Length of chases in DBD

I tend to find a disconnect between how long most people want chases between the killer and survivor to last and how short chases realistically need to be for the killer to have a chance of winning a match.

ie how long people want chases to last currently would mean the killer would lose.

So where's the sweet spot? What would y'all say is long enough for a "fun" chase but still realistic enough that it gives the killer a chance of winning with all his chases lasting that long?

In the games current balance I would say you need a hit or a pallet in 15 seconds or less if you want to win against actually "good" survivors. Taking longer than that and you're losing the game. Which the irony here to me is that like 90% of the killer roster can't get those things in 15 seconds or less through shear holding W time much less adding good looping in. Hence where the camping/tunneling comes from.

Unfortunately I don't think most people would have fun with sub 15 second chases which is where the issue comes in.

Comments

  • A survivor wanna min chase (of fun looping) if not more. Getting down quickly by the killer make u feel one of two things.

    ●"I'm playing badly! a skill player wouldn't go down this quick"

    ●the killer is op or annoying cause he's to strong in chase


    i personally hate trickster because of this

  • @solarjin1 said:

    A survivor wanna min chase (of fun looping) if not more. Getting down quickly by the killer make u feel one of two things.

    ●"I'm playing badly! a skill player wouldn't go down this quick"

    ●the killer is op or annoying cause he's to strong in chase

    i personally hate trickster because of this

    That's kind of the impression I get from most people but a minute chase is not even close to viable for the killer unfortunately. I'm curious to see more opinions on the time length.

  • Which is why bHVR says tunneling and proxy camping are approved strategies, and while they try their best to ruin face camping.

    You are intentionally playing nice for no gain, the game is not balanced around it if you go no opportunities.

    You are a Killer, not a Babysitter.

  • I would be fine with long chases if the game had a dedicated 1v1 mode (e.g. queue for 1v1s in matchmaking).

    Currently yeah, you need to be getting downs in 45 seconds or less or you are just going to lose due to efficient survivors. Which is why I play killers that have very strong chase.

  • Considering survivors actually doing well and are objective focused; I'd say chases have to top at 30s.

  • Generally, as a Killer if I don't get a hit or take out a pallet in 15 to 20 seconds or less I abandon the chase and go back to gens. I run generally one and maximum two gen defense perks (and I don't use Eruption) so spending any longer than that in chase will cost any chance of doing well. If I see a Survivor by a strong loop who's made themselves noticeable I generally ignore them as I'm not going to spend a minute chasing them while gens go uncontested.

    People have to pick what they prefer. You can have either:

    (a) A short time in chase; or

    (b) Oppressive level of gen regression; or

    (c) Tunneling and camping.

    Without at least one of the above the Killer will lose. Personally I'd rather face (a) when I play Survivor so I try to do that as Killer as well.

  • I made a very similar thread on this topic fairly recently:

    @[Deleted User] said:

    Then why is it so punishing as a killer (when you play 90% of the roster) to commit to a chase of around 20-30 seconds or heaven forbid slightly longer?

    I’m trying a lot at the moment to limit my slowdown perks and go for info/chase builds because I do believe that is the most fun I can personally have when playing killer and I want to improve my chasing anyway. But in a lot of matches, I’m not getting much chance to do that. Yes, I know this is a skill issue hence why I want to get better at chasing and managing Gen pressure without relying on slowdown too much, especially passive perks like deadlock. And I want to point out here I’m not approaching this from a killer sided perspective- surely balancing for slightly longer chases would be more enjoyable for both sides?

    Look, I understand that when playing killer you have to balance your macro and micro gameplay. But come on, there are so many killers on the roster who simply cannot down competent survivors quick enough to compete with efficient survivors on gens. Hit and run is not really a solid option anymore given the plethora of med kits and boons in every match. So if you don’t commit to a chase after getting that first hit in then you’re just wasting your time. And pre dropping pallets is too effective for how easy it is and given the abundance of pallets it doesn’t really matter on most maps to waste resources.

    Yet many times on this forum you will see people complain about how boring anti loop killer design is, how chases are the most fun part of the game and the only way for either side to truly express their skill. Yet if these interactions take a slight bit of time then it’s basically ggez for the killer.

    Similarly, tunnelling does indeed suck- but if you’re matched against a team that has two really good loopers and two bad ones then wasting your time on the good loopers (even if you actually want to challenge yourself) is basically a sure fire way to lose the match. This is boring and unsatisfying for both sides. Good loopers basically just end up sitting on gens all game as the killer ignores them and downing the bad loopers as a killer feels incredibly unsatisfying. Oh, you went down in ten seconds after wasting your speed boost from the first hit by crashing into a rock then dabbing right in front of my face in a dead zone, don’t I feel skilful.

    Maybe I should just try and still practice chase but bring slowdown perks to compensate for my lack of skill but that’s exactly the habit I was trying to break lol. But I’m curious to see if this is just a me problem and if the good people of the forum have any advice for me or opinions on what I’ve said.

    Maybe the trick is to just not care about the outcome of matches. But I’m only human.

    In conclusion I think most people agree that a majority of the killer roster can’t down good survivors quick enough a lot of the time. When you add in low mobility on large maps then you end up with killers under pressure and needing the first chase to go EXTREMELY well in order to not lose 1 or even 2 gens before the first hook. This is where the slowdown meta and camping/tunnelling do all contribute to the vicious cycle of gameplay that often occurs.

    Ideally the game would feel generally more “chill” on both sides but alas I don’t see that happening.

  • @TheSubstitute said:

    Generally, as a Killer if I don't get a hit or take out a pallet in 15 to 20 seconds or less I abandon the chase and go back to gens. I run generally one and maximum two gen defense perks (and I don't use Eruption) so spending any longer than that in chase will cost any chance of doing well. If I see a Survivor by a strong loop who's made themselves noticeable I generally ignore them as I'm not going to spend a minute chasing them while gens go uncontested.

    People have to pick what they prefer. You can have either:

    (a) A short time in chase; or

    (b) Oppressive level of gen regression; or

    (c) Tunneling and camping.

    Without at least one of the above the Killer will lose. Personally I'd rather face (a) when I play Survivor so I try to do that as Killer as well.

    i think the majority would go with B. Half the time someone go down quickly at the start u get a dc. This regression era isn't that bad! people just hate being incapacitated by eruption

  • I honestly think that this is something that can only be determined experimentally. Someone could run a test where once chase begins, the killer and survivor just do nothing for a certain length of time before the survivor is hooked, and then see how that affects the outcome of the match.

    That sweet spot you mentioned would also probably be affected by generator speeds too. You can really feel the difference from the killer side when a team has 4 BNPs and when it's just three Blendettes in the corner.

  • @DemonDaddy said:

    Considering survivors actually doing well and are objective focused; I'd say chases have to top at 30s.

    For a hit or down you're saying?

  • I mean for a hit, I'd prefer if that was the down time but that just seems like wishful thinking for any killer without a 1 shot.

  • @[Deleted User] said:

    I made a very similar thread on this topic fairly recently:

    https://forums.bhvr.com/dead-by-daylight/discussion/356964/if-chases-are-supposedly-the-most-interactive-element-in-the-game

    In conclusion I think most people agree that a majority of the killer roster can’t down good survivors quick enough a lot of the time. When you add in low mobility on large maps then you end up with killers under pressure and needing the first chase to go EXTREMELY well in order to not lose 1 or even 2 gens before the first hook. This is where the slowdown meta and camping/tunnelling do all contribute to the vicious cycle of gameplay that often occurs.

    Ideally the game would feel generally more “chill” on both sides but alas I don’t see that happening.

    That's kind of why I see the more ideal solution as fixing map design so that gens will take longer so that the survivors can enjoy long chases without it costing the killer the entire game. Rather than what we currently have which is unfun and super short chases combined with camping/tunneling in order to keep up with the gen speeds.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303303#Comment_3303303

    I mean for a hit, I'd prefer if that was the down time but that just seems like wishful thinking for any killer without a 1 shot.

    Oh man 30 seconds for a down even sounds like a loss to me. That means for that one hit or pallet (not even a down) you lost 90 seconds of gen time (30seconds x 3 other survivors). That means you're losing 1 gen per hit, ouch lol. I agree that's how long it can take most often, hence all the camping/tunneling/gen regression stacking.

    And this is before we even get into how much time you lose in locked animations. Pick, carry, and then hook. that's like 15 seconds x 3 other survivors = 45 seconds of gen time every hook...that's wild.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303309#Comment_3303309

    Oh man 30 seconds for a down even sounds like a loss to me. That means for that one hit or pallet (not even a down) you lost 90 seconds of gen time (30seconds x 3 other survivors). That means you're losing 1 gen per hit, ouch lol. I agree that's how long it can take most often, hence all the camping/tunneling/gen regression stacking.

    I agree, as far as objective times go the killer has to find ways to overcome that gap.