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Why is the only skill that prevents camping and tunneling so hard to succeed?

Camping, tunnels, quick repairs.

These three situations are things that destroy the game experience and the environment.


The only human skill that can prevent camping and tunnels, Decisive_Strike, can only be used to prevent camping and tunnels, but it has a high chance of failure.

Are you serious.


These three problems must be properly resolved immediately.

If this game wants people to play.

Comments

  • SuzuKR
    SuzuKR Member Posts: 3,910

    Because it’s not meant to prevent it, because that would be busted. Tunneling is a strategy with pros and cons that can be punished via smart play from the survivors. DS is a perk meant to discourage reckless tunneling by giving a large time window with which good survivors can make a ton of progress.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    DS is a perk meant to discourage reckless tunneling by giving a large time window with which good survivors can make a ton of progress

    DS only lasts for 60 seconds, and the survivor who got unhooked only has DS as long as they don't touch a gen, totem, or heal/unhook action. The moment that survivor does anything to progress the match, they become hookable. If a survivor gets to use DS, either they were being tunneled off the hook with no chance to get away, or the survivor hung out on the map doing #### all for 50+ seconds waiting for a chance to use their perk and doing nothing to progress the match or help their team.

    I can't remember the last time I saw a killer slug someone to wait out DS, either. After all the changes made to DS, most killers realized that a 5-second stun means very little. Either the survivor isn't skilled enough to use their second chance to make it to a safe loop, or the survivor is now free to be tunneled out next time they're out of zone.

    DS is useful for when your ####### teammates farm you off the hook instead of taking aggro, making a safe hook save, or at least bringing BT. So, for me, like 99% of my games DS would be really nice if I could actually use it. Maybe I'd make it to a safe zone, maybe I wouldn't, but damn I'm sick of being at the mercy of teammates who just want an extra 1k BP before hiding in a bush again. DS certainly isn't good enough to justify such a tiny skill check, though. It's once per match, and making any progress whatsoever deactivates it. Which is good, that's how it should be, survivors shouldn't be invincible while working on a gen or making an unhook (god I hated those days), but since DS is no longer the perk it was originally released as, it doesn't need the tiny skill check that prevents new players and a large percentage of the console playerbase from using it.

    When I play survivor, I actually see very few people running DS, because most of my random teammates happen to also be console. Which is sad, because killers will absolutely tunnel the crap out of a survivor they realize is a console player. (It's not about the globe icons or anything. I've been told that PC killers can tell the difference due to the way a survivor moves during a chase.) As a Switch player I can tell if I'm against a Switch killer because they will go through hell and high water to attempt to tunnel me out. They often fail, though, because killer is that bad on Switch, but they do still try.


    DS doesn't help with camping. Kinship helps with camping, and Borrowed Time to an extent. DS gives survivors a second chance if they're being tunneled and/or their teammates are useless.

    Technically, there's nothing in the game that "prevents" camping or tunneling, as those are considered legitimate tactics by the developers.

    Unfortunately, the developers have also designed the game in such a way that killers are required to run generator perks to slow down gen repair. The game is balanced around it.

  • Libervita
    Libervita Member Posts: 248

    I agree.

    But it's my fault that I didn't describe it completely.

    It mainly discusses the QTE of DS, which is easy to fail due to network decision or similar reasons.

    Mainly thinking about the problem of QTE.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    the QTE of DS, which is easy to fail due to network decision or similar reasons.

    I agree, the skill check is way too small. I've been posting about that for a long time. It's especially bad on console, with the low fps, input latency, and frame drops/freezes.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    edited April 2022

    We've reached a point where we can't even hit a Skill-Check. Wow

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,999

    If anything, just make it the size of an autodidact skill check. That way it isn't a problem but you still have the opportunity to let it go by if you want to save it.

    I don't care too much if it's changed or not tbh but the skill check does feel like a leftover relic from the original version of the perk.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    The fps/input latency on Switch has more variance than the size of the skill check. In other words, there is no way to consistently hit the DS skill check. No amount of skill can help when the timing changes and the success area lasts for one, maybe two frames. Skill is not involved; it's RNG.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Consoles need optimization, yes, but that doesn't mean removing the DS Skill-Check because the devs are too lazy to fix consoles

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    The devs seem unable to fix it for consoles. Even if consoles get optimization, it's probably mostly going towards PS and Xbox. Switch is run at a different graphics setting, so it's framerate is probably never going to improve or get smoother.

    It is taking them a very, very long time to optimize for consoles. Meanwhile, it would be easy to increase the size of the DS skill check to not be so ridiculously small. The skill check being small is a relic of original DS, when it activated for the simple act of losing a chase. Then it was changed to only proc after being unhooked, and the skill check became a bit less necessary. Now, this one-time-use perk has so many restrictions on proc'ing that the difficult skill check is just excessive, and it prevents a lot of the console playerbase from being able to use it.