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I know Camping and Tunneling exist but...
Don't Survivors also have certain things they can abuse?
For instance: Flashlight Locker Save loops.
Normally Flashlights are fine but you can make certain cases where Killer has no counterplay other than either bringing Lightborn (Which technically can be avoided with Residual Manifest because you are making it less obvious to Killer.) or just letting Survivors do that or just hope they mess up while Killer focuses on other Survivors.
Example: 2 Lockers inside main building of Eyrie of Crows.
Both Survivors hop into Lockers and Killer cannot really do anything around it other than hoping you can exhaust Flashlights, which can have double Batteries with Streetwise and such...
What is Killer supposed to do? Especially when those 2 might be the only Survivors left? They can still sit there for however long and technically almost hold the game hostage.
Another instance: Abusing certain Maps for "Unhookable" spots.
We already kinda experienced that around January/February with Boil Over but you kinda don't need it.
Instances: Distubed Ward and Father Campbell's Chapel are 2 maps where if a Survivor is downed upstairs, 1 Sabotage can completely deny a Hook unless Killer has a specific build around it.
And again, it might be less obvious but it's still a thing. I'm in opinion that Sabotage plays should be more of team effort instead of abusing certain spots. And I feel like some of you may agree to that.
Last instance on top of my head, and this one may super-shock you a bit: Flip-Flop + Power Struggle
I know, this sounds weird but let me explain. You down a Survivor A under the Pallet, it happens, they have the combo. Survivor B runs towards you and makes it clearly obvious. And Killer is basically forced to chase Survivor B while leaving Survivor A slugged. (Add WGLF from another Survivor or Unbreakable, Exponential, ,maybe even No Mither...)
Survivor A picked up instantly? Survivor B gets a Pallet rescue.
You hit Survivor B and come back to Survivor A? Power Struggle forces a Pallet rescue.
Normally it's a fine combo if it's only 1 Survivor using it. However, those things can happen and you are just forced to do that as a Killer.
I know this sounds like "Entitled Killer main" but those are things that people can do. It's not as common as camping or tunneling (Although, remember, there's Survivor-induced versions as well and people need to think about that as well.) but it's still some certain issues with it.
They are not talked at all yet are a very abusive in the game and I've wanted to bring them to light a bit.
Comments
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I think the difference is that camping and tunneling can be done with any build on any map with any killer and still give you an advantage while ruining the other player's fun, whereas what you described as tactics survivors can abuse requires for them to bring secific builds, specific items and add-ons, to be downed at specific places, good communication with possibly solo q players, etc.
Flip-Flop and Power Struggle won't work if the person is not downed at a pallet, which happens, or if no one is nearby and you pick up immediately.
Flashlight saves can be avoided, or can justify slugging a bit to scare off the flashlight player. (Plus a lot of survivors won't even learn to use flashlights for fear of being tunneled for it)
Most unhookable spots are not known to a majority of players, and require a sabotage, which, I mean, it is the point of sabotaging hooks that the downed survivor can escape without the killer just going to another hook.
So all of those things are planned strategies, that you won't encounter often because they require to actually have that combination of map + item + perks (+ good teammates).
Plus they're not bad manners, unless in the hands of toxic players. But it comes back to this : player's behaviours, not the build.
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relying on "abusing" mechanics is bad game design. I dont think locker flashlight saves should even exist as the killers face is literally inside the locker on their end.
Also tit for tat'ing camping and tunneling is a non-argument. Both abuseable mechanics should be rendered null by proper mechanics limiting their effectiveness.
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"It's not as common as camping or tunneling"
This pretty much is an answer for your entire post. Whilst these things can happen they don't happen anywhere near as much as C&T which has ironically gotten a ton worse since the update designed to discourage it. Plus as others have said C&T as well.as slugging can and does happen on any map with any build. Both scenarios you described need perks, items and coordination to even have a chance at being successful.
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You cannot "abuse" tunneling. It's just going after the same prey until it is gone. There's no rule that says you have to LITERALLY let your victims go.
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There was no rule to say every survivor in the match couldn't use old Dead Hard.... but we all know the situation round that and where it has led us; and for good reason.
Sometimes it's not about that, but more about what creates a more stable and balanced experience.
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You can argue that making the strategy less effective might be better for the game, but that doesn't mean it is being "abused".
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You can’t compare something that works every time with no counterplay and little effort like camping to things that requires planets to be aligned to work properly, a lot of effort and that can be easily played around
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What can survivor abuse thats not tied to some addon or perk? Nothing. Killers get carried by those gameflaws.
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One thing might be specific map tiles that are too strong. There are certain specific loops in the game that are a bit too good, not necessarily infinite but that do take upwards of 60 seconds or more for the killer to catch up if the survivor runs them correctly. Whether or not a survivor is on a map that has such a layout is luck of the draw (unless they use an offering of course, and I do think map offerings should be removed entirely but that’s just my opinion), but when such a map is in play it’s pretty common for savvy survivors to take full advantage of them.
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This is it right here. Killers can camp and tunnel for free (basekit), meanwhile survivors have to opt to bring perks to counter those play styles. And, outside of OTR, their options suck. Meanwhile, killers have perks to greatly enhance the play styles as well. Real nice design.
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Map tiles cant be abused.
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Map tiles can very much be abused. Unless you think a potential tile layout that it is literally impossible for a killer to hit a survivor for upwards of 1 to 2 minutes isn't abusable?
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They have a fixed amount of usage. If you think this usage is too long that a completely different topic. There is nothing that can be abused about a fixed usage.
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First off, an individual tile can have a fixed usage in that a specific vault eventually can get blocked, but two or three tiles also can be chained together to form loops with unlimited usage. And some very large loops are also unlimited usage because they can potentially break line of sight long enough for the killer to lose chase.
Secondly, there have been historically documented literally infinitely loopable tiles. They do sometimes crop up.
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I find throwing a pallet and waiting to just flash light disgusting on it's own. Such a time sync, I wish they would change how flashlight worked. I think the instant tick shouldn't be a thing, and that instead it should require x amount of use before the flash goes off. That would get rid of a lot of the issues and also ensure that they cannot do it 24/7 without losing charge. I'm a survivor main but any time I play killer I have to bring lightborn because I find flashlight a disgustingly broken item. I never use it as survivor because I kinda suck with it sure, but that doesn't stop it being broken.
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