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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Survivors should really stop playing this game for the time being

2

Comments

  • BbQz
    BbQz Member Posts: 414

    It's probably just there attempt to get killers to understand how miserable of an experience solo queue is maybe once they get 25+ min que times and it gets added to 4v1 they will realize something is wrong

  • DBD78
    DBD78 Member Posts: 3,583

    I mean they will keep the map changes so it's still a survivor sided patch going live.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    What is your average escape rate? I want to understand why you believe the game is so “killer sided.”

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    I just posted my stats to show that I play survivor more than I play killer and I fully disagree with you. Is my opinion only valid if I agree with you?

  • Sava18
    Sava18 Member Posts: 2,514

    I honestly don't know why they added down votes to the forum, even the most supremely neutral takes will have 30 down votes. I have been more on the survivor side for nearly a couple years at this point but it's pretty obvious by the down votes of certain posts and replies how many one sided survivors there are here.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Why don’t you play competitively then? I’m not trying to be rude - it’s a serious question. If you are that good, you could make some money in competitions or streaming.

  • HaliAndEx
    HaliAndEx Member Posts: 80

    Did we forget that the pallet density on a good chunk of maps is going to be increased? The anti-tunneling changes may not be coming, but having pallets spawn closer together is definitely going to help.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Ok if I’m not allowed to have an opinion based on my on experience, then let’s use the overall escape rate stats. On average, survivors escape 40% of the time. Apparently this is way too killer-sided. So what should the average escape rate be then? At high MMR 4-man SWF it’s 45%. I have no idea what my MMR is but I do know what when I face a full team of coordinated SWF who are all very good at looping I have to sweat my butt off to get kills. I’m not a god-level killer and I don’t play the s-tier killers. Maybe I’m just very bad at killer, but I’ve seen plenty of other killer players on this forum with similar feedback. Is this game only going to be not “killer-sided” if the average escape rate is 45% or higher for all players?

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    The latest average escape rate for survivors at 4-man SWF at high MMR (so the most difficult level for killers) is 48%, according to BHVR stats. So what you want is for the average killer at average level to have an even more difficult experience than this? I am just wondering if you are considering this at all.

    I truly believe we need a game mode where survivor players can go against bot killers and adjust the difficulty level to their liking, because that is the only way some people are going to be happy.

  • Amanova
    Amanova Member Posts: 379

    I agree they should've push new elusive status with longer endurance (should also work on endgame) thing and anti-slug at least, we desperately need new content on survivor gameplay it's really stale and boring lately

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Sorry if I was unclear in what I was referring to in my comment. This specific comment you are replying to wasn’t about the anti-tunnel/anti-slug stuff. It was addressing the overall balance question - essentially what should the “target” escape rate be. My comment was directed at those who feel that it should be 50% average across all survivor players rather than 40%.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I say it all the time, but that would be quickly undone with a 3rd Resident Evil chapter. It's nearly impossible to affect the turnover rate strongly enough that you don't end up being replaced.

    It really depends. When the stars align, the game is more viable and more fun for Survivor. That doesn't change the fact that we still get Killers who will aggressively camp/tunnel/slug from the very start of the trial before I even know I have good synergy with my teammates. Or that the game still doesn't do all that it can to help Killer pull in extra kills at/near the end of the trial, regardless of how they performed.

    All that to say that I agree with you, but I only think it's one part of the issue. At some point it might be worth considering adjustments that scale between MMR brackets and things like that.

    During that Blight streak a couple of years ago, someone said that the disparity between the big comp teams points to a fundamental imbalance with the game. That despite any variables, you shouldn't have one side maintaining a 10x higher win streak. The answer might be that Blight is too strong. It might be that Survivor is too weak. Whatever it is, it's there and it's not invisible.

    It's a delicate situation. While you're absolutely right, it becomes a problem when the anti-go next/AFK crows fiasco was so recent and much more dire. I wanna say they've learned from it and hopefully that's what we're seeing now, but those consequences still exist.

    I think we can all agree that the way they handled the situation overall has contributed the most to the unrest.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,845

    I understand your frustration, OP. However, there were some pretty serious problems with the systems as they were implemented on the PTB, and number changes alone were not going to be sufficient to fix those issues. Unlike the anti-3 gen system which is actually pretty good at only punishing 3 genning and not interfering with normal play, this was not the case with these systems at all.

    The slugging changes weren't actually too far off from being okay (only thing that was needed imo was to remove basekit Tenacity and stop the 90 second timer from increasing in certain situations), but the tunneling changes had a lot more issues and the triggers for certain bonuses/penalties were far too broad and didn't take enough context into consideration. For example, there was no differentiation between a survivor actually getting hard tunneled vs. a survivor who got off the hook and immediately went back to a generator, or a hex totem, or some other important objective (ie. the system didn't take conspicuous actions into account, only whether they were last hooked or not, which is too broad). Unhook protection mechanics were still abusable even with no collision (you could still put yourself inside the other survivor basically), and in rare cases, there was actually an edge case which rewarded the killer for tunneling if two survivors were hooked in a short timeframe (ie. Survivor A is on hook, Survivor B gets hooked before Survivor A gets saved, killer goes back to hook and hard tunnels Survivor A, but it counts as a non-consecutive hook action and gave bonuses which shouldn't be awarded). There were some other issues as well. Smaller tweaks and number changes weren't going to be able to address these problems, and overall, it was not in a state that was ready to release to live servers.

    I do want these problems with the game addressed, but it needs to be done the right way, and I would much rather delay the system's implementation and take more time to improve it rather than rushing something into the game that is flawed and incomplete.

  • Sava18
    Sava18 Member Posts: 2,514

    I fully agree with you, like everything you said. It wouldn't bother me personally one bit if the changes got pushed through other than the game incentivizing kicking gens more and more when it's kinda my bit to never to do so(obviously irrelevant). It's just not a killer sided take to say something like 6 hooks is a bit much or base kit tenacity shouldn't be a thing or that it's not crazy to push this back one patch for refinement. Those comments shouldn't be met with 4 upvotes and 36 downvotes. Both sides drop crazy takes on this forum but the neutral ones from a slight killer perspective are met with massive downvotes. The mecca person will say the most anti-killer, survivor biased thing and be met with a positive upvote ratio. It's a simple observation and it makes it hard to take this forum seriously.

    A month or two back I said the kill rate numbers are always going to look bad because of how many survivors in any mmr just play for fun one game or troll or whatever else, even 4 man swfs will go into a game just to mess around even if they could walk on a killer. A chest build is innate trolling and game losing behavior but you can't fault people for using a build for fun(it just means they are lowering their chances to win).Like 4 mans in god validation dh, prime CoH, 100% bugged IW and UB had 47% escape rate. 50% escape rate even above the soft cap would indicate survivors are broken. That comment got like 20 downvotes and 3 upvotes. That's not an absurd thing to say and it's not even killer biased, anyone who plays survivor would know I'm right unless they are exclusively playing to win in 4 mans. People just don't know the nuance of statistics in regards to their multiplayer game.

    With all that said the tunneling and slugging changes with very minor tweaks should be pushed through and the game is slightly killer sided on average imo right now. It doesn't help the playerbase isn't very competitive and don't go out of their way to learn.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    It's really not that deep. Again, as me and countless other unbiased players have stated, survivor is still the stronger role, before this update goes live and since the beginning. Stop complaining and just be patient, its gonna come back in a few months with balance adjustments, hopefully ones that target only extreme tunneling and not all tunneling at anytime.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    The ptb changes were in no way fair. . I had 2 matches against bully squads and it felt like 2017 again

  • CrossTheSholf
    CrossTheSholf Member Posts: 867
  • 3AMandLost
    3AMandLost Member Posts: 20

    we were just doing fine when there was no basekit BT, anti camp meter, or suggested anti slug and anti tunnel mechanics. why this sudden uproar of survivors needing 1000 things in their basekit to play the match, tunneling, slugging, camping has always existed but that never made me quit the game

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    You didn't play the ptb did you? It was in no way an overreaction.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    Right. Totally. Totally a killer player and not a salty survivor going. "Hello fellow killers". Power struggle and flip flop with the basekit anti slug was obnoxious as sin, and with breakdown and sabo builds survivors could create 3 minute dead zones where they just could infinitely get back up.

  • cogsturning
    cogsturning Member Posts: 2,143
    edited September 8

    Two matches against organized, skilled players isn't exactly a good reflection of things overall. I lose against bully squads outside the ptb too.

    Post edited by cogsturning on
  • Batzu
    Batzu Member Posts: 17

    Dunno man, you're kinda downplaying that you misunderstood what was happening with the update and then saying you don't care if killers as a whole get affected by the blowback as long as it hurts the ones you had a bad engagement with online. Like I know it's callous and stupid and mean to just say touch grass but legitimately please go outside and maybe invite an online friend or two to meet up. Like I live near this cool chinese store that's run by old ladies called and it's one of the best places to go for neat and different snacks to head home with. Like there's a lot of revitalizing stuff you can do that necessitates walking away from the game. I want you to log off and go hang out at cool places because this clearly affects you. Also try out blood sausages, they kinda suck after the first one as the aftertaste ramps up, sorta like bacon but with a more exotic flavor.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    almost like… killers (and some survivor mains) were giving actual feedback for them to collect. Instead of whining about things with no real information/suggestions other than “killers mean! Always tunnel! I want to be able to play bad and still get to BM at the gates with my buddies!”

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    Yeah people were pointing out issues. Right now is just survivors going reee

  • XboxPlayur
    XboxPlayur Member Posts: 64

    Many posts criticizing these changes admit that slugging and tunneling have to go, but that these changes are too heavy handed and broadly punishing to normal gameplay instead of targeting the problem behavior? How is that against ANY change? Or do you just try to demonize a whole group of people you disagree with by pretending they all completely agree with the worst examples among them because you have no real valuable rebuttal to their points? Just looking at the notes anyone with any amount of game knowledge could see that the basis for these changes was flawed.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    no but you’re trying to portray this delay as a product of nothing but uninformed outrage instead of what it was, a needed delay of extremely flawed changes.

  • runningguy
    runningguy Member Posts: 798

    im glad they didnt push the changes, if they did i would certainly have never touched killer again and im sure many others feel that way

  • BbQz
    BbQz Member Posts: 414

    I've noticed a huge up tick in slugging and tunneling this last two weeks like the conclusion killers came to about the potential anti t/s system was just to do more of it. Luckily I also have no mither so no slugging for me