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Wish there was a good form of anti-tunnel and slugging

Not the version in the PTB as many of pointed it's a little...nuts but all night i've been dealing with slugging and tunneling. I just want to enjoy my game and sadly I don't have friends that play. I just want to enjoy the game and not deal with what monstrosity this thing has become. Also no I can't play killer because MMR sadly doesn't exist for me.

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Comments

  • Dem34888
    Dem34888 Member Posts: 140
    edited September 23

    I played last night and it was a nightmare

    Even with tunneling, the generators are repaired at speed of light, as if you're doing nothing
    So I'm not surprised that killers are tunneling/slugging at 5 generators

    Scott also published the video on this topic, and I completely agree with him



    Either you have opponents who don't really know anything, or SWFs who abuse and use everything they can

  • Munky
    Munky Member Posts: 227

    This is the problem, right here. This is just a problem of MMR not working. The MMR rework can't come soon enough. For me it is EXACTLY this, there is no in-between, either they give up or you get gen rushed in 3-4mins. Neither option is fun to me.

  • JawsIsTheNextKiller
    JawsIsTheNextKiller Member Posts: 3,435

    Is slugging even a problem any more? Very occasionally a killer will slug everyone to make them bleed out, but that's very rare AND has been fixed by allowing disconnects now.

    Tunnelling needs addressing though, at the very least to avoid the hard tunnelling one person out at the start of the game. Unsafe unhooks should be fair game.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 609

    I can understand your frustration here. Now, you mention not being interested in the version that was on the PTB. Is there something specific that you would find useful to help with tunneling and slugging?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    I wish there was a good form of Anti-Hiding (AFK Crows) and Anti-Ragequitting (Go Next). We were supposed to have this in phase 1, and it’s still not here.

  • MashedBroccoli
    MashedBroccoli Member Posts: 273

    the problem was bhvr just outright delayed it and killers took it as a green light to tunnel so now an already bad problem is worse. Bhvr made the wrong call, they should’ve pushed it live and adjusted it accordingly through data, you know like they’re doing with the ghoul. I was looking forward to not needing to bring bbq anymore but nah killers like me who actually rotate and don’t tunnel get nothing and back to the status quo.


    i want anti tunneling, so they can buff my playstyle. My playstyle can’t get buffed until tunneling is addressed because killers would become already stronger than they are now. It’s messed up that bhvr is just listening to people who aren’t in their appropriate mmr bracket and “need” to tunnel.

  • Raptorrotas
    Raptorrotas Member Posts: 3,346

    Werent the timers for the afk crows nerfed into irrelevance?

    Its funny how killers are blamed for the ptb backlash yet people ignore this.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Yes. AFK crows were nerfed into irrelevance, because of survivor complaints.

    Excessive hiding is officially considered a problematic behavior, which is why we were supposed to have an anti-hiding update.

  • TheGoon224
    TheGoon224 Member Posts: 389

    Well, both of them definitely had their problems mainly the anti-tunnel But I feel like anti-slug could’ve had a few adjustments and it would’ve been perfectly fine The main problem with anti-slug was the ability to recover while moving because this made it so you were forced to either pick up instantly even if there was another person nearby so they could go for a flashlight save or a sabo play, or in scenario 2 you see Survivor A is close and you slug Survivor B to go Chase with Survivor A and while you’re busy with that Survivor B can crawl all the way to a corner while recovering to get back up safely during that time which would to you having one down again. if that part of the anti-slug was removed It probably would’ve been completely fine to have the game.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 609

    I appreciate you laying out those multiple situations! This makes it easier to organize feedback for the right folks. Thanks!

  • MashedBroccoli
    MashedBroccoli Member Posts: 273

    should’ve went live with zero changes so you can take months to acquire data to make adjustments just like you guys are doing with the ghoul. Oh wait this is for survivors.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667
    edited September 23
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Does that mean it would be ok to revert all of Ghoul's nerfs, since according to you, they aren't meaningful?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,959

    Having the "move while recovering" base kit is too much. That alone impacts the situational slugging, but does very little for excessive slugging. Survivors should have to choose to move or recover in the short term, and excessively long slugging situations you have plenty of time to recover while stationary, then move later. "Base kit tenacity" impacts the wrong kinds of slugging, and can just be removed.

    I didn't get to test it, but from reading, my understanding is that Elusive disables collision, but the survivor can still be hit by the killer (if it doesn't work this way, why was base kit BT/endurance even still a thing). Anti body block can only work if the Elusive survivor can't be targeted by attacks either, which would effectively make the unhooked survivor a ghost until they are healed or perform a conspicuous action.

    From a positive standpoint, you managed to touch basically every box that needed to happen here: killers rewarded for hooking, incentive to spread hooks, penalties for hard tunneling, removing body blocking.

    These systems, with the tweaks above, are not abusable in any way. Anything less is likely to not be effective at changing player behavior, and honestly, the fact that people would have to change tactics is the primary reason you got flooded with negativity.

  • MashedBroccoli
    MashedBroccoli Member Posts: 273
    edited September 23

    if they fix his hit scan by not being a hit scan making it require skill, and by removing his ability to cancel after 1 leap and increasing the delay to m1 yes. Any downvotes for this means you just want a brain dead killer with zero skill.

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  • TicTac
    TicTac Member Posts: 2,682

    The boosts after unhooking (elusive etc.) were great, but could still be weaponized. Pallet or flashlight saves and just dropping pallets for other survivors in chase.

    But the most problematic one is that there shouldnt be situations where the survivor wants to die bc its the best outcome for the team.

  • Shinkiro
    Shinkiro Member Posts: 393
    edited September 23

    Having the "move while recovering" base kit is too much. That alone impacts the situational slugging, but does very little for excessive slugging.

    Agreed with all the slugging issues. It actually gave too much agency to downed survivors and forced lose lose situations. Not healthy changes.

    I didn't get to test it, but from reading, my understanding is that Elusive disables collision, but the survivor can still be hit by the killer (if it doesn't work this way, why was base kit BT/endurance even still a thing). Anti body block can only work if the Elusive survivor can't be targeted by attacks either, which would effectively make the unhooked survivor a ghost until they are healed or perform a conspicuous action.

    Yup you can still take hits, even easier than now because you can avoid sandbagging your teammate and even take hits through window vaults as well as drop pallets! They need to remove the survivor hitbox and they need to disable environment interactions (pallets) and item usage (that isnt a conspicuous action so self healing still works) too while the effect is active. It's supposed to let you get away from the killer, not let you interfere with your unhookers chase with no consequences. You shouldnt be able to drop pallets or hide with the built in stealth to go for easy flashy saves.

    Second chance mechanics need to stop being able to be weaponised. Otherwise there should be no protections and no penalties for the killer having to deal with them. Survivors weaponizing mechanics is a massive problem that feeds into lots of other problems.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    They include changes that make the killer weaker.

    It's very different from the "BHVR literally made zero changes" claim.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    elusive effect was good and hook's status being obscured, why not try a simplified version without the penalties ? it won't do much but it's better than nothing

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It's even more bad faith to argue that BHVR literally made 0 changes.

    A lot of those changes made the killer weaker. I'm not interested in semantic games, where this game has a bizarre definition of nerf, that doesn't match other games.

  • BlackRabies
    BlackRabies Member Posts: 1,312

    What if the tunneling/slugging penalties were tied to the number of gens completed? Hard tunneling and slugging is most problematic for the early game, but once it's mid/late game the killer might be forced to rely on those tatics for a chance to make a comeback. At 5 /4 gens the penalty is active and there's a chance to punish the killer if they want to tunnel someone out or slug everyone. When 2 gens are left it's turned off maybe 3(?) so the killer can have a chance for a comeback without forcing a lose-lose situation on them in the survivor's favor.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Didn't you recently make a post saying that anti-loop mechanics don't need to actually involve loops at all?

    Survivors would just 99% generators to exploit this. Number of generators also doesn't make sense, because it doesn't apply to both sides of the game. If killers aren't supposed to do things at 5 gens, then survivors shouldn't be supposed to do certain things at 0 hooks.

  • crogers271
    crogers271 Member Posts: 3,246

    Tunneling

    Right now if the killer wants to tunnel they can and it becomes a game of whether the survivors guessed right or not on their perks.

    Changes to require more gamesense are good ideas, such as hiding the unhook notification. It creates more strategy on both sides instead of the killer just having automatic information.

    Making the survivor harder to find by hiding scratch marks, blood, and grunts of pain are also good ideas.

    Things like seeing the killer aura aren't necessary and take away an important game element.

    The partial etherealness just causes problems. It needs to either be all or nothing. Either make the survivor unable to be hit at all, but also not able to uses items and pallets, or get rid of the idea.

    At the extreme end this doesn't deal with the worst case scenario - a killer standing right outside the AFC range who will target one survivor even if it means throwing the game. That results in an unfun experience for all survivors even if they win. However, I don't think BHVR should try and fix everything in one go (one of the problems with the patch was doing way too much), make improvements and then reevaluate.

    Slugging

    It's just more than necessary. Increased crawling speed, good, having to not hold the button, good, but not the crawl and heal at the same time.

    I don't think basekit unbreakable is necessary, but the time is extreme enough that I don't think it helps or hurts the game that much.

    25% bonus / gen block

    I think these shouldn't be thought of as primarily anti-tunnel, but balancing out the game experience to deal with the more extreme lop sides events and to offset the killer buffs.

  • Pulsar
    Pulsar Member Posts: 22,919

    Correct, just like slowdown mechanics don't need to involve gens at all.

    I fail to see how that is relevant to you refusing to call those changes what they are. They are bug fixes, some benefit Ghoul, some do not. Call them bug fixes and let's leave it there.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    No. I will say the changes make the killer weaker, because that is what they did.

    I refuse to use this game's bizarre definition of nerf, that is completely different from other games.

  • hermitkermit
    hermitkermit Member Posts: 975

    A major issue with the AFK crows was the false flagging. Something many killers also pointed out the PTB tunnel system had. The difference is that false flagging in one would give you a sever disadvantage and punishment, and the other would give you a severe disadvantage and punishment - with an actual penalty. If we can admit that the anti-tunnel PTB was not performing correctly, we can also admit that the AFK system also not performing correctly.

  • Pulsar
    Pulsar Member Posts: 22,919

    Even if the buffs only had half the weight, which I would contend that's too low, there's still nearly double the amount of buffs.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Are you saying that if the following 6 changes are made, that it would be an overall buff for survivors, because it would be 1 nerf and 5 buffs?

    1. Generators now take 900 seconds to repair
    2. Survivors unhook 0.001 seconds faster
    3. Survivors vault 0.001 seconds faster
    4. Survivors run 0.001 seconds faster
    5. Survivors heal 0.001 seconds faster
    6. Survivors open chests 0.001 seconds faster
  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Ah this is true, for both the survivor and killer side.

    in this case if the killer is to strong its okay to being them down. Because if they overperform with "techs" or "bugs"(quotation bot for saying they arent things but more to emphasize the terminology) its not healthy for the game

    So putting killer changes on the same level as other things is honestly not fair

    Side tangent-When ever I find you, I find you in interesting debates or commenting on interesting ones.Also adding absurdism fallacy to vocabulary

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Oh my this is a bit wild?

    900 seconds, making the survivor objective primarily impossible versus QoL and Balance changes is two diffeent worlds?

    Ken can still do his objective with the changes, and often still perform well?

  • BlackRabies
    BlackRabies Member Posts: 1,312

    Then maybe total progress done across all gens instead of completed gens? So gens can't be just left at 99% to avoid turning off the penalty.

  • Pulsar
    Pulsar Member Posts: 22,919

    It's more that many of those bugs directly impacted Ghoul in a negative way. Sure, individually they may not be impactful, but together they are extremely important.

    I would absolutely trade STBFL and PWYF tokens for a consistently functioning power.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Valid and nice view.

    Tho dont bring my STBFL tokena into this

    Thats where I draw the line!

  • Rick1998
    Rick1998 Member Posts: 465

    the discrepancy in matches in crazy . You can have a chill survivor going for adept one game and a 4x bnp 1) meta perks , clock call out swfs using a map offering and everything they can bring as an advantage.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It's still not explaining why certain killer behaviors should be delayed, but survivors can do whatever they want.

    If players aren't supposed to "try so hard" in the beginning of the game, then why is it ok for survivors to pallet save at 0 hooks? Why aren't there rules for survivors, for them to also "play nice" in the beginning of the game?

  • CrypticGirl
    CrypticGirl Member Posts: 1,418
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    That's not relevant.

    Why do people want rules to limit killer behavior in the early game, but not want rules to limit survivors in the early game?

  • cogsturning
    cogsturning Member Posts: 2,101

    Because survivors can't potentially decide a match at the one minute mark. It's almost like one role has more power.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Survivors absolutely can potentially decide a match at the one minute mark. It's what happens when a survivor decides to selfishly ragequit early.