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ColonelManny

ColonelManny

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ColonelManny
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  • @dezzmont said:

    Killer is in a bad spot where regardless of its mechanical tuning, it has pretty much everything that can be stacked against it in the fun department lined up against it.

    Your the defensive player. This means you can't proactively progress an objective with non-interaction, which is important and healthy for an offense-defense game. However, it also means you have ABSOLUTELY NO DOWNTIME which is NOT normal: Usually the 'defensive' team in games are in games with at least short term player elimination or waves or something so that you can take a god damn breath and chill out, refocus, re-evaluate, stretch your hand, take a drink, alt tab to check a message, whatever. Your never forced to be active for more than a few minutes outside of really explosive events, like say a final push.

    This is, obviously, not at all ideal. But it gets worse. You also have very little margin of error on time. You are amazingly heavily punished for misplays on killer in DBD because if you say... "overcommit" to a chase and win it in 40 seconds (Which is AMAZINGLY FAST, and literally impossible unless the survivor makes a mistake because you get more than 40 seconds in a chase just by holding W and running in a straight line) you get 1 out of the 12 hookstates you need to win... while survivors complete arouuuund a gen and a half out of the 5 they need. So DBD's design is in a bit of a pickle: The killer *literally does not have enough time to defend gens.* They just don't. It isn't POSSIBLE if the survivors don't want it to be, outside of killers that can bypass chases like Nurse, the raw mathematics of the speedboost upon being hit and how long it takes to do a gen just... don't allow it?

    So despite survivors crying endlessly about 'the killer isn't letting me play the game when they camp/slug/mori/exist' in reality survivors can just... deny the killer the ability to play DBD by sticking to gens and refusing to interact in chases via looping until they run all the way across the map with a speedboost. Most survivors don't like to do this as plan A, but if they think you have any chance of winning they absolutely will.

    This is a core flaw of the interaction between survivors, killers, and chase time: Killers are fundementally not rewarded enough for winning chases and any time anything comes along that creates strong rewards for even temporarily removing survivors from play it gets nerfed (Undying, for example, created a strong reward for reducing the number of survivors on gens for even a bit and is gone now. It was too good, but ultimately... killers kinda need 'too good' stall tools right now). The solution isn't longer gens (That won't help unless gen times get actively stupid). Something else needs to happen that makes it so the killer isn't just screwed for daring to take an entire minute to win a chase without already having the entire survivor team injured, off gens, and one slugged.

    Ultimately I think DBD should try to pivot off absolute balance and into actual playability issues. Killer's issue isn't that its too weak (The best killers will win basically any game if they make no mistakes on the top tier killers), its the fact that killer has this 'no downtime, also ######### you if you make a single mistake and don't play maximally sweaty.' Killer players would probably be more happy if killer's upper end power went down yet killer like... god less hectic and bullshit? Ultimately its way more a problem of 'Killer doesn't really feel good even when you end a chase quickly' than 'killer isn't strong enough.' More power isn't going to fix the problem that playing very well as a killer Does. Not. Feel. Good.

    They really need to consider just adding one more generator for the survivors. If they have no plans to do anything yet, why not test out something like this in the PTB and see people's reactions and see if the killer problem is sort of solved.

  • @chieften333 said:

    Pretty cool, seems like it would essentially act as a secondary objective tailored to the innate perk of the survivors.

    Maybe Jake could spawn junk piles that would give him stuff to hook sabotage.

    Or possibly he could strengthen his bond with the crows, and much like throwing a stone, make the crows go distract the killer for a few seconds.