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NuclearBurrito

NuclearBurrito

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  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/878998#Comment_878998

    Distance. If the loop is a dead zone (no gens for you to protect) then anyone that runs there is effectively not doing anything. Let them have whatever gen is near that loop and focus on gens farther away. It's not rocket science dude. Just don't chase around that loop, eventually they will screw up away from the loop and you will catch them.

    The issue is that while the person you are currently chasing is at the loop, the other 3 are doing gens.

    And if you go after someone else then they can just run to the loop, possibly tanking a hit to do so, and then loop you.

    If the loop is in the center of the map, which for some maps it is, then you can get to it from almost anywhere if you are healthy just by tanking a hit as you run to it (which is a free 48 meters worth of distance in terms of how much of the map you can travel). And if you aren't healthy then the loop is the perfect place to heal.

    For example, the ironworks map has a diameter of 100ish meters and the maps God loop is in the center. So you can start from literally anywhere on the map, run for at least 2 seconds, tank 1 hit and reach the loop. Regardless of your starting location.

    If you fail to reach the loop it's either because

    A: You messed up your pathing

    B: You were already injured/exposed

    C: Killer power effect stopped you

    People tend to underestimate how much distance you can cover given even just a small starting distance

    This btw is why Plague is underrated but Legion is not.

    As Plague you can guarantee they will be injured thus making it extremely hard to abuse loops like these.

    Legion you can heal up against anyways and thus treat them like a normal M1 Killer for running these loops.

  • @thesuicidefox said:

    To be fair, you should just let them go if they run to these loops. Catch them away from the loop. While they need to be fixed, yes, at the same time you should know to just let them go because taking that chase is a loss.

    Ok but then what's stopping them from running to the loop every time you go to chase them?

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/877388#Comment_877388

    lol i always tought that lockers gave me something like a undetectable status, living and learning i think.

    Im not sure if this is the way legion power should works cause it turns that his iron maiden perk is useless, not lore friendly.

    People in locker should be undetectable

    Undetectable wouldn't protect from Killer Instinct. And it's not applicable to Survivors anyways.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/874814#Comment_874814

    Is it camping? Yes. Is that a bad thing? Yes.

    Not because the act of camping is a bad thing, it's bad that there's currently a big reward for bumrushing the hook while 2 other survivors are both racing you to it, whether the killer is there or not.

    It's not a bad thing that you were there.

    It is a bad thing that the Survivors were there thus justifying you being there.

  • @Ratio said:

    He does have an audio with him when in stealth, which is his robes making noise.

    Very true. But more often than not ,the sounds of a generator or fire barrel drown out the noise.

    Have you ever considered to use your eyes

    Do you have x-ray vision or something to see him around the corner of a wall with just your eyes while you're working on a gen next to said corner? No? Got it.

    You actually do have the x-ray vision you just described. A 3rd person camera allows you to see around a corner you are next to, which is the exact scenario you named.

    So the answer to your question is no joke a straight yes.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/874814#Comment_874814

    I would have actually said no it isn't camping because they ran directly at you. Most of what people classify as "camping" is just waiting for a survivor to attempt the unhook without provocation. These survivors actively put themselves in the line of fire very early in the unhook stage.

    Also, @HealsBadMan, nice to see some Pig love going around. I'll have to try that add-on build!

    At that point it's meaningless semantics. Either way staying to down them all was the right move and anyone flaming them for it is just salty.

  • @malloymk said:

    Death is not an escape.

    But feel free to DC or suicide on hook at your convenience.

    -Bhvr

    Death is not an escape, but DCing is.

  • @Mr_K said:

    What's the one thing people want to see with every new killer?

    Shirtless Myers

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/872299#Comment_872299

    Yes, I love having the perks in the game. I just think, and you seem to agree, that some of them would need to be adjusted in order to work well under the new system.

    Luckily it's not so much of a problem where it'd be required to change immediately. They could implement this, look at how it effects those perks and THEN make the changes and everything would still be fine.

    Contrast some other idea's such as the recent Gen's giving skill check every second idea. That one would need an immediate rework for most Killer skill check perks as well as This Is Not Happening.

  • @Peanits said:

    Ruin would absolutely need to change if that were the case, otherwise the generator would regress back to 0 after only a few seconds of someone doing it. You could probably even get away with just camping the totem if the people you're going against aren't great at hitting skill checks. Add in the Doctor's madness skill check and you're gonna' have a bad time.

    Though I don't know how much it would actually help. If someone is good at skill checks, they likely wouldn't have a problem hitting at least good skill checks. It might be a little to frantic to hit greats consistently, but the end result would be roughly the same. New players would probably struggle though. A rank 20 match would sound like a skill check minigun going off.

    Just imagine someone hitting every Great and completing gens in 27 seconds.

  • @Fibijean said:

    The only problem I really have with this is the amount of perks currently in the game that encourage cleansing totems, and what a huge nerf this would be to perks that don't really need it. Inner Strength, for example, which is a reasonably good perk now, relies on totems not being rushed to be effective, and thus would become pretty terrible under this system. Perhaps perks like that could be adjusted or reworked in order to remain workable alongside a change like the one you're proposing.

    Most of them would still be fine.

    Detectives Hunch wouldn't be as buffed as you might think because you want to do the totems before gens.

    Small Game would absolutely be buffed but I'm ok with this as is.

    Inner Strength is side graded, since it means that while more totem are cleansed and thus you can't proc it as fast, it also means that since you want to cleanse totems anyways it's less out of the way and thus is less situational than now. If needed we could make it token based to work well with rushing multiple totems back to back.

    Thrill of the Hunt is buffed by this but it was a weak perk anyways.

    Noed is nerfed by this but I doubt anyone will mind that.

    Ruin is also nerfed but again I don't think anyone will particularly mind.

    3rd seal, Devour Hope and Lullaby would be nerfed and should probably be buffed to counterbalance.

    Haunted Grounds I'm not sure about, could go either way.

    Overall though the existence of these perks is something I consider a pro and not a con.

  • @TAG said:

    So if I run, like, Haunted Grounds, Ruin, and Thrill of the Hunt, this means that as long as I can keep the lone dull Totem uncleansed, I am good to go?

    That's correct. But it also means that if they DO cleanse that lone dull Totem they instantly get the 33.3333...% buff at least until they cleanse Haunted Grounds. So it's a risk since if that happens too soon they can gen rush you even faster than right now (at least 2 dull totems is slower, but just 1 or 0 is faster)

  • @Resurrect said:

    https://forum.deadbydaylight.com/en/discussion/comment/870324#Comment_870324

    Agreed. In a reply to NuclearBurrito I explained I went overboard on purpose. And I have read supposedly this system WILL be able to tell if a DC was intentional as my gf gets DC 1/5 games and here and I play through the same router, wired connection though I have yet to get DC from any game. Yet she will get DC ever few games.

    Anyway, if this system can some how detect meaningful DC vs unintentional DC (which I say is impossible) then the ban hammer should be strong. Of course if people can get banned for things out of their control of course a warning or two is warranted for sure.

    We shall see. I could be 100% wrong in how things will turn out.

    Given a month until it's reset I'd still have at least 3 relatively light punishment (30 minutes or less) tiers simply because some people have a good non-crash and non-ingame reason to DC from irl matters, such as if they are a parent.

    If it's a weak reset then it can afford to ramp up faster of course and the less time it takes to reset the faster it can ramp with at least 1 light initial punishment regardless of the reset timeframe.

  • @Peanits said:

    They are accurate. The reason why you shouldn't draw conclusions from there is because they are very broad. They don't tell you what perks, offerings, or add-ons were used, what maps it was played on, etc.

    To give an example, you shouldn't look at it and go, "Wow, Freddy is OP!" That's a blanket statement. You should only use it as we do, to see where a problem might be. Is it Freddy himself, or is it a specific combination of add-ons and offerings? Is it the snares or the pallets? These are the sorts of questions you should be asking.

    In the case of Freddy can you enlighten us on what you know so far about why he's doing well?

  • @Usui said:

    Are you guys colorblind? When did they become red

    image.png

    This is red.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/870619#Comment_870619

    Because the devs saying, in their own game they built, for you to play and enjoy, that attempting to escape on the hook, followed by the struggle phase, also followed by the fact you dont HAVE to struggle on the hook if you dont want to, is okay

    but for you to go ahead and call it subjective makes any of your arguments meaningless now. If the devs state something about the game, it's probably an objective view. They built the game and are stating facts about the nature and what's acceptable and not.

    If hook suiciding isn't okay, what? You want the struggle phased to be removed and you wanna force me to stay in the game? okay. Like atleast give a good alternative to this "not okay" activity!

    Probably an objective view? Then why do we need the devs word about it? If it's objective then you should just be able to provide the raw data and logical chain of reasoning used to reach the conclusion in the first place.

    And if you can't then how do you know that the devs view on it is objective? They've said things were fine when they weren't in the past, such as saying infinite loops could be mind-gamed. How do you know this isn't like that where they say something is fine but it's actually terrible and once removed we all laugh about how it never should have been there to begin with?

    Regardless of what your answer is, it would need to be some line of reasoning about the mechanics themselves. The line of reasoning you've provided so far could be used to justify literally any mechanic or set of mechanics regardless of it's actual merits.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/870524#Comment_870524

    Yeah it's a good thing their opinion matters more in this situation. You know, probably cause they built the game and all.

    Lmao

    oh? And why exactly is it a good thing in this particular case?

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/868710#Comment_868710

    Yeahhh, a rework is basically a nerf. Just ask Legion :D

    Freddy says otherwise.

    But in this case it would be justified.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/870370#Comment_870370

    I am though, just like I'm okay with hook suicides. They are apart of the game, devs have made it clear. Killers have free will on camping, go watch one of the OG trailers. It literally says you can use camping as a strat!

    https://forum.deadbydaylight.com/en/discussion/comment/870360#Comment_870360

    My arguement is devs have stated "It's apart of the game" and that "it's here to stay"

    If devs say it's apart of the game = here to stay = it's okay to do it if it's apart of the game

    go complain more somewhere else. Not liking something that's apart of the games fine, saying it isn't okay is just your subjective opinion.

    The devs opinions are equally subjective

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/870289#Comment_870289

    Actually it does.

    Especially, when the devs said themselves, and I quote, "Attempting to escape is something that is fundamentally part of the game and not changing"

    It was also mentioned you're not forced to struggle.

    So yep, suicide on hook is actually okay. It's fundamentally apart of the game, here to stay that way. I, am no way, obligated to struggling on the hook. I'm also allowed to attempt to escape as many times as I want.

    Sorry to burst your bubble, pal

    Your quote has absolutely nothing to do with the claim that suicide on the hook is ok. Using the Escape mechanics to escape being important does not making using that same mechanic to ######### ok for the same reason using your collision with other Survivors to body block the other Survivors to death is not.

    And even if they were explicit it still wouldn't let you make the claim. Devs are human and they can be wrong when talking about things beyond hard data, so even if they explicitly said it was ok that wouldn't MAKE it ok. At best it being ok for independent reasons would cause them to declare it as such, but the devs word alone isn't itself a reason for it to be ok, let alone the sole reason of it's currently possible thus it's fine or as you put it "its part of the game whether you like or not therefore, it actually IS okay."

    Again, this is a logical fallacy. Something existing is not a reason why it SHOULD exist. And someone saying it should exist is ALSO not a reason why it should exist.

    You need to actually list out the pros and cons of it existing and then make a case for why the pros outweigh the cons. That way it at least meets the minimum requirements for an argument.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/869999#Comment_869999

    Haha well its part of the game whether you like or not

    therefore, it actually IS okay.

    Blatant appeal to tradition fallacy. Just because something is in the game doesn't make it ok.

  • @Steel_Eyed said:

    I wonder how many players habitually DC after poor play but regret it and wish they toughed it out. I’ve had so many games turn around that it’d be a shame if I had just quit before seeing how it goes.

    I find that playing in losing situations are incredible practice for future games as well. Maybe sitting on a hook is good down time for the people who have been discouraged from DC’ing to work through their emotions.

    This is why I never DC baring crashes or irl circumstances. I don't care who I'm facing or how badly I'm doing, no one makes me lose without working for it.

  • @Resurrect said:

    Sounds like this is praise in regards the the supposed DC punishments coming soon.

    What Should Happen . . .

    Ban time increase for every consecutive DC reset monthly . .

    • 30 minutes: Probably need a break
    • 2 hours: Was no accident
    • 3 days: Grow up
    • 1 week: Go play civilization
    • 1 month: 30 days of 1 less DC player
    What Will Happen . . .

    Probably nothing . . The publisher of DBD doesn't want to lose players buying into the cash grab that's clearly become/has been the focus of this games existence. Therefor . .

    • A warning: That'll show'em
    • 5 minutes: Think about what you've done you, but come back
    • 30 minutes: If you complain enough we will remove this one. but we have to pretend to punish you.
    Conclusion . . .

    Anyone hoping or thinking the coming punishments will be anything but what I expect will happen has hopes so high that when they fall back down to earth your fist will have put a hole into your monitor once the DC's happen about as often as they do now. Enjoy!

    I wouldn't do 30 minutes the first time since DC's via actual crashes happen sometimes, so I'd instead have the first tier be 5 minutes, then 15 minutes and then from there it doubles each time.

    Remember the idea is to discourage DC's so it's not done excessively, not to ban people who have computer problems sometimes or who have irl things pop up occasionally.

    If it fairly quickly gets to the point where it takes longer to DC and reque than it does to just play the game out until the end then that should already filter out most of the people who don't have legit reasons to DC

  • Oni's chase music is great. I hope they do more of it

  • Both Survivor and Killer

  • @Resurrect said:

    https://forum.deadbydaylight.com/en/discussion/comment/869900#Comment_869900

    Agreed.

    Not picking sides.

    Have a lot of hope followed with a lot of doubt many other weaker perks will receive some love for killers and survivors.

    In this particular sense I'm confident. The devs have been good about buffing weaker perks lately.

  • Glad you like it. It's nice to see weaker perks get some good buffs.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/869474#Comment_869474

    That doesn't really bear out in the stats though. If that were the case then red rank kill rates would be lower than overall kill rate.

    https://forum.deadbydaylight.com/en/discussion/comment/869425#Comment_869425

    Define "winning," this isn't identity V where there are clear win, lose, or draw conditions. It's really up to the individual player to decide whether pipping, bloodpoints, or a certain number of kills/survivals constitutes winning. The only thing BHVR has said they balance around is an average of 2ks per match, which the game is not meeting. If the situation were reversed, and the average survival rate was at a ceiling above 75% I would be arguing the opposite right now.

    https://forum.deadbydaylight.com/en/discussion/comment/869383#Comment_869383

    I find that hard to believe, but I'll take you at your word. I think it's a mistake to just throw out statistics as meaningless, especially if the reason is that they simply don't agree with my opinion/experience. I've had games on both sides where I've destroyed or got destroyed, but I can't point at any one of them and say that it is representative of the experience of the playerbase as a whole.

    Of course there is a difference between causation and correlation. Freddy has around 75% kill rate, but that doesn't mean it's impossible to 0k or 1k with him. It does mean that he 4ks consistently enough to make up for the weaker performances. I'm sorry to say that discounting that evidence just seems a bit disingenuous to me.

    According to the games tutorial winning is escaping or Killing everyone depending on your role.

    The difference for identity V is that their wincons are team based in that all Survivors win or lose together while in DBD Survivors win individually.

    From there you can conclude that for DBD any Kill rate between 2k average to 3.2k average could in theory be balanced.

    Specifically at 2k everyone has a 50% winrate with either everyone escaping or everyone dying with equal probability, identity V also has this due to a team wincon which is more flexible in terms of exact outcome. And a 3.2k has a 20% winrate with 3 people always dying and the 4th Surviving 80% of the time.

    Kill rates between 2 and 3 allow for more variety while maintaining balance and thus are ideal compared to the extremes. So having something be getting a 65% Kill rate with a fairly even spread of 4ks and non-4ks is pretty healthy, whereas something with a 65% Kill rate where all of those Kills lead to 4ks and the remaining 35% are 0ks is far too swingy and needs changes.

  • @TWiXT said:

    Because Blindness is such a useless status effect, especially where SWF is concerned, there has been Another idea that has been going around the forums for buffing blindness: Restricting survivors FoV.

    What it does is not only shut off all aura reading, but also surround the survivors screens with the "Black Fog" effect that stealth killers have while Undetectable. How much of the screen gets obscured by this effect is up to what you used to give the survivors Blindness, and it would fall under the current measurement standards of, Slightly (15-20), Moderately(25-35%), Considerably (40-60%), Tremendously (65-80%). For example, Huntresses Amanita Toxin Common add-on would only apply the effect Slightly, Clowns Kerosene can and Pigs Face mask uncommon add-on's would apply the effect moderately, Third Seal at rank 3 would apply it Considerably, and Knock Out would be updated to apply it Tremendously.

    Think of the black fog as moving in from the edges towards the center and blacking out everything that is not in the center of the screen. By cutting down/restricting the survivors FoV like that they have to be more cautious, and pivot their 3rd person camera more in order to see the killer. During the Player Test Build of the Plague there was a bug that caused the Green infection effect on the edges of the screen to turn opaque black and the amount would've been similar to the proposed blindness effect at the Considerable range as it practically cut their FoV in half. Being that all blindness effects except for Third Seal have miserably low effect times maxing out at 60 seconds, this change would validate the current timers and help make Blindness into a useful and strategic advantage for killers.

    Would be a completely different approach but would still satisfy the core objective of a Blindness buff.

    I like it!

  • @TAG said:

    I like this idea at first glance. One issue is that SWF would mostly not care about this except for maybe losing the Red Stain.

    I've specifically designed it to minimize that.

    For Solos the progress bars being shown when another Survivor would see it anyways and allied aura vision reduces the effectiveness.

    For SWF denying status effect vision of allies that can't see their own status effect prevents an obvious method of bypassing the effect. Denying perk based notifications has no SWF workarounds.

    No red stain is also guaranteed utility in a chase.

    Additionally if you manage to apply the effect on all 4 Survivors via 3rd seal then SWF will provide almost no benefit in mitigating it's effect.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/868154#Comment_868154

    Very true, to be clear I don't think 60% is an unreasonable kill rate. I think expecting perfect 50/50 win loss rate in an asymm is a bit unrealistic. I don't think the kill rate ceiling should extend as far beyond that as it seems to now though.

    I'm mostly worried that the game was so survivor biased for so long that many have become blind to the possibility that killers have come into their own and perhaps have gone a bit too far in specific cases.

    Given that this is an Asymmetrical games with 5 different players who win and lose independently with 1 wincon being mutually exclusive with the other 4 you'd expect the winrate to be below 50%.

    Note that this doesn't imply that one role is stronger than the other since the winrate is still ideally constant. It just means that it isn't necessarily 50%.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/868683#Comment_868683

    Not that rare, actually. I played against one last night. If all killers were played exactly equally, you'd see them in about 5.88% of matches, and it's just a little bit below that (as much if not more than a bunch of other killers).

    Now the Hag, that's a rare one to see.

    I think I've played against 1 Hag. Total.

  • If the Killer camps 3 Survivors then you in particular will have enough time to complete 4.5 gens. So if the Killer is distracted for a combined total of 60 seconds (counting 18 seconds of attack cooldown animations and 4.5 seconds of hooking animations) you will be able to complete all 5 gens and open an exit gate even if none of the other Survivors are working in generators.

  • Did you ACTUALLY just do gens? Or did you start doing gens until the last second and THEN hook bombed.

  • @chase131119 said:

    If keys are nerfed, then moris have to be nerfed with them. Simple as that.

    Stop with the damn conditional BS.

    Both need to be nerfed/reworked/whatever regardless of the other.

  • I agree.

    Games WON'T last for 3 minutes with those addons because you will have already escaped by then.

  • Deathgarden was awesome. It would be a shame not to reference it elsewhere.

  • Basically the thing being suggested is that:

    if all living Survivors are downed then they can vote to Surrender. They will only Surrender if it's unanimous.

    if they do then they are all immediately sacraficed EGC style the Killer gains bonus Emblem score as if they hooked them all.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/866811#Comment_866811

    And deny anyone the chance to have their chance if they have unbreakable or wiggle free. It's selfish to throw in the towel for your whole team just because you've had enough. Just deal with it a moment longer if you're in such a losing position.

    If they have unbreakable then they can just not Surrender.

    This isn't like DC where you and only leave. Either everyone Surrenders or no one does.

  • @AshleyWB said:

    Surrender when there is a potential to claw back a win is anti gameplay.

    Suck it up Buttercup.

    Surrender is for when there isn't. Such as when all 4 are slugged.

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865925#Comment_865925

    You're asking to not depip and to not lose bloodpoints when you all "mutually concede". That's losing punishment. Just bleed out, take the L, and move on. Jesus DbD players are such dense babies

    A surrender would mean losing whatever you would lose for being sacraficed at that moment. You don't lose BP because you never lose BP although you would be denied the ability to gain more BP obviously. And you'd only depip if you'd already depip because again, that's what happens when you lose in this game.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/865867#Comment_865867

    I would rather Deep Wound get eliminated from his kit and Legion gets something different that actually gives him an advantage, while simultaneously, doesn't break the game every year.

    Sounds good to me

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865678#Comment_865678

    It's not losing if you're not punished for it. Just take the L and move on

    I'm not any less punished then I otherwise would be.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/852593#Comment_852593

    The problem isn't necessarily the perks but Legion as a whole. If the team is going to change anything, change that killer.

    ...please have it be an overall buff when the perks aren't being taken into account.

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865565#Comment_865565

    If you can't take losing then this game definitely isn't for you. Try something easier and more mindless

    If I'm surrendering then I can obviously take losing.

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865021#Comment_865021

    No, that's avoiding the L and the penalty for not doing your objective. Take the actual L and move on with your life.

    No true scotsmen fallacy

  • @NuclearBurrito said:

    Don't like being gen rushed? Want to get survivors off those pesky generators? Win chases quickly but still get bronze or lower gate keeper? Here is how you maximize pressure on gens!

    First off a definition. There are many ways we could define Gen pressure but this is the definition I am going with:

    • Gen Pressure = The factors that force Survivors to not repair Generators.

    An important thing to note here is that:

    A - Survivors can be off generators for reasons besides gen pressure. For example disarming Trapper traps is usually not an example of gen pressure (although sometimes it can be), same goes for other optional tasks like Sabotaging hooks and opening chests. For our purposes we will assume Survivors are reasonably altruistic however and will stop doing gens if there is a big enough threat they need to deal with.

    B - You can stall the game with means besides gen pressure. For example Dying Light doesn't increase your gen pressure but stalls the game, same deal with regression and perks related to it.

    Gen pressure is a subcategory of stall and is by far the most effective method of stalling the game.

    Gen pressure can be quantified in terms of the number of Survivors not doing gens on average as a result of the preformed action. This will be referred to as GPR short for Gen Pressure Rating for the rest of this thread. At the start of the game your GPR is always 0.

    Basics:

    The easiest way to get gen pressure is to chase a survivor. While you are chasing a survivor that survivor cannot do objectives meaning it has a GPR of 1.

    Sometimes you can get lucky and find multiple survivors at once. Until they split up none of them can do gens giving you an even higher GPR, however they usually split up quickly. The idea behind juggling is that you can repeatedly switch between chasing multiple survivors in order to pressure all of them, however unless they group up this is impractical without additional factors and thus shouldn't be done at the start of the game unless your Power/Build has some synergy with the strategy.

    The absolute best form of Gen Pressure however is a downed/hooked survivor. For the purposes of GPR a downed and a Hooked survivor are each identical to each other. Having a hooked survivor means

    A: That survivor cannot do generators

    and

    B: Another survivor has to leave gens in order to save them

    This means it has a GPR of 2 AND it doesn't require you to actively do anything once they are Hooked/Slugged, meaning you can chase a survivor while this is happening for a total GPR of 3! This is why snowballing is so important. If you can keep this amount of pressure going throughout the game then you should have plenty of time to get enough downs in order to win.

    Note: If you camp then the survivors likely won't go for the save, thus leaving you with a GPR of 1 instead of 2 or 3.

    This is also why the early game is so important. Once you get a hook Survivors are working on gens at 1/4th their normal speed. Meaning up until that point the Generators go incredibly quick unless you have Ruin.

    The 3rd basic way to gen gen pressure is Killing a survivor. This gives a permanent GPR +1 for the rest of the game. If you Kill a survivor and Hook another then you can easily get the max GPR of 4 thus stalling the game indefinitely so long as you can keep someone on the Hook.

    This also shows the ups and downs of tunneling. In the long run a dead survivor is the best form of pressure you can have. However in the short term a Hooked survivor is worth twice as much pressure as a dead one since another survivor needs to go for the save. Generally the long term pressure is better but it's still worth keeping in mind when prioritizing your targets.

    Situational Pressure effects:

    Injuring a Survivor does not necessarily force them off of gens per say. However as more and more survivors are injured things become more and more risky thus making survivors want to heal anyways. The existence of the no heal meta means a few people being injured isn't a big deal. But if everyone is injured you risk everyone being slugged.

    Thus injuring survivors has an estimated GPR of 0.25 per injured survivor unless you are the Plague.

    Also some Killers can get pressure from their power. For example:

    Legion's DW effect

    Pig's RBT

    and

    Doctors Madness tier 3

    All of these have a GPR of 1 per survivor effected and of these Legion has the most reliable form of it but also the fastest to remove.

    Something harder to quantify is where you block off specific Generators rather than stopping a survivor from doing ANY generator. For example Corrupt intervention blocks 3 gens for 120 seconds. And both Trapper and Freddy can block off a Generator with a few traps.

    In the event that the survivor needs to do the blocked generator that survivor is pressured for the time it takes to disarm the trap in one way or another. Until they do gen progress can be completely blocked by trapping multiple generators this way and guarding the rest yourself. This is the basis behind the 3 gen strategy.

    Be careful when doing this. It won't last forever and should only be used to recover and relying on it is doomed to fail if you aren't also getting Hooks at the same time.

    The final way to get GPR is totems. Ruin is annoying but good survivors will work through it until they happen to run into it. NOED is unknown until it's too late and thus wouldn't qualify for gen pressure either. Most other totems are too weak to force them off gens as well. However, Devour Hope once stacked will force survivors to cleanse it or else they will die to Mori's as well as your increased speed after hooks (I know people like to ignore the speed but even just 10 seconds of haste is very good for snowballing). Thus Devour Hope with 3 tokens is worth a GPR of 4.

    In general, your goal as a Killer should be to reach a GPR of 4. Either by getting a Kill + a hook or though a combination of a lot of injured survivors, your power and a slug or 2. Once you get that you need to maintain it as long as possible.

    This all may sound very obvious, but the shift in mindset from thinking in terms of #ofhooks to win to #ofsurvivors off gens is a big one. You can't brute force Gen Rush. You have to stop them from doing it in the first place. Low tier Killers are low tier because by the time they get those first 1 or 2 hooks there are already gens popping. It's all about getting that first hook and then keeping something going.

    Here's a relevant guide.

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864318#Comment_864318

    I doubt in most cases the killer would want to just quit. Not fair to them now is it? Just take the L and be onto the next game dude

    Taking the L and moving on is the entire point of a Surrender mechanic.

  • @DuckApproved said:

    https://forum.deadbydaylight.com/en/discussion/comment/864451#Comment_864451

    @Sairek How does one counter an ability with no cooldown? Or a killer with no warning and terror radius? Notice the three original killers all have counterplay. You can disable Trappers traps, Wraith gives a warning before he can attack, and Hillbilly (Whilst Powerful) is extremely loud and can be countered by just being near a pallet or paying attention to his chainsaw. Freddy and Ghostface don't follow this guideline. They actively power creep these killers with no down side.

    You counter an ability that has no cooldown by being in a state where it does literally nothing to you. Aka: waking up. Also you can just run a variety of areas instead of trying to loop him around a single structure.

    As for Ghostface, he isn't invisible and his power DOES have a cooldown. Use your eyes, and I'm not talking about revealing him. If you've seen him then you've already countered him, just run and loop him like normal.

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