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Games shouldn't feel so hopeless if someone dies

sinkra
sinkra Member Posts: 434
edited April 10 in Feedback and Suggestions

I think a big problem with this game's balance is how easy it is for killer to guarantee a 4k if they tunnel someone out at 5 gens. If someone dies at 5 gens it's pretty much over. If 2 people die at 3+ gens it's also over. This doesn't make the game fun for the survivors or the killer either because it's just boring. Another negative effect is that the remaining survivors know there's almost no chance in trying with the odds so stacked against them, so the best strategy for escaping is trying to hide and be the last one through hatch.

How to solve? I think there should be a BNP for each dead survivor. For example a 10 second BNP on every remaining gen, so if two survivors are dead the remaining gens take just 70 seconds. This would give the remaining survivors a chance and not be a guaranteed win for the killer just because they tunneled someone out early.

Post edited by Rizzo on

Comments

  • sinkra
    sinkra Member Posts: 434

    Right now the game gets easier with every kill. It would be like for every gen completed the next gens take less time. A change like this would keep it challenging for killer the whole game even after they get kills, instead of it being set in stone that killer will win after 1 or 2 kills which is boring for the killer because it's too easy.

  • TheArbiter
    TheArbiter Member Posts: 2,622

    Look, im sorry but if someone dies at 5 gens that's on the survivors

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    maybe a hatch might be a problem

  • Seraphor
    Seraphor Member Posts: 9,423
    edited April 10

    There's a difference between "being punished for succeeding" and successes being too rewarding to the point they inevitably result in a smowball effect.

    There's a reason tunneling is so prevalent, and it's because it's too rewarding. That makes it w matter of balance, when perks or powers are too strong they get nerfed, base mechanics such as tunnelingshould get the same treatment. Nerfing overpowered elements isn't "punishment".

    Tunneling should be rewarding, if done skillfully (targetting the weaker survivor for short chases) but not to the point that it eclipses non-tunnelling, and is always beneficial no matter how it's conducted.

    But it's not an easy fix, especially as it can't be done in a way that prevents tunneling in any situation, or can be weaponised by survivors.

    The best solution I can think of, is dynamic gen speed scaling:

    • Each completed gen reduces repair speeds by 5%.
    • Each eliminated survivor increases gen speeds by 10%.

    This serves as a snowball dampener for both tunneling and gen rushing. The killer will still be at an advantage if they tunnel, so they're not "punished", it's just not as much of an advantage, and if they don't tunnel effectively and take too long, then it can potentially mitigate the snowball and allow survivors to effectively genrush in retaliation.

    If survivors are able to effectively counter tunneling, then it becomes less reliable, and therefore less prevalent.

  • vol4r
    vol4r Member Posts: 281

    So why is weak link always a target?

    Surviviors are getting punished because we got a bad teammate with MMR or we took a new player into our lobby? That's on surviviors?

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Just like any multiplayer PVP title, you're always going to be reliant on your team. Expecting the game to hamper your opposition because you may or may not have an inadequate teammate doesn't work.

  • vol4r
    vol4r Member Posts: 281

    so fix mmr so veteran/advanced player wouldn't get megheads of self-caring cloudettes.

  • ad19970
    ad19970 Member Posts: 6,442

    This would definitely be a nice change, but even then, probably not enough if you ask me. We need a very noticeable and meaningful nerf to tunneling and camping.