rob_agau
rob_agau
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- rob_agau
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1511615#Comment_1511615
Seems like it would promote rushing generators as it not only resets the timer, but is the only way to get them off. While current Pig is weak to the gen-rush I feel like this idea will only promote that as a strategy.
I like the idea in theory, especially tying it back to SAW, but it seems easy to work around.
Not to hate on your idea, I'm just very good at picking apart ideas like this. Comes with writing DnD campaigns.
What if it doesn't reset the timer?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1509466#Comment_1509466
It’s almost as if they don’t have actually ratings, but just two groups... good and bad. Now of course the skill range in the good group is going to be pretty wide so if you’re considered good by the system then it could match you against really deadly killers who will stomp you or killers that only got to the good group by beating up on bad players then you’ll stomp them.
I haven’t seen anything to suggest there is any middle ground.
This is likely because transferable skills in the the ranks 1-5 keep you there or allow you to reach it quickly without a large delay. I went months without playing, in one week I'm at rank 5 from 20 on killer.
Likely the higher skill tier will still be represented by the 1-5 ranks once the MMR balances out.
It'll just be the difference between a rank 2-5 and a rank 1 all season.
It'll take time for people in rank 5-10 to de-pip, and ultimately de-pipping regularly means you'll likely not enjoy yourself. Meaning you'll play less, and rank will reset to 15-20 or cease play altogether. This probably explains why you're not seeing the middle ground.
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@kate_best_girl said:
So everyone says if theres a loop you can't beat as a certain killer (IE huntress at a long wall) you should just abandon chase and let the survivor go but I don't understand how that helps the killer at all? Like survivors can just run back to the loop whenever they want so how does abandoning chase help?
Made an account just to reply to this.
Firstly it's about time management and map pressure. I can't get you here, there are 3 others I need to pressure.
Secondly it's about making the survivors waste time. I have a higher base movement, and don't need to worry about getting spotted moving back to gens you do. I abandon you, you need to path safely back, spending time. Meanwhile I pressure others.
Thirdly it's about cutting losses, if an area of the map is untenable, I void it to survivors and focus elsewhere. If I'm lucky this results in the survivors 3 genning themselves.
Last point, I often will abandon untenable chases after an injury. It's easier to find you again, you waste time healing or are vulnerable elsewhere. This allows me to spread my pressure, meeting the previous three points.
PS. If I'm running STBFL and PWYF and you're the obsession, I'll either stack a couple chase and let go tokens or only injure and take a token loss on one to gain the other.