have no way of overcoming these badly designed spaces with the Killer they are playing as but choose to waste time they cannot afford in those spaces anyways are bad, but those spaces are still badly designed.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/687019#Comment_687019

    Both statements can be true in my eyes. Players who have no way of overcoming these badly designed spaces with the Killer they are playing as but choose to waste time they cannot afford in those spaces anyways are bad, but those spaces are still badly designed.

    You can try to avoid the insane loops but sometimes it is not really feasible. Take the suffocation pit god window for example. Typically your best bet on that map against really good survivors is doing a 3 gen on one side of the map.

    Boom, you spawn in on the side with the god window. Ruin is on the other side, instantly dies cause it spawned in view of a survivor. Discordance pops off on that side as well, and before you can even walk to that side of the map the gen is basically done because of toolboxes and prove thyself. Chase one survivor off, the other one finishes it. Get your first hook and the first gen is done.

    Now your 3 gen is stuck on the god window side, and every survivor in the lobby knows to abuse it. What is your strategy? Just don't chase them on that side of the map ever?

  • @Blackowt_9120

    That's what I mean. Having that strong of a defense that escape isn't even necessary stagnates the concept of pressure as any of the 4 can make use of the tactic.

  • @blue4zion said:

    They're strong loops, not infinites.

    Neither should exist in the game.

    And yet, I still see people making light of the current situation by referencing how bad it was in the old days. Like that somehow is supposed to pardon all the broken loops we have in present day DbD.

  • @UltraBanana said:

    https://forum.deadbydaylight.com/en/discussion/comment/687027#Comment_687027

    You can try to avoid the insane loops but sometimes it is not really feasible. Take the suffocation pit god window for example. Typically your best bet on that map against really good survivors is doing a 3 gen on one side of the map.

    Boom, you spawn in on the side with the god window. Ruin is on the other side, instantly dies cause it spawned in view of a survivor. Discordance pops off on that side as well, and before you can even walk to that side of the map the gen is basically done because of toolboxes and prove thyself. Chase one survivor off, the other one finishes it. Get your first hook and the first gen is done.

    Now your 3 gen is stuck on the god window side, and every survivor in the lobby knows to abuse it. What is your strategy? Just don't chase them on that side of the map ever?

    This is why I say they are badly designed. A bad Killer is someone who just follows someone into those loops (assuming they are not a Killer like Nurse who can beat those loops) when they are better off avoiding it and going for other gens. Obviously if you don't really have a choice but to play their game, that's not really your fault.

  • Guys holy hack, I go to sleep for 8 hours , and you write 32 new comments lol.

  • @Marcus said:

    Huntress literally gets (semi)infinited on a dozen of maps ( Wretched Shop, Groaning Storehouse, Torment Creek, Fractured Cowshed, Rancid Abbatoir, Disturbed Ward, Haddonfield, Grim Pantry ), her hatchets are useless when she literally can't get line of sight in these loops.

    These loops are usually strong even against the killers you mentioned ( Trapper, Clown, Billy, Spirit ), the only killer who truly doesn't care is Nurse.

    Ok, maybe most killers I cited like Trapper, Billy, Myers 3, Doctor, Huntress, Snare Freddy, Clown and Spirit in some situations aren't be able to counter infinites 100% of the times, because some "infinites" are particularly strange, but those still can be fixed

  • @TAG said:

    If you are listing Killers that are weak to "infinites", then I would say that is argument enough that these "infinites" are not fine.

    What about giving them just a faster vault speed to fix the problem? Like Myers, 1,3 seconds

  • @Blackowt_9120 said:

    For The killers who you said had trouble, just find someone else unless they’re the last person, then go for it and eventually one of you will make a mistake. Ghostface anyway can just stalk them to 99 and go after someone else. If you’re going to waste that much time on loops you deserve to lose. They all have to go for gens, doors, or the hatch eventually

    This is another solution for example.

    Even if "infinites" usually are the centre of the map, away from all the gens (or there's just one), people don't want to change target and chase others.

  • @Seltas0208 said:

    So by your logic :

    Noed should be buffed back into its first iteration : survivors should just not get hit

    Legion should be buffed back to their old state with the movement speed increase , with franks mixtape as base kit : just don't get seen as a survivor

    Dwight should get set gun that kills the killer when they find him in a locker : just don't check lockers.

    -I didn't say noed should be buffed

    -Legion doesn't have to get buffed in that way, maybe just allow him to do a TON of pressure and frenzy for maybe like 60 seconds

    -...man you're funny

  • @UltraBanana said:

    https://forum.deadbydaylight.com/en/discussion/comment/687027#Comment_687027

    You can try to avoid the insane loops but sometimes it is not really feasible. Take the suffocation pit god window for example. Typically your best bet on that map against really good survivors is doing a 3 gen on one side of the map.

    Boom, you spawn in on the side with the god window. Ruin is on the other side, instantly dies cause it spawned in view of a survivor. Discordance pops off on that side as well, and before you can even walk to that side of the map the gen is basically done because of toolboxes and prove thyself. Chase one survivor off, the other one finishes it. Get your first hook and the first gen is done.

    Now your 3 gen is stuck on the god window side, and every survivor in the lobby knows to abuse it. What is your strategy? Just don't chase them on that side of the map ever?

    The 3 gens strat us easily counterable, ....unless you play the sniper doc to hold the game hostage for hours....

  • @Leonardo1ita said:

    Guys holy hack, I go to sleep for 8 hours , and you write 32 new comments lol.

    LIES! No one can sleep for 8 hours! It's a myth!!!


    I need sleep... 😥

  • the killer is meant to be the power role; they should either eventually win every loop or be able to destroy the loop without needing their power. Infinites fit neither of these conditions.

  • @AetherBytes said:

    the killer is meant to be the power role; they should either eventually win every loop or be able to destroy the loop without needing their power. Infinites fit neither of these conditions.

    Infact they're able to win th chase at the infinite if they want to. Just chase until entity blockers. Or surrender and.... Surprise, chase another person???

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