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What do YOU think BHVR is going to do to address tunneling?

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Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    I'm not expecting it, I'm actually fully expecting them to put in something barely noticeable that doesn't address the issue, then nerf even that after people like you complain provide feedback. That's exactly what happened with AFC, and we're still waiting for something meaningful to be done about camping.

    There's this weird disconnect currently, where if survivors are standing still and doing nothing, even as a "strategy" (stealth) it's punished by crows, and they even put Depip, Derank, disconnect penalty on top of even that.

    Yet if the killer is standing still, doing nothing, even as a "strategy" (camping), you seem to expect and demand that nothing be done.

    I recall something about wanting consistency in another thread from you specifically. So maybe you should try that yourself sometime.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    Tbh that's a much broader issue with how hooks and generators interact. The two mechanics work well enough on a smaller scale, but the game is so big now that it's suffocating from them. They both need to change massively.

    In the meantime, making gens less oppressive (multiple ways to do this—more gens with far less charges, checkpoints on gens, more objective-based gens like the Blood Moon ones, etc.) and adding in something like basekit BBQ would be a start.

    Exactly. Nobody wants to hear it, but the game has a high turnover rate and starts to bleed players in between licenses. They have to be aggressive with them or else the game threatens to go into maintenance mode. At its core, DBD will always be incredibly casual. The #1 best way to play it is with 5 friends, passing the Killer role along the way. It demands too much mutual respect and good sportsmanship between players to exist otherwise. The push to make it competitive has only made it a miserable experience because the game rejects it. It's fine for the comp scene to exist as its own thing, much like it does with Smash, without forcing everyone to play like that. Plus, it only deepens the divide between players.

    It's Killer mentality. Much the same when Survivors assume that the Killer wants to earn points.

    You don't go into a game where you know you're likely going to lose more often than not and expect to win. When Survivors give up, it's because their time isn't valued. They want to be able to move around and breathe before that time is up. The hope to win is always there, but it's like a carrot on a stick. When their time isn't respected AND that hope is gone, that's when they go next.

    In my opinion the best and only way to address both issues of gens going too fast and Killer comebacks going unchecked is first to start with a scaling difficulty system. 2v8 currently has an iteration of this, albeit a very weak one. Essentially more hooks = faster gens, less hooks = slower gens. DBD's play is so situational and still very RNG focused (despite how hard they're trying to beat it out of the game) so it's not totally black and white. It needs some thought and consideration to be successful.

    Next, focus on hooks and gens. They need to be redone entirely. I have a lot of ideas for gens, but hooks are more tricky for me. I'm sure others have some good ideas on how to solve that.

    But the issue will always be the same, unfortunately. DBD could have incredibly deep gameplay and have a very fun loop, but if the game is fair then it will die. This happens to every asymmetrical horror game eventually.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    Really good post! I wish more people would understand this when they casually throw out "Just take the L until your MMR settles, bro!!" because there aren't going to be enough sweaty Blights/Nurses to play against the efficient squads.

    I say let them sit in queue for 30 minutes at a time to find equally matched opponents but they already tried this before and content creators complained heavily. I don't know if you remember that time when basically every content creator killer main was getting absolutely destroyed every game when matchmaking was super tight. It was during CoH era

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    That's exactly where the AFK crows are now, so that sounds fair to me.

  • smurf
    smurf Member Posts: 979

    That's a serious overgeneralization. Most swfs are not doing this. Lots of them do use comms to call out the killer's position, but relatively few just hide for the entire match. I wrote more, but deleted it because I don't think this is a serious discussion.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    I never said most SWFs are hiding the entire match.

    I said there are a lot of SWFs, that when the killer leaves the hook, the hooked survivor will warn their teammates that the killer left the hook, AND AT THAT POINT, all the other survivors hide far away from generators, because they are waiting for the killer to be far away enough from the hooked survivor, for them to get a free unhook.

  • MDRSan
    MDRSan Member Posts: 748

    If nobody is doing generators then nobody’s escaping. If your argument is that winning that way is too slow or boring, well - so is getting camped or tunneled.

    There has to be some way for both sides of a match to be able to accomplish SOMETHING that makes them feel like they had a chance to do anything without unbalancing things.

  • coco_shotz
    coco_shotz Member Posts: 305

    They don't see it as an issue. They have said that tunneling is a viable tactic so I don't see them changing it anymore than they already have (base BT and endurance after hook)

  • Rick1998
    Rick1998 Member Posts: 465

    maybe make the unhooked survivor immune ( having no hitbox ) for 15 to 20 seconds . On a positive this means they can't bodyblock for the unhooker . So now you basically have to go for the Unhooker