Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
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.

http://dbd.game/killswitch

"feels too punishing for Killers" - what kind of pathetic excuse is this?

13

Comments

  • drsoontm
    drsoontm Member Posts: 4,954

    So the other dude needs to improve at looping and use the appropriate perks (and there are so many).

    How is it that an average player like me has no issue with this? (Both with the tactic, the low occurrence of the tactic and the "anger" management?)

    How is it that when I watch good players they get no problem with it either? (And they get tunnelled: Cope just dropped another video.)

    How is it that so many players play so aggressively against the killer, body block out of the hook, only to complain about being tunnelled?

    How is it every single (complaining) surviror isn't running DS, OTR, … ?

    "Mass hate and anger"? in this echo chamber maybe.

    It's a game about chasing and hiding, being in chases is the fun part of the game, not sitting on the gens. I wouldn't mind something to help against directly attacking someone out of the hook so there is more chance to have two health state before being downed again. But in essence, there are already several built-in mechanics and perks to do it. I wouldn't mind a huge incentive for the killer not to do it (an actual incentive).

    The video I've posted earlier has very interesting points about all this.

  • drsoontm
    drsoontm Member Posts: 4,954

    "adjustments"?

    For me it's not even about the added difficulty (that makes even more killers more useless they already are).

    The mechanic felt ridiculous as a whole. (And so easily exploitable.)

    Honestly, given how stupid that new mechanic attempt is, I wouldn't have minded the devs to actually do it, just so they see how badly it kills the game.

    Any experienced player could tell how bad it smelled.

    Beside teaching the survivors to use the perks that already punish the killer for tunneling (and not tunneling as DS so often do) I'm not sure how to "fix" the problem. (Assuming it is a problem, which I'm not convinced of.)

    But that idea? Oh boy.

  • oecrophy
    oecrophy Member Posts: 448

    If tunnel at 5 gens is even a thing, your team already hard misplayed. Not just the first chase target (who had plenty of resources), but the whole squad. On a short first chase, before the unhook and before “tunnel” is even on the table, you should have at least 2 gens done. If you don’t, that’s macro failure.

  • oecrophy
    oecrophy Member Posts: 448
  • AtlasShark
    AtlasShark Member Posts: 50

    I gotta be honest, if a Killer is able to successfully tunnel a player out without any gens being done in the meantime that Killer was going to win the game anyways.

  • oecrophy
    oecrophy Member Posts: 448
    edited September 8

    Survivor macro is griefing again. Locking lockers at spawn vs. Dredge is a waste of a limited resource. Besides that: off-spawn Dredge has no target; he’ll port to a locker to force first contact. If you start slam-locking, you broadcast your position, burn tempo, and still get grabbed. Know the power.

    But apart from this being a very specific situation, what failed here again was survivor macro. It isn’t even smart to use locks right at the start; it’s often just a waste of a valuable resource against this killer. Survivor macro also means knowing the killer’s ability well enough. Keep in mind: at the start Dredge has no target and will use his power to get into a chase—so what will he do? Port to a locker. Immediately running around closing lockers shows very little game sense on the survivor side. Sorry, but it doesn’t take much game sense to understand how Dredge’s early game plays out, to counter it, and to treat getting grabbed from a locker as a highly probable risk at that point. How much less smart do survivors want to play?

    Let’s be real: what does Dredge do at the start? Locker TP. It takes the bare minimum of learning (and the will to learn) and game sense to look at your own play and go, ‘Okay… maybe locking off spawn isn’t the play.

    Normal reaciton could be:

    Sorry team, it escalated at 5 gens vs a not-even-that-strong killer—that’s on me. Next time I’ll adjust and play smarter.

    You’d think, right? Reality: a lot of survivors’ learning curve flatlines. They repeat the same mistakes, expect the killer not to react, and then ping BHVR for more goodies so they don’t have to play thoughtfully or smart. Stop padding misplays—learn, adapt, improve.

  • drsoontm
    drsoontm Member Posts: 4,954

    I'll summarise: you understand little about the game, doesn't want to understand more and chalk the fact it's mostly inexperienced players who do not understand the game that have issue as "ego".

    I wish you luck for your future endeavors.

  • drsoontm
    drsoontm Member Posts: 4,954

    You and at least 7 other people are missing the point.

    The perks are there to help beginners and bad players. Watch experienced players you'll see they barely use these perks. (Cope and Mr Tatorhead are my favorites)

    So use the perks you want but don't complain being tunnelled if you don't and can't handle a chase.

    Personally I don't use any of these (I've used OTR for a while) and I have no problem with tunneling. And I consider myself an average survivor at best (with almost 4000 hours but still).

  • drsoontm
    drsoontm Member Posts: 4,954

    This thread and the reactions are a perfect example of why come here rarely now.

    You point to an argument, to a whole explanation video that speaks about strengths, weaknesses, balance, META: nothing helps. Doesn't fit the bias.

    I know the game is supposed to be for mature audiences but I'm pretty sure we are surrounded by kids.

    I'm off, I've seen enough for a while.

  • cogsturning
    cogsturning Member Posts: 2,210

    Hey, that's actually why I log in. I'm just a masochist trying to enjoy my death wish murder victim fantasy simulator.

  • oecrophy
    oecrophy Member Posts: 448

    I’m one of those hardcore players. But I’ve also brought a lot of new players into DBD from other games I play. And it doesn’t take thousands of hours to understand certain things—as soon as you actually want to learn. The Dredge example from Firellius above: that would have happened to my friends once, maybe twice. Then they’d understand the killer’s power, grasp the mechanic behind it, and they wouldn’t hand the killer that value at the start of the match anymore. You don’t need “thousands of hours” for that—just the willingness to learn and some basic game sense. That’s independent of perks.

    The big problem I see is this: many players only look at the situation, their own perspective, and the feeling that it was “unfair.” They don’t look at their own mistakes and refuse to reflect on and improve their gameplay. They end up stacking thousands of hours, stay stuck in the “that’s unfair” mindset, and blame the other side, which is simply capitalizing on their errors.

    And yes, playing super casual is totally legitimate—I’ll give you that. People pay money for the game; they should play however they want. But if you don’t want to learn or improve, and you just want to hop in casually, where does the expectation come from that you “deserve” a win against someone who invests more time in improvement, keeps trying to perfect their game, always looks for counterplay, and learns from every situation? That’s the nature of PvP. If you just hop in casually and don’t want to get better, and you run into someone with more hours who practices and analyzes more than you do… then part of it is accepting that you lose that match.

  • oecrophy
    oecrophy Member Posts: 448

    I don’t get this community. I really don’t.

    I mean… I get it. BHVR needs to make money. They’ve clearly chosen to balance harder toward super casuals.
    But at some point—when is it enough?

    bhvr seem to balance for one thing: keeping new players coming back. If something reduces frustration and adds a few safety nets, it wins the internal tests, even if the game loses depth later.

    The new-player pipeline matters more than veteran skill expression. So you get onboarding tweaks, matchmaking padding, and “fail-safe” mechanics that keep newbies around faster—even if they water down high-skill play.

    The casual majority is louder than sweats, so it looks like an 80/20 consensus in feedback. Decisions follow volume, not depth.

    Quick band-aids beat real work. Blanket buffs ship faster than reworking maps, fixing hit-reg, or improving netcode—and they make the charts look pretty for the next report.

    Money-wise, happy casuals buy skins and bundles. Vets grind, own a lot already, and spend less. So the business side keeps the big crowd comfy, even if it sands off the edges.

    Built for coming back, not mastery.

    That’s why we keep getting safety nets instead of sharper gameplay.

    BUT.: Keep the threat in 4v1 and teach players—don’t make mistakes free.

    It’s gotta be enough at some point. New players already have so much—you only need a tiny bit of willingness to learn and some gamesense (not thousands of hours) to have a good time. DBD isn’t rocket science.

    Let mistakes cost instead of padding them.

    Give the game a tiny bit of challenge—the bare minimum—so super-casuals actually learn instead of steering balance every patch because “I’m not having fun” from a no-learning mindset. A little friction teaches safe unhooks, gen spread, pathing, smart trades. You don’t need thousands of hours—you just don’t need bubble-wrap around every misplay.

    You can see where this leads: flatter matches, M1-dummy killers, learned helplessness on survivors, and balance patches that keep adding bubble wrap instead of real learning curves.

  • oecrophy
    oecrophy Member Posts: 448
    edited September 8

    You can’t balance a game so every new player stays. Some don’t want to learn—fair. A years-old PvP title will have a steep learning curve: others know maps, movement, macro. You can still have fun while losing if you like the core loop and stick with it.

    Personal example: Hunt: Showdown—pushed into 5–6-star lobbies because of my friend, died for 200–300 hours, constant “where did that shot come from?” moments. That’s how you learn.
    And DBD already has plenty of safety nets. The “you can’t even play” line doesn’t match what I see— and even when newbies hit strong Blight mains via SWF mmr boost. If you want to learn, you can.

    You can’t keep everyone.

    the players who want to learn will stay.

    I agree on matchmaking—I’d love a working ranked mode. Even with good MM, early on the killer role has the objective edge and survivors have way more to learn—that’s just how asym games work.
    Survivors have to learn maps, tiles, resources, rotations, saves, trades; a new killer vs newbies can often just run them down, press M1, and build hook pressure. Until the team understands and uses map & resources, it’s a walk in the park for new killers.

    The killer role is an absolute powerhouse at the start—because survivors carry the learning load,but once survivors get macro & pathing, the maps and how to use it.. it flips.

    I get it:

    and as is said:

    The killer role is an absolute powerhouse at the start—because survivors carry the learning load.

    But once survivors learn basic macro & pathing and how to use the map, it flips. And we’re talking fundamentals, not perfection.

    BUT: The “I spent the whole match on the ground / I couldn’t even play” feeling is very counterable even in super casual lobbies.

    There are so many stuff .. Simple lines that already fix most of it… .and there is no sweat squad required

    If you want a non-sweaty fix to most “I can’t even play” moments, start with safe unhooks: set up two people, one takes aggro and the other escorts, then get distance and reset instead of YOLO-unhooking in the killer’s face.

    After the unhook, don’t run back through burned tiles—break line of sight, rotate to a fresh tile, and either pre-heal or buy distance before you even think about touching a gen. Spread your gens early so you don’t gift a 3-gen; keep multiple gens tapped so a single kick doesn’t wipe all your progress. Take good trades near safety instead of panic hits in dead zones, be ready to cover ur team, and if the save was scuffed, don’t re-engage—reset and try again properly.Bodyblocks should be late and near safety; if the unhooked has no resources, escort them, don’t farm them.

    For anti-slug, call one person to pick up while the others keep pressure; if you’re downed, crawl toward pallets, teammates, or safer ground instead of deeper into dead space. Keep track of which pallets and windows are gone and route the team away from low-value zones so you’re not donating resources for free. If the killer commits to the unhooked, keep two on gens and one on screen, then swap—those reset cycles win you time. And if you want a bit of insurance, bring endurance/anti-tunnel, info, or quick heals—but use them to buy distance, not to ego-re-engage. (a lot of people die here, too bcause of this)

    .. i mean.. safe unhooks, gen spread, smart resets, and purposeful trades remove most of that “helpless” feeling, even in casual lobbies.

    From a long-time player POV: the more safety nets you add, the less people learn—they get stuck in that unwilling playstyle. If someone won’t pick up the basics (not mastery, just fundamentals), no amount of padding will keep them. You can’t retain everyone with bubble wrap.

  • Amanova
    Amanova Member Posts: 401

    you just read my mind, why not just release this patch live for now, but not as a main mode, but as a second like 2v8 and from there listen to the opinion of all players, even console players, by creating a survey, let us test too

  • bm33
    bm33 Member Posts: 8,408

    Whether or not the killer would win that match wasn't the point. It's BHVRs inconsistency on what is considered "too punishing" depending on the side you are playing.

    At no point were killers going to have a time out penalty (let alone one survivors could force on them) with the antislugging/tunneling but BHVR said it was "too punishing." Meanwhile, in the live version of the game without testing in the PTB, if a killer chooses to quickly tunnel out a survivor that will trigger the go next penalty and force the survivor player into a time out from playing any DBD - not only has the survivor player lost the match but they also now cannot continue playing DBD until the time out penalty goes away.

  • cogsturning
    cogsturning Member Posts: 2,210

    I spread my gens. I understand when to unhook safely and when I'm forced to trade. I understand going to pallets when slugged. But I don't think you, in upper MMR, playing against teams, understand what the daily grind is like for mid-MMR soloq. No one is likely to pallet save you. They'll unhook you in the killer's face. They will burn through pallets and you won't know until you're on the run and find nothing but smashed bits. You're talking like everyone is organized and strategic and that is not the case for soloq at all. It's not the case for a lot of parties either. Soloqers are often (stupidly) selfish. I've had people intentionally bring the killer to me and use me as a shield numerous times. I've had them run out the door while I was on hook and was an easy save. There isn't just a lack of coordination, there's a lack of even understanding that coordination is necessary. And again, if that's the majority experience, it might need some tweaking.

    I had a recent killer match that was clearly soloq. Thre were three peopel left. I hooked an Adam for a second time. I went after a Steve. Ended up hooking him on the other end of the map. The Adam died on hook for no good reason. The third teammate was a rat. I stood by the Steve until he could unhook then I went rat hunting. That's what soloqers are dealing with. Partially, the porposed changes are about killers' behaviors. But they're about fellow teammates behaviors.

  • Rick1998
    Rick1998 Member Posts: 465

    you just want to be a one man army instead of needing teamwork. Any survivor team wkth actual playtime in this game and experience would never want these changes implemented and it trivialises any pushback from the killer side. Again the one who needs to get good is you for supposed getting tunneled out every match. Get a better team and improve on looping . The tools are there but you refuse to use them.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    these changes that were scrapped had literally nothing to do with the controls of the game, so the console players aren’t going to have that drastic of different opinion on the changes that got scrapped. If they had scrapped the new killer then you may possibly have a point. I personally feel we haven’t had enough competency demonstrated on the devs ability to quickly make changes on such a broad patch after it goes live. Once something goes live it is usually left there for awhile, and as a console player I’d def prefer they didn’t push this live just to give me a chance to feel how bad it is. I can see from reading/ watching others play that it needs work.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    “It’s very pathetic of you devs to ask for feedback and the actually listen to the feedback.” I didn’t see an equal amount of survivors on here glazing the updates as people who hated them on both sides. And honestly I still don’t see nearly the same outcry now that it’s been cancelled. Almost like a larger portion of the player base could tel the changes were bad or something shocking! And not only did we complain, we gave specific detailed feedback about what we disliked and why. People disagreeing with the posts very rarely refuted these complaints with anything other than “you just want to slug/tunnel at 5 gens” which no one giving real feedback was saying. And still survivors are doing nothing but throwing around baseless exaggerate claims of being tunneled/slugged every single game which everyone knows isn’t true. Or saying devs just listened to upset killers like we didn’t actually have good points. If you really think killers are overreacting refute our claims, prove to the devs that the system isn’t broken. Until then all it sounds like is “killers just want EZ wins, that’s why I should be allowed to play poorly but still get to escape or else the killer gets PUNISHED”

  • oecrophy
    oecrophy Member Posts: 448
    edited September 8

    Trust me i know ur pain.

    i get it. killer since 2016 → thousands of hours. late 2017 i found a stack and went mostly survivor-main for years. i only touched killer on good patches/comp/new killer drops to learn counterplay first-hand (super important). around 2022 i shifted back to more killer, but i never dropped survivor. i play both a lot. i know both povs.

    i’m in 2v8 lobbies and i grind tons of solo/duo at night (EU, after 00:00). i see the soloQ classics: no cover, no heals, “special-build” heroes inting, blind hook rushes, randoms feeding me to the killer in dead zones. endgame rats sprinting out while a free save is hanging — seen it a thousand times. and that’s after i basically carried the whole match while they farm insta-downs and often ignore the shared objective. (why do you think i sweat hatch so hard as killer? to deny those free escapes.)

    that’s exactly why i want my reaction tools. not win buttons — responses. you feed me, i press them:

    • unsafe unhook/farm → hold hook-side pressure until a real trade/bodyblock happens.
    • pallets torched / no resets → play tempo, chain downs, route through dead zones on purpose.
    • rat plays / exit greed → play for state value: secure hook progress, block the endgame split.
    • no saver, timer ticking → yes, situational camp. not “evil”; it’s how risk/reward stays functional.

    pretty? no. healthy? yes. soloQ throws shouldn’t be free. if you nerf killer because teammates int, the meta shifts to “throw with no consequences.” reaction tools (tunneling, sluggin) keep the economy honest: reward smart, tax sloppy.

    and let’s be real: your core point is basically “my teammates suck.” that’s not a killer mistake. the fix belongs in soloQ baseline, not in gutting killer options. stuff that would actually help:

    • basekit kindred-light: during hook state, everyone sees camp/radius info.
    • quick comms/pings: “i’m saving,” “killer on me,” “don’t come here,” “do that gen.”
    • 3-gen warning / deja-vu-light: early heads-up so randos don’t build a 3-gen by accident.
    • teamplay feedback: more score/visibility for saves, bodyblocks, heal resets — teach good habits.

    i’m 100% for making soloQ more playable — info, learning curve, light coordination. just don’t delete my answers to bad plays and bad players. when the lobby plays clean, i play clean: hook rotation, map split, pressure > hard tunnel. when it’s chaos, i need the option to respond. that’s what keeps matches fair for both sides.

  • bleep275
    bleep275 Member Posts: 645

    maybe these reactions should prove to you, or at least put the seed in your head that….your opinion might not be entirely correct.

    Also. not everyone has the time to dedicate half their existence to a video game. they work. they go to school. I myself work and go to school full time. Also people just tend to not take video games all that seriously with the exception of a small percentage of gamers. People want to have fun and could generally care less about being the best or dedicate thousands of hours to appease this community.

    As for anti-tunnel perks. many are locked behind a paywall (decisive strike) not everyone want to fork over several dollars for a single perk. The ability to counter a frustrating and toxic playstyle should not be locked behind a paywall.

  • AtlasShark
    AtlasShark Member Posts: 50

    Maybe you should've spent more time thinking out what you were typing, but I digress. I also don't understand how the Killer is "forcing" the go-next penalty on the Survivor. Maybe you can explain that one to me.

    And yeah, they stopped the changes because they were too punishing LOL

    Take this game I had in the PTB for example. Playing Hag, got three survivors to one hook stage each. I find one of the first two players I hooked and gave them their second hook stage. I am now at four total hook stages with two gens left. That survivor gets unhooked and proceeds to run through every single one of my traps. Normally, the answer is to kill the survivor because they triggered my trap which is typically considered to be a survivor mistake (unless they're running anti-tunnel perks). Except I can't. If I kill them at this stage of the game I am dooming myself to maybe a 2k at best given the 25% repair speed bonus and inability to regress. I also can't slug them because of the anti-slug changes and the simple fact that he'll probably get picked up while I reset my web.

    If the anti-tunnel and anti-slug mechanics can be weaponized against the Killer in a way that effectively ends the Killer's game then and there then they're too punishing. Simple as that.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    Can you link us some video proof of Go Next triggering because someone was tunneled out too fast?

  • bm33
    bm33 Member Posts: 8,408

    A killer can quickly tunnel a survivor out, this triggers the go next penalty which puts the survivor in a time out from playing the game. The game cannot tell the difference between a killer tunneling and a survivor giving up.

    Again, this is about the inconsistency in BHVRs stance on what is considered too punishing. Survivor ability to weaponize the antitunnel/slug does not force a time out penalty in killers, it only may cause the killer to lose a couple kills, but BHVR thinks that is too punishing. The go next penalty however the killer can weaponize by tunneling out a survivor quickly and the survivor will not only lose the match but they will get hit with a penalty - BHVR does not consider this too punishing.

    Even in your example you have the killer at a draw with 2k after playing a full match and that's considered "too punishing" but a survivor losing the match quickly at the start from being tunneled out quickly and getting hit with a penalty on top of that is not considered too punishing, it's apparently perfectly fine. All I want is BHVR to be consistent with what they consider "too punishing" for both sides.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    I think those videos happened with the old version of Go Next, that happened before it was removed from the game so it could be fixed.

  • Amanova
    Amanova Member Posts: 401
    edited September 9

    completely wrong, this happened to me too after the release of TWD thanks to troll teammates and slugging killer, even Jocelyn confirmed to me in a private message that they turned go next penalty back on, I can even share her answer

    my post about it

    https://forums.bhvr.com/dead-by-daylight/discussion/453210/go-next-prevetion-yet-again-sucks-why-are-you-enabled-it#latest

  • Amanova
    Amanova Member Posts: 401
    edited September 9

    here I agree, they don't know what exactly is "too punishing" for killers. When I watched yt of some "smart" content creators (even big those big names) and almost all of them had at least 2 kills, isn't that fair? And those "smart" content creators says that it is difficult, um, excuse me, of course you chose to play a killer, of course you need to try harder if 4 kills are important to you and teach your followers how to deal with that not stress about it. Or is it important for bhvr to have 3+ kills in each match for them? Then they should change the target kill rates for killers to 70% but not 60%, they contradict themselves in this case

  • bm33
    bm33 Member Posts: 8,408

    Can you show me which patch has the go next penalty update? The only update I can find in patchnotes is to AFK crows, not Go Next. Seems like BHVR killswitched it for couple weeks when there was the influx of players from FNAF and anniversary event but turned it back on without any changes. There is a post here on the forums of someone asking why was it turned back on after being tunneled out by a killer and hit with the penalty.

    https://forums.bhvr.com/dead-by-daylight/discussion/452233/being-penalized-for-getting-tunneled/

  • Amanova
    Amanova Member Posts: 401

    Sorry for bothering you Is my thread visible in the general discussions? I just don't see it on the front page, do you think it was hidden? It's kind of unfair if so

  • bm33
    bm33 Member Posts: 8,408

    Nope, it's not getting bumped to top anymore. I think it's because of the amount of downvotes.

  • Amanova
    Amanova Member Posts: 401
    edited September 9

    I see thanks, but there is a lot of upvotes too they kinda equal, kinda sad to see it but okay, apprently we as survivor mains have no voice in here😭

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672
    edited September 9
    1. Actually, the videos were recorded before Go Next was kill switched. You can check the timestamps of the videos. Yes, it is true that Go Next was later enabled again, but it's still a real life fact those videos happened before the killswitch.
    2. I don't see a video attached to that post. Has this problem happened more than once to you since the TWD update? And if so, are you able to record a video of it?
    3. Even if we assume that Go Next did trigger because of the tunneling, the correct response would be to investigate why it happened in that specific game. It's clearly not happening every time someone gets tunneled out of the game early, or we would have a very large amount of video evidence by now.
      1. If you were in a SWF with these teammates, maybe Go Next triggered because your teammates were ragequitting… because 3 people in that game actually did ragequit, and they should have gotten punished by Go Next. And if this is true, then maybe Go Next needs to re-evaluate if it should be punishing an entire SWF just because some of the people ragequit.
      2. If you were not in a SWF with these teammates, then it's still a fact that 3 people ragequit that game. Go Next should not be punishing you for ragequits that happen, when you aren't in a SWF with those people.
      3. The main point is Go Next should be investigated on how it handles games where multiple people are clearly ragequitting.

    I don't think the patch notes ever mentioned when Go Next was enabled again. I think people are assuming it happened with The Walking Dead 9.1.0 patch, but I don't think BHVR confirmed it.

    It doesn't change the fact that the two videos I commented on, were recorded before Go Next was kill switched.

  • bm33
    bm33 Member Posts: 8,408

    So you have no proof that BHVR made any adjustments to tunneling triggering the Go Next penalties? You've been given evidence of people experiencing it but you are making excuses for why you won't accept it and will provide no evidence of your claims that the system was adjusted even though players are still complaining about being forced into penalties through tunneling. The videos being before the killswitch doesn't matter if no adjustments were made to the system. Provide proof that adjustments were made to the system that invalidates the videos - provide patch notes or statement from BHVR that adjustments were made so tunneling will not trigger the Go Next penalties.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    It doesn't make logical sense to kill switch something, make zero changes, then turn it back on again. When has that ever happened before in the entire history of the kill switch?

    The fact that is was easy to get video evidence before the kill switch, and extremely difficult to get video evidence after the kill switch, should be proof that some adjustments were made. Because if this problem is still happening often, then why can't you link us recent videos of it happening?

  • bm33
    bm33 Member Posts: 8,408

    So you have no evidence from BHVR through patch notes or statement that says they made adjustments to tunneling triggering the go next penalties? You only have assumptions but want me to continue providing evidence to you while you refuse to provide any to back your claim.

    Why would BHVR remove it from killswitch without any statement or patch notes on adjustments they made? When have they removed something from killswitch they made adjustments to without including it in a statement or patchnotes?

  • Amanova
    Amanova Member Posts: 401

    I was solo and 3 of those girls tried to save each others with flashies aka playing with Springtrap and he had slugging build too, so when they all got downed I tried to pick them up but killer had Coulrophobia so I couldn't finish it and then he chased me, then all of them abandon when he downed me, I did half a gen at the start. This is responce from Jocelyn that the system was re enabled

    1000011226.jpg
  • Amanova
    Amanova Member Posts: 401

    They are just silently re enabled it to sum up phase 1 changes and switch to phase 2 :)

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    You're making a claim that Go Next is still often punishing survivors incorrectly. The logical way to support this claim is CURRENT VIDEO EVIDENCE. And if Go Next is really still often punishing survivors incorrectly, then it should be really easy to find current video evidence.

  • bm33
    bm33 Member Posts: 8,408

    You're making the claim the system was adjusted to tunneling triggering the go next penalties. Any evidence I provide you're going to make an excuse for why you find it unacceptable. Meanwhile you keep deflecting and refuse to provide actual evidence the system had adjustments made to tunneling triggering the go next penalties, you just provide assumptions. Provide me a statement or patchnotes as proof that the system was adjusted after the killswitch that invalidates the previous videos because I don't believe you're arguing in good faith when you just demand more evidence without providing anything more than assumptions for your claims.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672
    edited September 9

    Do you know how bug reporting works? If you claim a bug is happening in the current patch, you provide evidence from the current patch. That is how bug reporting works.

  • bm33
    bm33 Member Posts: 8,408

    Where is the patch note for the go next system that indicates tunneling triggering the go next penalty is now a bug? Where is the patch note that proves there was any adjustment that the system is any different now than it was at release? Why was Amanova in her DM to a community manager told to go to Feedback and Support rather than Bug Reports if this is a bug and not the system working as intended?

    You keep deflecting and making assumptions rather than just providing evidence of a patch note or even statement from BHVR to back up your claims that the evidence provided has been invalidated. You're just running on assumptions that the system was adjusted so you can make excuses to not accept evidence. Until you provide proof of your claim I'm done going back and forth. If you won't provide a patch note or statement from BHVR to back up your claim here I don't trust you won't do the same with any other evidence I were to provide - it'll be some excuse from you without any proof, only assumptions.

    I do have to say well done though. You derailed a post about how the devs calling antitunnel/slug "too punishing" for killer by just wanting to argue about tunneling triggering the go next penalty. Good job removing focus from the actual issue of BHVRs inconsistency in what they consider "too punishing." 😂