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why are killer only players panicking

every time they've introduced something to "address survivor complaints" i remember them nerfing it to the point where it's completely ineffective. why do people think this will be any different?

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Comments

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,325

    Same can be said about the "addressing killer complaints" regarding the fog vials, which are now nerfed into the ground.
    Remember, the door swings both ways.

  • ChaosWam
    ChaosWam Member Posts: 2,087

    My stats are pretty close to 50/50 last I checked the official stats.

    I still have my concerns with the changes. Not entirely, but there are some things people bring up that are legitimately concerning.

  • MagicDragon
    MagicDragon Member Posts: 83

    what killer complaints were fog vials supposed to address

  • ChaosWam
    ChaosWam Member Posts: 2,087

    Pretty much nailed it, thank you for typing it out, I'm tired of doing the same lol.

  • brewingtea
    brewingtea Member Posts: 705

    Gosh, I thought sometimes you needed to slug to win. Was that wrong this whole time?

  • Azulra
    Azulra Member Posts: 586

    Like, it's not even rocket science to figure out that this is a horrible idea. Any person who plays both sides with an ounce of common sense will know that these changes are gonna be as miserable to deal with as the Finisher Mori and Twins rework PTBs were.

  • Azulra
    Azulra Member Posts: 586

    They are gonna be affected as one of the punishments for the new systems is if any survivor dies BEFORE 6 total hook states meaning if a survivor dies to Onryo's or Pig's before 6 hooks then they get punished. An Onryo main has even made an example of how badly these changes will affect Onryo as shown below. (If you want a more detailed explanation for this then you can go to JCGlitchmaster's video and go to the time stamp in the screenshot.)

    Screenshot 2025-08-30 8.11.26 PM.png
  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    No one had a problem with the anti 3 gen system, it almost never comes into play anyway.

    Basekit anti tunnel only hurt people who insta tagged off hook, it didn't affect fair players at all.

    Anti camp needs a buff, and a pretty substantial one. The meter grows far too slowly and doesn't recognize when the killer is still camping a narrow entry to the side of the map where the hooked survivor is (like on Coal Tower's hill hooks or Azarov's Resting Place's or Suffo Pit's weird narrow mid map.)

    These new anti tunnel adjustments sound very unfair and super punishing, even if you try to make an effort to spread hooks. Imo and some others have already suggested it, the total hooks required before killing a survivor should be reduced to 4 stages, and the Consecutive hooking to sacrifice/kill the same survivor should be linked to this stage requirement rather than just being if you tunnel someone out, you lose all your gen defense. This way your not punished for having someone die early if you at least tried to go for someone else.

  • MagicDragon
    MagicDragon Member Posts: 83

    you are actually reinforcing my point, which is that things added to benefit survivors end up getting nerfed to become useless. when i said "to address survivor complaints" i meant the thing was added for the benefit of survivors. not that the thing was changed because of survivor complaints.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    I have an example of this being true, that being Ghoul's kidnap tech. This is actually preventable and better if you just let him bite you rather than running away from the vault. All you need to do is hug the vaultable prop and the killer's only option is to take the bite and you get more distance, or cancel power and vault the window, or just cancel power (some people play for no enraged with broken chain.)

    Not to say kidnap teching wasn't broken, its just avoidable when you're injured and theres a better option to outplay it since you're getting injured regardless.

  • jesterkind
    jesterkind Member Posts: 9,556

    No, OP is talking about things that are added to fix general complaints.

    IE, stuff like this new system- it's there to resolve a survivor complaint. They're saying that every time that happens, killers complain, and BHVR nerf the thing in question to oblivion. I do not think this is true, personally, that's what my comments are about.

  • Azulra
    Azulra Member Posts: 586

    With how lazy BHVR have been as of late there's no way we can even trust that

  • cogsturning
    cogsturning Member Posts: 2,193

    By full power, do you mean handholdy? Hubris is pretty handholdy. Can't manage to not get stunned? Here's an easy down! How about Friends to the End? Now you can easily find someone AND get an easy down. How about Two Can Play? Flashlights too scary and Lightborn not good enough? No problem! Touching gens too hard? Here's Surge! Can't even guess where the spawn is? Lethal Pursuer has your back. How about end game perks? Sucked the whole match? Here let's just block the gates.

    Killers have plenty of good perks but I run boring stuff like Iron Grasp and Awakened Awareness. I'm just trying to get people to the hook. You don't need the handholds to win. Same as surv—non-meta builds. My KR is 60%, my ER is 40%. I'm exactly where the devs want me to be. Maybe you just want to much.

    And what perks do you even mean? Unbreakable and OTR? I don't tunnel or slug so I dont even notice them. DH? Okay, chase them some more. DS? Chase some more. Exhaustion perks are limited and you get bloodlust. Vigil is probably the only perk I want nerfed for survs. Survivors are only formidable in a party that's skilled, and even that's not a guaranteed win because the killer can just slug everyone even if they got zero hooks until end game. Killers also have built-in elements like bloodlust and powers. They'll now have extra gen regress, mini BBQ, and haste. Survivors have pretty much nothing built-in, it's just perks and items. Being able to stand up after a super long time (likely just to get slugged again) and to be hard to find for a brief period is not as OP as y'all are acting.

    And why is unfun in quotes? Would you like to lay on the ground for four minutes until you die? Or finish the match in 2 minutes with 5k BP? Is that fun to anyone? There's no equivalent stripping of agency by survivors toward killers. You have a chance as killer until survivors are out the door. Many situations leave survivors powerless or hopeless unless they bring entire builds devoted to countering scuzzy tactics. Take your own advice and play survivor and you'll see how fun it is to be killed 10 times in a row by killers who were significantly less skilled than you.

  • Alice_pbg
    Alice_pbg Member Posts: 6,722

    honestly… I think there's something to be said about having to search for posts in a forum for clarification…

    idk if editing the official post about the changes is the solution, but people should not need to scavenge for stuff which might not be there.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Oh, yeah you're right, its not true. This system does sound really bad and unbalanced. It doesn't need to be nerfed to oblivion like Fog Vials, but it definitely needs number changes.

    On a side note, Fog Vials need maybe one or two more charges, and their opacity and sfx nerfs to be reverted, then I think they're perfectly balanced.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186
    edited September 1

    yeah it will get nerfed into uselessness i'm pretty sure, maybe even fully cancelled, you can see on reddit/twitter or even here people really want to protect tunneling at all costs, it's just an easy way to get free wins atm

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    I'll say that I agree with you and I can't think of this occurring enough to be a "major complaint".

    But the only actual examples I can come up with feel like a stretch:

    Reassurance would've been better overall anti camp on the PTB version, but was changed/nerfed going to live.

    AFK crows was a solution to both a survivor complaint and a "survivor" complaint, and were nerfed after live (arguably, a deserved nerf, but still a nerf)

    Or individual killer balance. This one is situational, and highly depends on your personal perspective (or personal bias). Like, for example, skull merchant. Definitely complained about (by basically everyone) and definitely nerfed, even though I personally disagree with how it was handled in the last iteration, as do most people. Even if I also agree that something needed to be done.

    Again, I feel like this is kinda stretching into areas that aren't actually "base kit mechanics" also. So I'm not sure what they're talking about either.

  • cogsturning
    cogsturning Member Posts: 2,193

    The game having such a divided structure is the problem. I almost wish you had to play a certain amount of each role, back and forth. Like one locks if you play it too much for too long. But instead of an unbiased and nuanced experience it would be sandbag city. This us vs them stuff is so unbearable though, and the emotions are absurdly high.

    I'd rather them just increase gen times or something. If you want to devote your build to gens, cool, but most people don't. Chase and second chance builds will still reign supreme.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Survivors adapt? To what? They've used the same meta perks for like 9 years.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    In my opinion rotating queues are vital to asymms. But most players aren't willing to do that.

  • terumisan
    terumisan Member Posts: 2,201

    well as a person who did that all that did was make me hate my fellow survivors more since reading a hud is apparently too difficult and is the actual problem with solo

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    Maybe it's just me but I rarely get too upset at my teammates unless they're very obviously being intentional with their decisions. I assume most of the time they're new to the game (which remember, even 500 hours can be considered new with all there is to learn) or they're on auto-pilot.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Are… are you saying that killers have gotten more basekit buffs than survivors? Where have you been the last three years lol.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Where have I been? In the real world.

    In the last couple years alone, survivors have gotten the activity HUD (which has been buffed twice), the removal of hook grabs, gen regression limits, anti-face camp, visual TR, 70 second hook timers, toolbox buffs, mangled nerfs, and now basekit INFINITE Unbreakable and anti-tunnel.

    Meanwhile, in that same time period, killers got broken hook respawns, an extra 5% on gen kicks, and survivors can't tap gens anymore. Oh, and a nerf to self healing with medkits (followed by a slew of buffs to survivor healing perks lol). I would say that the survivor spawn logic was a buff, but I'm not quite sure that's the case. It usually means you lose a gen 30 seconds into the match if you're not playing a high mobility killer using Lethal.

    I think survivors are doing just fine.

  • terumisan
    terumisan Member Posts: 2,201

    i wouldn't be pissed if the hud didn't give you all the information that isn't specific location of survivors and on top of all the base hand holding stuff that's not even this upcoming patch

    if people want to drool on themselves or are new they honestly shouldn't have a say at all when it comes to balance but the devs are actively destroying a role to auto carry noobs

    yea i quit

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Mangled was buffed five years ago lol. You're bringing up half a decade old buffs as "evidence that killers get buffs all the time!!!!!!1111!!"

    And Regression Limits killed Surge and heavily nerfed Eruption. You can't use the two perks together, since the two perks activating once each is 3 regression events for a grand total of 22%, only 7% more than kicking it 3 times. Regression limits absolutely affect which builds I use on most killers.

    And whining about losing the ability to stop regression by touching a gen is really showing your bias. The fact that it was ever a thing was a massive oversight by the devs. "The killer has to spend 3 seconds making it regress, but survivors only have to spend a tenth of a second undoing it." And the increase in kick percentage was literally 2.5%. That's literally 2.25 seconds of extra progress a survivor has to do. I'd rather be able to make it regress infinitely than waste 3 seconds to get an extra 2.25 seconds from a survivor.

    Killer was at its strongest during the Overbrine Eruption meta. It is absolutely much weaker than it was 2 years ago lol.

  • Abbzy
    Abbzy Member Posts: 2,213

    Not all survivors know how to counter certain killers and how their hitboxes work, smart survivor when they were injured did this because its beneficial ghoul will mostly have enraged mode if you are injured in chase and this will lock him in animation behind vault and gives you sprintburst and potencionaly unlocks your made for this, only downback is if you have dead hard or otr then you dont want to give him hit other problem was kidnap was broken and he could apply it from larger distance.

  • terumisan
    terumisan Member Posts: 2,201

    that's not taking into the fact that base regression is 1/4 a survivors progress also mangled and hemorrhage was rendered useless when they added a timer

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Your reading comprehension needs a lot of work. First of all, you said that 2025 was better than 2024, which was better than 2023. That's simply not true. Is 2025 better than 2019? Sure. But I think going back to patches in the 4.xx's is kind of irrelevant to today's game.

    Also, I said that you can't use Surge and Eruption together, not that either perk was dead on its own.

    I didn't hide anything. I brought up both gen tapping and the extra 2.5%. I just think that both are pretty irrelevant, especially when compared to survivor buffs. I'm sorry, I don't think that making survivors repair a gen for 5 seconds before it stops regressing is equal to the Survivor HUD or removing hook grabs.

    And killers absolutely have to run multiple regression perks… which you yourself attested in your OP.