So basically anti tunnel and anti slug is just dead
Two PTBS and still not doing anything. Basically they’re just done. I would not expect to see this topic addressed again at this point because anything they try is gonna be complained about until they abandon it. LMAO
So glad they spent time on that instead of fixing the hundreds of bugs.
Comments
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they literally have double bug fixes on the patch notes
Once again your all fickle even if they listen to the feedback and not push through you will still complain
-43 -
Double the bug fixes is NOT NEARLY enough.
There's A LOT of bugs between almost all killers.30 -
fr. they would have to quintuple the bugfixes to even put a dent in the amount of bugs that plague this game. and even with all that, there’s a possibility that there’s the same number of new bugs as the ones being fixed.
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like what?? I’ve played the game for weeks and honestly have not seen any game breaking issues on levels of twins or nemesis update
-17 -
- Basically everything remains unchanged, except for the nerfs to the med kit addons, and the maps will have a pallet overhaul.... period. Fantastic🤣I think nothing will ever change at this point
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well looks like i’m done with this game. Had some high hopes but bhvr just doesn’t care about the survivor experience. They cave to content creators time and time again screw everyone else.
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If you sum all the killer bugs it will be something like 200 of them.
Twins and Knight are eternally bugged.
I can say right now about the killers I play (Wesker and Dracula):
-Dracula:
1-Following Wolf Pounces can simply bug out and not happen at all.
2-If you mori while in Wolf Form sometimes the camera will zoom out the entire map much like the on The Sims.
3-AND if this previous bug occur there's a chance that you'll be lagged out for the rest of the match and be so damn slow like a 50% Hindered.
-Wesker:1-You touch a surv and the game still does not register it as a grab. How can you miss a grab if you do it in a close space like the one that a pallet can be dropped.
2-Sometimes he will release/drop a surv mid grab ON A PLAIN TERRAIN as if he passed over a hole/cliff.
3-Countless times you'll see the throw surv slide on a surface without taking damage.
4-The damn bug that makes possible for survs to vault right back after him vaulting something without getting slapped.THANK YOU (read this with Michael Scott's voice)!
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Then try to answer this why should killer players be punished for rushing or just doing their objective, but when survivors rush their objective it's completely fine?
If your getting hard tunneled then it's something you just have to accept since your never meant to run for 5 gens. It's up to your skill how much of the killer's time you can waste and hope they drop chase.
-15 -
The more whiny survs that will DC after the 1st chase leaving the game the better. S2
-17 -
the problem is i can’t get killers to commit to chasing me, i loop them for more than 5 seconds they leave and find someone they can. Then they tunnel that person out and its now 3 v 1 at 5 gens. Survivors at that point are at a guaranteed loss in most situations.
The fact that tunnelling 1 survivor can lead to an almost assured win is the problem.
Killers on the other hand can easily come back at 1 or zero gens. Survivors can’t snowball like killers can and its disingenuous to equate doing gens to tunneling. If you played both sides you would know that.
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EXACTLY!
Hens played with the guys from Korea and said they are pretty good.
"The best anti-tunnel is being good at looping"
About the gen rush… I kinda gave up at this point.
You never see the DEVs address this and to this day you there's still no cap to gen perks and toolboxes on how fast you can complete a gen. Why Hyperfocus + Stakeout is still a thing?!-14 -
but when survivors rush their objective it's completely fine?
There's already been multiple nerfs to it, actually. All of which went down without a hitch.
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I look forward to seeing you in posts whining about gen rushing informing the OP that they just need to get good and that it isn't something they have a right to complain about.
Or you could try and understand there's a difference between a gen and a survivor player. Gens don't load into a match with an expectation that they'll get to engage in some gameplay beyond going straight to hook, then back to hook, then back to hook or mori. Gens don't have to be clairvoyant and psychically know whether they'll be slugged or tunneled prior to a match when they pick their perks. A gen isn't annoyed if they get pushed out of a match at the exclusion of all other gens.
Doing something to a gen is not doing something to a player character.
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If you are getting chased, you are engaging with the game.
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"Killers can easily comeback at 1/0 gens left."
Like… what?? Unless the killer dedicates to endgame build, or Survivors made a huge mistake of getting 4-man slugged, this almost never happen if all 4 survivors are alive at that point.
Trust me, as someone who never intentionally tunnel/slug/camp, unless survivors mess up really hard, it's impossible for killer to comeback at 1/0 gens.
-17 -
The only thing was increasing the charges from 80 to 90.
Gens perks and toolboxes can still be stacked. Gens can be finished solo in 30s and with a partner in 20s.
Hens WR of fast escaping is ridiculous. This should never be possible.
Why Hyperfocus + Stakeout is still a thing?-12 -
Double is nowhere near enough bug fixes with how many bugs are in this game
-1 -
By rushing gens you do exactly the same to the killer.
You expect to play a match, get your time respected only for you to lose FAST and go back to queue because you didn't had time to even play the match properly.
It's exactly the same thing.
Gen rush and tunnel should be addressed at the same time. Both are forms of exerting huge pressure in not a fun way.-8 -
If you are getting hit with a pallet, you are engaging with the game.
If you are getting flashlight blinded, you are engaging with the game.
If you are getting chain stunned by a bully squad who set up a series of blinds, head-ons, and other stuns, you are engaging with the game.
If you are being looped, you are engaging with the game.
If you are being t-bagged at the exit gate, you are engaging with the game.
Any of that work too?
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Then I have bad news for you because If there's one thing these last 2 patches have shown us it's that we aren't ever addressing tunneling.
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I'm ok with that since there was already two tries to address tunneling and NONE in all the game lifespan to address gen rushing. As long as this is not addressed I hope tunneling never leaves DbD.
Being tunneled makes me become a better surv in a fast pace than a "regular chase".-19 -
That's factually incorrect. You must not have been around when brand new parts would just flat out complete a gen.
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Come on man. That was ages ago back when you could mori a surv for downing he/she for the first time or siringes were able to fully heal you.
-11 -
I do play both sides and no matter which side I play I see what everyone is doing and what could've gone better. Bit more killer sided cause I can't really put up with potatoe team mates not doing anything or making horrible plays like unhooking me when the killer is still so close.
If a killer drops chase with you that fast then you either wasted a lot of the killers time earlier or there's other survivors close by and they rather target the one that's more exposed.
I see all the time myself there's a massive difference between survivor skill that clearly know what to do and there's potatoes not even touching gens. The killer can only really chase 1 survivor so the other 3 should split and do gens, but if the killer manages to remove 1 survivor and not a single gen was done that's the survivors fault.
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The old "get good" argument. Weird how that never seems to apply to Killers, who should expect to be able to tunnel out the weak link whenever it suits them.
Hens has the takes of a player who has 10,000+ hours in the game, which is probably 10,000 more hours than most people will ever have. He genuinely has some of the worst takes for the health of the game from an average DBD player's point of view. I'd say if BHVR keep listening to highly experienced (and only highly experienced players) like him, they're going to end up with a game that only Hens and his streamer buddies will ever want to play. But I know the game has enough licenses and constant player churn to stay alive indefinitely at this point, so it's a moot point.
I do think if we are to have mixed skill lobbies for the sake of queue times like we do right now, then weaker Survivors need better base-kit defenses against tunnelling and slugging than what we currently have.
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survivors have plenty of perks to counter tunneling and slugging, we don’t need basekit anti tunnel or slug because it clearly won’t work.
-24 -
Yeah it was a very bad idea from the beginning. They should have focused all that energy into fixing Twins, Houndmaster and lot's of other bugs in the game for killers and survivors. That is QOL changes not destroying the game with huge buffs for survivors or killers no one wants. People want a good game and we have that already just fix bugs and maps, buff weak killers like Trapper and Ghostface etc.
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Generator charges increased from 65 to 70
Generator charges increased from 70 to 80
Generator charges increased from 80 to 90
Toolboxes nerfed multiple times
Stacking repair penalty introduced for multiple survivors on the same gen
Stacking repair penalty increased
Great skill check bonus halved
Reduced gen kicking interaction time
Doubled immediate regression from kicking gens
Requirement to repair 5% to stop regressing gens
Prove Thyself nerfed to give a smaller bonus to coop repair
Survivors spawning together to make spreading out on gens early more difficult
"NONE in all the game lifespan to address gen rushing" btw
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Brand New part also nerfed twice. First from instant gen completion to bonus gen progress, then to the current version with a flat reduction in total charges required.
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I don't even think they liked their own proposals either. Compare these to the grandeur with the end-game collapse and it feels way too artificial, disconnected.
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Double the bug fixes DON'T MEAN SH!
This is what we all see every day we play the game:
A few gameplay bugs here.
A few visual bugs there.
Some UI bugs in there too.
…
…
…
…
…
Now here's how many bugs are ACTUALLY in the game:
…
…
…
..
.
..
.
…
…
…
Safe to say BHVR has a LOOOOOOOOOOOOOOOOOOOOONG way to go… :/
Post edited by thrive2survive on1 -
Never applies to killers because they indeed have to get good to keep up with all braindead crap survs gets.
Tunnel for example requires you to be good at chases while gen rushing can be pulled by a trained goat, cat, dog or whatever.
I don't like Hens either, but he's right with this take. Dedicate yourself to learn things in general instead of expecting them to get easier.
Balance always have to be done taking high skill at it's base so people have to improve and thus making matches better for everyone.All of this and it still not enough because tunnel is still better at dealing with gen speeds. There shouldn't be possible for a single person to finish a gen in 34s or a duo in 22s.
Tunnel and gen rush have to be addressed together.-16 -
Just create new objetives at this point. To begin with, generators were never fun for either side. The game needs to reinvent itself, starting with eliminating tedious tasks and mantain the only interaction: chases.
The changes to slugging and camping never had any future, anyone with half a brain knew it was unrealistic. But they have already entered a vicious cycle of appeasing the whiners, from which they are unlikely to escape. That first slugging and camping PTB was probably the biggest mistake in the history of DBD and may have initiated an inevitable decline of the game.
-14 -
Prove got nerfed, toolboxes got nerfed, toolbox refreshes got nerfed, BNP got nerfed…
So no, +10 seconds was not 'the only thing'.
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Still not enough since gens can be completed in a third of what's intended.
-19 -
they could make each gen take 10 minutes and killers would still tunnel because they like playing handicap mode 3 v 1. Stop pretending. Killers tunnel because they want easy games not fair games.
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I personally love challenges and would ignore a recently unhooked surv or go for one of them that has less hook states if I had another thing almost as good as taking one of them out of the match fast.
BUT 8 hooking and win is impossible if you are not Lilith Omen or someone with the same lvl of skill.-10 -
It shows how much stronghold sweaty streamers and killer mains have. Nothing meaningful for survivors will ever come to fruition.
At least killers will have their agency to play how they want and survivors are at the pure mercy of one other player to decide if they can play the game. This is literally the feedback the devs honored and chose to go with.
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its not even close to impossible. Im no where near as good as lilith and do it frequently. Yeah the pallet density update made it a little harder but it’s still absolutely do able. I try to be a 12 hook andy but most games its 10 or 11.
Sounds like you lose to many mind games.
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I agree completely. Thing is, I know how to counter or deal with all of those things. Nothing makes me happier than my Blood Warden making teabagging survivors regret their life choices.
- signed, A P100 Pig Main.-3 -
Actually there's another thing that make me don't go for 8 hooks on purpose: it's basically letting survs win.
I hate when this happen to me (someone letting me win), so I'm as hard and relentless as I can be, punish any mistake and expect the same from my opponents in any game.
If a surv that should've escaped didn't because he/she was screwing around I personally drag them to the exit and I refuse to escape if the killer gives me hatch or do shenanigans that allowed me to leave when I'm a surv.-12 -
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It's really not letting the survivors win. I play for 8 hooks but I time manage myself as well. I'm not spending half my game looking for a survivor that's purposely hiding, for example, because it's also on the survivors to realize their hook states are a team resource. I also won't overcommit to a strong looper. Their weakness tends to be altruism and that's where I focus on getting them.
People who 8 hook then kill don't play by "8 hooks or nothing." That's the goal but it's really about time and map management, and honing your skills. It's about purposely avoiding the path of least resistance.
And ultimately, it's about keeping my interest in the game. I need challenge to stay engaged. I still win most of my matches playing this way, and when it's not a win it tends to be a draw. On the odd occasion I walk away with a loss but I don't even care because I know the better players won, and I'm okay with that.
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exactly how i play well said.
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I see your point.
For me it doesn't work if I see two survs together and one of them has more hooks. I'm always going to the one with more hooks because otherwise feels like I'm letting them win.-4 -
If I play ten matches in a session, I almost always have one where I did piss poor, got 0 to 3 hooks, and got a 3k or 4k in end game without an end game build. It's not just possible, it's common. Happens in my survivor matches all the time too. Survivor equivalents of a comeback like that are pretty much nonexistent.
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Gens can be finished solo in 30s and with a partner in 20s.
The build you're referencing is Stakeout, Hyperfocus, BtL, and Bardic, yes? Unlike tunneling, this build is not very common. It also takes set up. You have to linger in the killer's terror radius, then you have to go through the Bardic animation, and receive a random result from it. Then, when you're done with a gen, you have to spend time in a locker for BtL. Factor in all that extra time spent preparing to do a gen instead of just doing it. Three parts of set up when you could have just been on a gen, or brought Resi and Deja Vu while hitting great skill checks. Content creators doing odd or niche things for views isn't a reflection of actual in-game realities from regular players.
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I tried telling everyone theres never going to be help against these broken mechanics because killer mains want their easy wins. So if any kind of help to prevent tunnelling and slugging gets put on the table killer mains immediately whine. Way to stick it to solo q survivors yet again.
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I think there were many good reasons why this iteration never came in, though the fact none of it did is surprising... 30 of Endurance and Haste is dumb, but Elusive was fine... I see no reason that should stay on the cutting room floor.
Now is the time to strike while the iron is hot and talk about what tunneling changes SHOULD happen, so the killer can spreads hooks and actually generate pressure instead of throwing the game...
Would also be nice if we can do it without smashing m1 killers into the dirt... again.
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