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Shoulder the Burden - or: Stop band-aid-fixing your gamedesign with perks

DeBecker
DeBecker Member Posts: 254
edited November 10 in 8.4.0 PTB Feedback

Lets be honest BHVR. This is just another sad try to fix those gameplay flaws you call "killer strategies". And this never worked out well. In fact several things went even worse since those band-aid fixes. So just accept that this does not work and stop this nonsense. Fix those problems in general and start polishing this game.

Comments

  • Nazzzak
    Nazzzak Member Posts: 5,621

    The problem is that most people agree there is a point where tunnelling is understandable. If the game is snowballing in the survivors favour and there aren't many gens to go, then I think most people understand that yeah, getting someone out asap can help tip the scales a bit or at least provide the killer with a chance. What frustrates people is when it happens from the get-go, at 5 gens. Because the tunnelled individual doesn't get to play, and there's not really any comeback mechanic for survivors.

    But addressing the latter through basekit means will also likely affect the former. That's why perks are the safe way to go, imo. I know many disagree with that take though.

  • ad19970
    ad19970 Member Posts: 6,405

    I am going to be honest, even as a killer main, tunneling to help the killer out because he is in a losing position is still insanely frustrating. Especially since the survivors earned their position in winning against the killer, and all the killer has to do is focus down the survivor that got unhooked, which takes little skill if the survivor isn't running proper anti-tunneling perks. As a survivor, you just get your winning position wiped out because of some strategy of the killer that took, very likely, way less skill, than the skill required for survivors to even get into the winning position.

    I am not against giving the team that is behind a bit of a comeback chance, both sides could use something like that, but it shouldn't be in form of something as unfun and skillless as tunneling.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 146
    edited November 10

    That is an issue with Survivor player mindset, not understanding that some tunnelling is an ingame tactic that the Devs have said is fine and don't want to remove (because it's just part of the mechanics of the game and there are plenty of ways to delay it), and frustration with not being able to have a chance to play talking. Far from being skilless, tunnelling is a tool to be used at the proper time to turn a game in your favor, it's the final tool you can use to try and turn a game into a snowball and if it fails, oh well glnr.

    But it is frustrating, I get that, to be focused out as a weak link. To fix this, Survivors don't need tunnelling to go away or more things to counter it, Survivors need basekit to get 400% more BP like in the first 2v8 iteration so losing stings way less. That'd solve lots of issues actually, now that I think of it.

  • ad19970
    ad19970 Member Posts: 6,405

    Winning by tunneling takes way less skill than winning by playing normally. Devs have said the strategy is fine, I never argued against that. But fact is, it's insanely unfun to go against for most people.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 146
    edited November 11

    Tunnelling is just a tool. It's not really that deep I think. It is however deeply unfun yes.