dugman
dugman
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A survivor from historical times would be cool. I have a feeling that lore-wise they’ve avoided it simply because hypothetically over time the Entity whittles away and devours the survivors’ souls, so for one of them to last hundreds of years would be really, really difficult. But hey, anything’s possible right? 🙂
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936399#Comment_2936399
I wouldn’t merge them with flashlights, but maps actually might work - never really thought about doing that but that seems like something that could be done. They both focus on aura reading so I don’t think they’d be too hard to put together.
Flashlights aren’t very good items generally speaking compared to tools, they are popular though so … 🤷♂️ Anyway my thinking on combining flashlights and maps was when you shine a light in a direction it highlights auras in its range, so sort of like a conic aura effect. I think it would be a cool thing thematically, like you’re actually shining the light around looking for things in the dark.
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@vanGlasse1 said:
I don't take items in match because I go with Ace in the Hole + Pharmacy, since I like how it may spice the match with the "random" factor and also counts as a chance to farm stuff in a way. You could say I "always" load with an emergency med kit by defeault I guess (due to Pharmacy's effect on the first chest)
I hardly ever play survivor but when I have I do something similar. 🙂 I either bring my most recent item or bring a toolkit and use it up on the first gen, and then use Ace in the Hole on a chest to get another item and see if I can get use out of it. Using chests isn’t necessarily an optimal strategy but it’s one of the few things I found to be fun playing survivor.
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@keepingitril said:
Problem solved with my idea to merge keys and maps into a new "Compass" item.
https://forum.deadbydaylight.com/en/discussion/321559/from-keys-and-maps-to-compass
Yeah, I’ve said something similar of merging keys with another item like maps or flashlights or both. Basically Tools and Medkits are significantly better than all those other items, if they merged the functions of some of the others it would reduce bloodweb clutter and also buff the weaker items.
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@[Deleted User] said:
A couple things to keep in mind:
The softcap was lowered quite a bit with the most recent MMR update.
Your lowest killer MMR is going to hang around 200 points of your highest. Even if your highest killer MMR is average-ish 1500 and your Clown MMR is 1300, that puts you well within the 350 range of survivors near the 1700 softcap.
Which is why I kind of chuckle when players bring up matchmaking. What matchmaking? There's almost no functional difference between being at the top percentile of players and being completely average. You're going to be matched with the same players.
That’s not quite right, the devs confirmed a bit ago that while your initial setting for a killer you haven’t played is based on your average ratings from your other killers, from that point on each killer MMR does change independently of each other. So if like the original poster you’ve only played Clown 3 times you starting MMR will be on par with your other killers, but the more you lose the lower it will go, it won’t “hover”.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2935541#Comment_2935541
You're remembering wrong, literally everyone wanted to nerf wraith at that time. And for good reason because he was stupidly strong and (is still) brain-dead easy to play, and his addons are busted. He's not that bad these days but he definitely doesn't need any buffs
I don't think I'm misremembering it. I did a search just now for example and can't find examples of people asking for Wraith's lunge to be reduced.
Also I never said he needs buffs so I'm not sure why you even said that?
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2927407#Comment_2927407
The correlation with Dead Hard and escape rates is meaningless because as you say, so many people take it that naturally you're going to have high escape rates with it, but that doesn't not mean that Dead Hard is the reason they escaped the trial.
Quite the opposite. I very very rarely ever see anyone use a Dead Hard in a smart or creative way. 99% of the time, they just dash in a straight line ahead of me, and oh look they bought their selves a literal second of not being hit.
Most people take it because they think they're supposed to take it and have no idea how to properly use it. It is a good perk, but most of its worth as perceived by the community at large is just because they're told it's good and people take it and use it in poor and worthless ways because they don't know any better and aren't thinking for their selves.
Actually the fact that Dead Hard is used by many people, but also has a high correlation with escape rates versus people that don't use it, is an indication that the high escape rate correlation is not necessarily linked to the skills of the players using it but is related to something inherent to the perk. You wouldn't see higher than average escape rates with a perk used by 40% of people simply because "a lot of people use it."
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Yeah, I'm liking these relative new audio cues you get when the maps load, it's kind of cool. 🙂 Midwich always had the sirens obviously but I guess the devs decided they liked that sort of thing so much on that map that they could do something similar on the other maps.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2935528#Comment_2935528
I'm good with getting rid of map offerings as long as 2 things are done first. 1. Add "great heights" to all maps (looking at you shelter woods) so I can do the dumb fall from great height in chase challenges. 2. Make it so I don't get sent without offering to the same map multiple matches in a row - there's 16 realms but I end out going to same one or two unless I play a map offering to finally go somewhere else.
1) Honestly map dependent challenges are dumb anyway, I'd be happy to see them go too.
2) I'm ok with the idea of, when a lobby is about to go to a match, have the map selection algorithm pick a map that none of the five players went to in any of their most recent games. That would still leave over 30 maps to choose from.
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Wraith wasn't nerfed due to survivor complaints, in fact I don't remember there being any common calls to nerf Wraith when they reduced his lunge distance. They obviously had been looking at some internal data on Wraith and found something they didn't like in the numbers and felt that change was warranted, it's wasn't done by popular survivor demand though.
Deathslinger did have a lot of people calling for him to remove his instant shots, which I'm sure is the reason why the devs took a look at him. But they didn't make the change just because there were people asking for it, they obviously didn't like what they saw on review so went ahead with that change. If the devs acted solely on common requests they'd have nerfed NOED or Dead Hard years ago for example. But as far as I know there aren't any stats indicating NOED is actually overpowered, which is probably why it hasn't been touched, and they only recently commented they are probably going to be adjusting Dead Hard because they don't like its internal stats since hit validation went into effect last year. In other words player complaints might raise a red flag for the devs to look into something, but ultimately they don't make changes based solely on complaints. (Unless maybe it's something cosmetic, for instance, like they mentioned probably changing Ghost Face's chase music.)
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This is an example of a reason why I think they should just get rid of map offerings altogether. Whenever there's an exploitable issue on a map the offerings only exacerbate the problem by allowed people to force the game onto it. In this case they ended up killswitching this specific offering because of this type of problem, but there's always going to be a lag between when something like this comes up and their ability to respond by killswitching the offering. And that's ignoring the cases where you have a map that doesn't literally have game breaking bug but which does have some serious balance issue that isn't quite worth suspended the map entirely but is still powerful enough that people will keep opting to go to that same map over and over and over.
I really think whatever minor benefits might exist from map offerings are seriously outweighed by the downsides.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2935299#Comment_2935299
One could only hope, I still enjoy playing her and anything to smooth her out will be very appreciated
Yeah I like Sadako quite a bit, I think she's actually maybe slightly better than Wraith personally and I definitely think she's more fun to play. I certainly wouldn't turn down a buff for her but I wouldn't be surprised if she doesn't get a major buff, they might tweak her Condemned or TV refresh timers or maybe get rid of her lullaby if she actually statistically looks like she needs a buff, but I'm guessing she's probably mostly ok as is. (I'm not saying she's top tier but she's one of the better stealth killers.)
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Sadako hasn't had her full balance pass yet so we'll probably see that this summer.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2935096#Comment_2935096
not really, I have said all along, I used to get more deepwound chain hits with old addons and feral frenzy range addons.
The only thing that changed was some speed between hits, but mending more than then? nah not at all
I do know for sure Legions running No Sleep Pills are getting multiple hits per use, although obviously the time between them can be pretty long (10-20 seconds per hit). The extra speed Legion gets in the base kit does help them too, at least compared to the old base kit. (I can’t speak to the old add-ons though.)
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2935070#Comment_2935070
That's kinda what I'm trying too, longer distance stalks instead of closing in early, taking advantage of the other stalk time, whether that means chasing another survivor for a health state in between or applying pressure to gens.
I don't know if this is the case, but was the distance for his own stalking increased as well?
I don’t think the ranges changed? Per the wiki it’s 40 meters maximum stalk range and 32 meters reveal. (And Spine Chill is 36 meters so it’s possible to stalk from just outside Spine Chill range.)
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It’s really hard to guess who the killers will be on these updates, there’s a ton of possibilities. I’m kind of rooting for The Observer to be both a survivor and killer where he’s basically subconsciously created an evil version of himself that he’s fighting against. But honestly there’s a bunch of good killer ideas out there so I’ll be happy as long as they’re fun to play. 🙂
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@Tsulan said:
Fun Fact: the mending mechanic wasn´t touched in the last patch. Survivors have to mend as much against the new Legion, as they did against the old Legion.
To be fair, while Mending itself didn’t change, the chance Legion can get multiple hits in a single Frenzy was noticeably improved so they’re getting more Deep Wounds per Frenzy use now.
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/BX0PMMX1ER0P/acb67eea-50a0-4488-995c-1fd45a2c8052.jpeg
Wonder what a look at the store means maybe a full revamp?
Could be, or it could be a section where they show off new skins they’re adding. 🤷♂️
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Played him a few times since the update and did fine. I fully Mark survivors from a distance now more often versus trying to 99% Mark and then finish in close and it seems to work ok. The Mark lasting 60 seconds means you have quite a while to catch that person later, and worst case they get spooked off the gen they were doing for a bit while you switch targets. Plus the Marked survivors can’t break you out of stealth for 60 seconds which makes it a bit easier to stat cloaked to ambush someone else if you switch up who you want to chase. Going for 99% still can work too obviously, but you have to be a little more careful with it since survivors have a bit of an easier time breaking you out of stealth if you’re in the open.
The one thing I do see people do badly on streams with Ghost Face sometimes is not using cover to hide their approach. He’s not invisible, after all, the stealth is just hiding the terror radius and stain, so if you’re not using obstacles to break line of sight approaching a gen you’ll probably get spotted and maybe broken out of stealth.
Also on a side note you can use the stealth breaks to find survivors trying to hide from you, so it’s not all bad even if they do knock you out of it.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2934697#Comment_2934697
It also injures everybody, gets info on where everybody is, and gets people off of gens to mend and then add the free uncounterable down on top of that
The mend only lasts 14 seconds and to get to that instant down you are spending up to 100 seconds in that one Frenzy use, assuming it gets that far. So yeah there is slowdown but there’s also a huge time commitment as a trade off.
And you get the info without the pills just using the Frenzy base kit so it’s not as if Legion didn’t get useful info from Frenzy with their normal ability. I don’t think anybody complained that Killer Instinct was overpowered without the pills so I’m not sure why that would be overpowered now.
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I would pay good money for DLC that makes Clown’s chase music be Yakity Sax. 😄
https://youtu.be/3PwsKzWli94 -
@gendoss said:
I really want never sleep pills nerfed because they are genuinely insane. You can guarantee 5 hits in the beginning every time.
But is that actually overpowered? In order to get a five hit instant down with Legion you need to do five frenzies in a row each of which takes about 10-20 seconds using Never Sleep pills. So that’s one down every 50-100 seconds. That’s not more time efficient than normal play, even taking into account the mend times it’s still kind of like getting a down once per minute at best.
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Yeah, map offerings are one of the few things I wish they’d just get rid of entirely, they cause way more issues than whatever benefits they might have.
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@SuzuKR said:
Oh boy another thing for people to use as an excuse for why they lost instead of accepting the reality they played worse.
Actually it would be the opposite if it turns out the survivors are all solo queue, verifying they’re not in a swf eliminates the excuse that “these guys were probably on comms and that’s why I lost.” So it works both ways there.
To me the benefit of showing who is in a swf though would be for anybody tracking data and then pivoting out escape rates versus how many survivors were in a swf. It’s not that big a deal to me either way though other than just curiosity,
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@Raptorrotas said:
Because the game simply isnt coded to recognize swf outside their first lobby. It simply doesnt exist in the trial or aftwerwards.
It'd be hard work to actually code that stuff. Might break the bloodweb tho.
That’s not true, in fact the devs have mentioned stats regarding kill rates based on how many people were in a swf in a match which means the game does track and remember who is in a swf during and at the end of a match.
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@cburton311 said:
antiloop means the only strategy is throw pallet earlier and hold w until the killer gets distracted or you go down after consuming as much time as possible. It's an effective strategy, just boring.
The fun part of most matches is the chase, and particularly sneaky or clever hide or a ballsy rescue that works... the less of that in each game the more boring it gets
You’re forgetting that chaining tiles together is also effective. In fact survivors who understand how to chain tiles together into a larger combined loop are harder to catch than survivor who just loop a single tile all the time.
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On the one hand, flashlights are actually bad items in the sense that if they’re going for saves all the time they’re not doing gens. Plus you can often avoid flashlights by just looking at a wall when you pick up and being aware of survivors possibly nearby on a down. So dodging flashlighters is kind of like dodging a game you might win.
On the other hand I wish the game would just hide the survivors and killer from each other in the lobby so people would stop with the nonsense of last second switches. Nearly every match at least one person waits the full minute to start it for some reason, it’s really annoying, and item switching to “fool the killer’ is one of the reasons it happens.
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I have yet to see a complaint about tunneling in endgame chat that doesn't sound like sore losing.
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I like it better than the old version, both aesthetically and in terms of layout. I don't have an opinion so far on one of the houses being really strong though but for sure the second floors and basements seem a bit better.
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One thing the devs mentioned briefly in their big MMR blog post a couple weeks ago that they're working on adjusting the MMR to work off of the survivors as a team versus individual results. That way survivors who sacrifice themselves to help other survivors escape aren't necessarily lowering their MMR in the process. That's at least a step in the direction of making the game more clearly a killer versus a team of 4 survivors versus this semi-cooperative design where the survivors are technically all out for themselves. (Semi-cooperative games rarely work well and DbD isn't an exception. )
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I think my favorite perks that aren't too popular are:
- Bloodhound: Yeah, you can see blood without it, but it's impossible to miss blood with it. Plus it makes the blood trails last longer which improves your chances of being able to see them. Plus unlike Nurse's Calling it's not suspectible to aura hiding perks like Shadowstep (although perks that hide Blood can work, such as Deception.)
- Deerstalker: I would never call Deerstalker a top tier perk, but just in terms of quality of life it's really great. Being able to see the auras of slugged survivors is just plain handy, especially when they try and crawl off into a corner to hide or their sounds are muffled or absent. And it helps you indirectly keep track of the slugged survivor to have an eye out for other survivors coming in for a rescue. If you like to slug for pressure, and you find yourself spending 10-15 seconds sometimes looking for a dying survivor that you aren't sure where they went, this shaves off all that time and annoyance.
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@Zeidoktor said:
I've always had a fondness for Spies From the Shadows as a Killer perk. It's usefulness varies by map, true, but it's an overall solid tracking perk, in my opinion.
Especially on some of the indoor maps, the birds are like free wall hacks!
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@Mint_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2933620#Comment_2933620
First mention of sadako! i totally agree!
And I think Sadako is a hell of a lot of fun to play personally. 😉
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I think Hillbilly suffers on some of the indoor maps with a lot of tight corners and doorways. Similarly Huntress and Deathslinger probably have a bit of a harder time on indoor maps with lots of walls blocking lines of sight. And on the flip side any of the Stealth killers probably do a bit better on the indoor maps with walls to hide their approach versus big outdoor maps with open lines of sight.
Also Trapper is impacted by how bright the ground is any whether there's any grass to hide traps in.
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Wraith or Trapper are pretty new player friendly, plus they both come with the game. If you're a good shot then Huntress is also pretty good probably. (I am a terrible shot though so take that opinion with a grain of salt. 😄) Sadako is also probably not too hard to learn.
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I occasionally lose a hook to the current version but I could also see it getting slightly buffed and still being ok. 🤷♂️
By the way, I think a lot of people overlook that the aura hiding aspect of Boil Over is actually a pretty good effect. I wouldn't be at all surprised if a bunch of people who post complaining about not having hooks nearby losing a hook might have been fooled by Boil Over hiding a nearby aura.
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@SuzuKR said:
Gen rushing isn’t even real almost ever.
I think there is one scenario which I would call “gen rushing”, namely when survivors intentionally just ignore dying and hooked survivors in favor of finishing gens at all costs. Sacrificing someone to finish a gen probably qualifies in my book as a “gen rush”.
But otherwise, yeah, a lot of people who complain about “gen rush” are essentially upset the survivors are actually playing efficiently.
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Probably before you play again you should sort out what’s causing your disconnects. If you’re losing connection often enough to get a 48 hour ban then that’s definitely not stable enough.
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To be fair to people complaining about Legion, I haven’t seen too many people saying they think Legion is “too powerful”. The complaint is more about the total length of the match against Legion and the gameplay loop Legion matches follow. The question isn’t “how easy is it to escape against Legion” but rather “how long are Legion matches on average and how much of the time in a Legion match is spent just Mending?” Hypothetically of Legion is great at stalling the game, but not weak at actually getting downs, then that could lead to games where you get interminable stalemates of survivors taking forever to finish the gens but Legion also taking forever to secure any hooks or kills.
I don’t have a strong opinion on this one since I’m a killer main and don’t experience the Mending side of things, but I can understand I think where that sort of complaint could arise if the new Legion matches tend to be longer affairs with a lot more Mending going on.
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There are a lot of people replying here saying “nothing has changed about Mending”. Which is true, but to be fair to the original poster what DID change was the difficulty of Legion being able to inflict Deep Wounds on multiple targets in a single Frenzy use. Because of their buffed speed or, if they use the Placebo add-on, buffed duration, they can now get 2-5 hit Frenzy uses more often than before which is a significant increase in the total slowdown and mending time for the survivors as a group.
Mind you, I am by no means saying Legion is overpowered or anything is wrong with the new version. I’m just saying that just because Mending itself takes the same amount of time per person doesn’t mean the total amount of time spent mending by all the survivors over the course of the match hasn’t increased. It’s the frequency of multiple Deep Wound hits that has changed.
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@dictep said:
Or perhaps he could chase other surv. This game can’t be I see you I kill you
While it’s true that knowing when to break off a chase is important, it’s also true that if a centrally placed infinite loop exists on a map it’s problematic because all the survivors can potentially just run straight to it at the first sign of the killer making catching them take exceedingly long amounts of time. At that point the beat case for the killer is get into a lengthy stalemate situation where they constantly drive off survivors from a 3-gen area, they run to the infinite loop, the killer breaks chase, the survivors who ran heal up while the killer repeats the cycle with a different survivor. Or worse for the killer they commit at the loop at maybe eventually down someone but the gens get finished and everybody else escapes.
Now to be fair I don’t know enough about the new house to have an opinion on how strong that particular loop actually is. But hypothetically if there is essentially an infinite loop there it is definitely an issue regardless of how good or bad the killer player is.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2931023#Comment_2931023
Self-Care takes 32 seconds flat
That's 40% of a Generator.
CoH takes 21.3 seconds + bless (which should never be in an area with Generators) takes 14 seconds (only once).
That's 44% of a Generator.
CoH also only needs to be brought by 1 Survivor and allows every Survivor to heal means you'll have overall more Generator time than with 4 Self-Cares
You also need to add in:
- Travel time to the Boon site: about 10 seconds each way if it's not near a generator. So the survivor has to run 10 seconds to where the Boon is, spend 21 seconds healing, then spends another 10 seconds running back to a generator. Self-Care has no inherent travel time if the survivor isn't in a chase, they just need to crouch around an obstacle and use it (if a Self-Care survivor needs to move it's probably only a few seconds.)
- You can't assume that the CoH boon is only placed once. It's pretty common for a killer to snuff it at least once during a match, if only because over the course of the chases the killer will probably spot it and snuff it at some point. So the actual average time spent placing the Boon is probably closer to something like 25%*14 (chance of it being placed and never snuffed) + 50% * 28 (chance of it being snuffed once and two placements) + 25% * 42 (two snuffs) = 28 seconds.
- Finally it's also worth noting that if the Boon holder is eliminated the Boon goes away permanently. It only happens in maybe 1/8 of matches that the Boon placer dies first but when it does happen if nobody else on the team has one and has no other healing it's probably not great for them. (Although frankly once it's a 3v1 match it's probably not great no matter what, the killer's momentum builds up tremendously at that point.)
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Hoffman would definitely fit just as well as Amanda. Whether they can add him or not though probably depends on the license holder. They do seem to be giving DbD some leeway with Amanda and the Saw tome though so who knows? 🙂
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I think I prefer Brutal Strength over Enduring for two reasons:
- It's not always a good idea to continue chasing a survivor after they drop a pallet, but sometimes it is. And in those cases, if it's a safe pallet, your only option will be to break it, preferably after optionally looping around the pallet if you want the survivor on the other side of it when you break it to put their back to a dead zone or wall, for example. Brutal Strength significantly reduces the distance they can get away during that process. Enduring on the other hand only really pays off when used on its own (versus in combination with Spirit Fury) if after the stun the survivor opts to start running and you want to ignore the pallet and continue chasing them by just walking around it. I find that situation to be less common than the Brutal Strength one though.
- Additionally, Enduring is only useful against pallet drops, nothing else. Brutal Strength, though, in addition to helping at pallets, also shaves off a bit of time at breakable walls and when kicking gens. So it's a perk that finds at least some use in a broader range of places, even if that benefit is modest. (Especially if I'm running a kicking perk like Pop Goes the Weasel, I might consider throwing in Brutal Strength to get a bit of synergy.)
Don't get me wrong, I'm not saying either Brutal Strength or Enduring is a top tier perk, they're kind of mediocre honestly. But if I had to pick one or the other I'd lean toward Brutal Strength.
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If Borrowed Time hypothetically became base kit they wouldn't need to necessarily make a killer perk base kit as well. Even if they found they needed to buff killers overall to make up for the change it wouldn't have to be a perk, it could be as simple as increasing the time it takes to finish a gen by a few seconds for example.
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I know this thread is a month old but FYI there's a YouTube video someone did where they actually play 1st person survivor in private matches on a private survivor. It's pretty interesting to see what it would look like!
https://www.youtube.com/watch?v=0gyauCmiC7Q -
@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2931598#Comment_2931598
I think here is the misunderstanding I count the 60 seconds till the survivor goes down as thats when thr killer wins the chase. I firmly believe you cannot go down in less than 60 s against m1 killers if you are semi decent at dbd. Now that being said a lot of people somehow dont know how to run tiles but that doesnt make m1 killers good it just mean they can beat bad players.
Right, I thought we might be talking about different things, that's why I tried to clarify above I'm talking about how long it takes from the start of a chase to either a hit or a pallet drop and not how long it takes to get a down by just chasing someone and continuing to chase them. Timing wise it's basically if Ghost Face finds you they typically can get a hit or force the pallet pretty quickly depending on how close they managed to get before you spot them. If you're Marked or injured then a hit is a down, otherwise it's just an injure obviously. What the 60 second mark does is gives you a chance to get that hit before the mark expires, and even if you don't manage to chase that survivor or get a hit or just a get a pallet drop at some point it still indirectly benefits you since that survivor can't knock you out of stealth for those 60 seconds either which might give you an additional opportunity to ambush someone else instead. (Plus when you Mark someone they almost always panic and, even if you're not chasing them right away, they get off the generator and hide for a bit which is some extra slowdown for you. Especially if they panic right when a skill check hits and it explodes, that's the best. 😄)
Ghost Face's main weakness in fact, I think, is he has no map mobility so if the survivors are all spread out he'll have a tougher time pressuring more than one at a time. (It's the same weakness Pig has for instance, and why I think Sadako and Wraith have a bit of an edge on both of them. ) His Stealth and Marks make him a bit less reliant on long chases but they don't really help him in the macro game of exerting pressure over a large area.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2931598#Comment_2931598
Best tactic for GF to stalk someone is to stay near anyways. I usually try to 99 people and go close and insta down them. Stalking from a far is usually pointless since you raise the chances of not catching them in that 60 seconds.
Its sad though that people arent playing him. I've seen 2 ghosties in last month...2!! Mostly saw nurses, blights, huntresses and nemmies. Gets boring but i get it.
Yeah the 99% thing still works obviously, but it is nice that you now can also stalk to full from longer range and still have a decent chance of getting a down, plus even if you don't get the down directly from it that person can't break you out of stalk at all and is probably now spooked off a generator for a bit which still helps you out.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2931562#Comment_2931562
To be fair a lot of the killer main streamers have already lost the chase against that 1 minute exposed timer. If the survivor gets into a good loop and doesnt insta drop the pallet they can prolong the chase pretty well + that all mighty DH being in play almost everytime.
So yeah not everyone plays badly so its very possible to not get a down in 1 minute, but good killers do not continue chasing these kind of survivors and find the weaker links first.
Ghostface is weak and im saying this with heavy heart since i love him and i used to main him. I'll stick with my huntress for now until something massive happens in the game.
Don’t get me wrong, I’m not saying Ghost Face is strong or weak either way, I’m just disputing that claim above that the average time to force a pallet or get a hit is 60 seconds when both the survivor and killer know what they’re doing.
And I agree, as a killer part of the strategy is knowing which survivor to chase when you have a choice and when not to bother starting a chase in the first place (like when a survivor is off 35 meters away in the middle of nowhere when you know the gens are being worked on nearby.) The macro gameplay of deciding where to go and who to chase and such is at least as important as the actual chases.
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The thing about the five hit chain using that Placebo add-on is, yes, you can get that fifth hit pretty consistently that way, but the time it takes is pretty long. It takes at least 10-20 seconds each hit of the chain typically, so you’re looking at 50-100 seconds between the start of the first chase and the final hit that gets a down. That’s one down per, say, 75 seconds of gameplay. Of course survivors are slowed by mending as well, but even so that’s still something like up to 60 seconds of time between downs this way where the survivors are free to do gens. That combo is definitely not an automatic win for Legion or anything, the survivors have enough time between the chain hit downs to get a lot of progress done on the gens.