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DBDVulture

DBDVulture

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DBDVulture
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  • I feel like most people don't understand the flow of DBD when playing killer at red ranks. The game isn't balanced for it and you feel it when you play killer.


    "But either way, the point is, tho, that Blight gives the killer player the tools to compete against survivor skill and their tools as a team. Something that all killers should have."


    Killers that dont have high movement, anti loop capabilities or high lethality are not worth playing. This needs to change.

  • "Because the trial is not constant in how it goes. Less generators left = more pressure from the killer."


    -This is fundamentally not true unless the survivors make a mistake and leave generators very close together. Also if the survivors run far away from the generators that are left it is easy to make the killer lose the chase by completing the generator while he is gone with the remaining survivors. Furthermore this equation you posted only applies if at least one survivor is dead and another is on the ground or on the hook.


    "The time needed to do the first 3 generators is meaningless, what is important is WHERE they are done. The game is geographical, if you end up in a 3 generators situation, the end game will last forever, especially if you secured some hooks at start."


    Again this is just false.The time it takes to finish a generator is relative to how long the chases take. Imagine if generators took 20 seconds but the killer could run across the map and down you in 5 seconds. A realistic example is that the first chase usually takes about 80 seconds to find and down the survivor. If the other two survivors wasted no time then three generators will be finished. This is 3/5ths of the survivor objective by time. There is no way a killer can come back from this unless the survivors make many mistakes or a very large blunder. For the killer to win they must do something like hook the downed survivor on a 3 generator setup. He can simultaneously prevent no work on generators and prevent the hooked survivor from being rescued.

    This is also exactly the reason why killers resort to camping/tunneling and 3 gen tactics. Here is the logic :

    IF chases ended with survivors downed faster across all ranks THEN killers would not tunnel or camp.

    Why? They can afford to go after multiple survivors in different chases because the chase will end quickly. With the exception of infinite windows this is a reflection of how chases were in the first year (on maps that didnt have a billion pallets). Gens went by insanely fast but chases at red ranks often ended in 30 seconds.


    Imagine a different scenario where the killer was a rank 1 player playing against rank 20 baby survivors. The survivors take 80 seconds on a generator because they dont have items or perks or work together at all. The chases are all short : something on the order of 20 seconds - hit - and a second hit follows in under 25 seconds. There is no way the survivors win.


    The problem is that the game mechanics are setup so that the killer will lose when you consider high skill survivors vs high skill killer.

  • @YukariTheAlpaca said:

    Chase time is not the issue. The issue is map sizes and gen speeds. Most good killer players can get quick downs yet still lose due to the fast gen speeds. Do I want gen speeds reduced? No. Survivors need another required objective than just slamming gens and opening gates. All of your "suggestions" just punish good survivor players for playing well.


    If we look at red and purple rank play most killers do not get quick downs. Realistically you have Nurse, Spirit, Freddy and Blight for quick downs across map. We have 24 killers right? Is that good design that 4 of them are viable for red/purple ranks? Players can loop very safe tiles for 20-30 seconds before ever being in danger of being hit. Survivors can run away from a 110% speed killer with a 10 second warning thanks to SWF radio (or spine chill) and cause the killer to run for 20-30 seconds before a chase starts.


    How can you not see that chase time is also a function of map size? Compare a chase on coal tower to one on Midwitch. You can just run on the elementary school and are very unlikely to move past a survivor on a generator. This is most definitely not the case on coal tower. But at the same time I hope you can see that if longer chases happen then the survivors are more likely to win. Long chases that force a killer to cross the map before the chase starts make the game impossible for killer against good players.


    People say things like : If I am skilled enough I should be able to run the killer forever. This fundamentally breaks the game. You are supposed to be caught and hooked. It's a team game for a reason. Being able to run the killer forever would only be fundamentally fair if he could have 4 perks that make the skill checks almost impossible and fundamentally change them in a way so that you as the survivor on a PVE element had to play against the killer somehow. Imagine for example if the killer could press a button : let's say "R" on the keyboard and every 10 seconds and he could scramble survivor controls for a skill check. Imagine as a survivor needing to press the correct scrambled key instead of the one you normally have assigned to hit a great skill check or the generator lost 5% progress. Example : you play with M+K and you normally need to press spacebar to make a check. The killer presses R and your controls get scrambled so you as the survivor have to react at the proper moment for the skillcheck to press "E" because your controls got scrambled. You wouldn't know you need to press E until the skill check appeared.


    Would that be fun for the game? No. Would it be more fair for the game? Absolutely.

  • "If ur having an issue with gens being popped at the start try fitting corrupt intervention into ur build."

    • Using corrupt is a gamble much like Ruin - except it is guaranteed to be gone after 2 minutes. It's great some of the time but can easily cost you the game if you spawn in the center of the map as it makes the most distant generators unworkable. This gives the survivors a near guaranteed win if they work some of the middle generators. Furthermore it encourages more survivors to be on one generator as soon as you start the first chase. This can have horrific consequences if any of the survivors have Prove thyself.

    Furthermore I think you need to realize that Killers needing 2-4 slowdown perks is a reflection that chases are too long and generators are repaired too quickly. Imagine a game where the killer gets 11 hooks and the last survivor escapes by hatch. Assume there was no tunneling and every chase started with a healthy survivor. The average killer then will hit the survivors 22 times and this costs 3 seconds (66 seconds total). Each hook event is going to be about 10 seconds to pick up the survivor and carry them to a hook. So that means 11 hooks will average out to 110 seconds.

    With no time accounted for map movement, finding survivors, chasing survivors or kicking generators the killer objective is sitting around 176 seconds with just these two elements. Bear in mind the survivor objective is easily completed in 240 seconds.

    Corrupt Intervention is not going to magically change this equation even if I could wriggle my nose and suddenly have a 5th or 6th perk.

  • "There are 4 killers in the game with the potential to absolutely demolish good survivors if the killer has the skill for it. The only tool survivors have is their own skill and teamwork."


    Survivors do not need teamwork. They can work alone and finish generators one by one and very easily pressure the killer so that one generator is done almost every chase - unless the killer camps a 3 gen or the survivors are so bad that the chases are too short.


    Shift W only works because most maps are way too big. But this is more of a function that Killers with a way to move fast are good and those that dont pretty much suck. I can look at a new killer like Nemesis and I honestly have to laugh a bit. Why does he not have addons for +2 zombies (obviously because console players cant handle it). Looking at very simple zombie AI it does wonders sometimes to mess with survivors when they dont get geometry exploited (which hopefully will get fixed - not he will forever be worthless)


    Every killer should probably have a universal "power speed move". Maybe these could be changed or enhanced with an offering instead of a useless Mori. Look at any Halloween movie and The Shape just appears walking around a corner when he was 50 feet a moment ago. Yes that is movie magic but it is essentially teleportation. It is one of the things last year did right because you never knew where the killer was going to come from. Even just an ability to teleport to a set location on maps would be a huge help.


    Or we could always do the even more simple thing and make killers that dont have a move power gain 10-15% speed while not in a chase.

  • "I agree that gap between SWF or solo is too big and should be changed, but it is not good idea to do it by nerfing SWF. Most SWF just want to enjoy game with friends and it would be dumb to punish them for it."

    -The Problem here is that SWf is literally on the level of a cheat in terms of what you get for no cost. Buff the solo player in a game with SWF and buff the killer in the game too. Now SWF is a choice where it comes with a positive and a negative. Having it only be a positive is broken.

    For about 4 years we have had the problem that chase time does not match repair time. At high skill levels repairs are too fast and chases are too long.


    "Because if it was any slower, camping as a strategy would go from 'possible 2K or better' to 'guaranteed 2K or better."


    -Somewhere in the mid point of first year development hook timers got changed so that survivors get an extra 30 seconds on the hook. So that means killer objectives just got 2 minutes longer. Just imagine if each generator took 104 seconds instead of 80 seconds. With 80 second generators we have 4 minute games before gens are powered.

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