I don't know a good title for this... game-feedback maybe?

DevilDragoon
DevilDragoon Member Posts: 4
edited May 2022 in Feedback and Suggestions

little review and general feedback from a player with 1257h in dbd. [side info: mostly played solo/duo]

When i look back i'm not sure if i would say i had fun or a gameplay at all. Well, here's my story:

After many hours of getting better and better in chases against killers i got a point in matchmaking where i only met tunneler and camper every match, so I couldn't call that gameplay or fun when either one of the team or yourself is straight up tunneled or camped out over and over again. I've seen much from insidious camping bubba to killers setting timers to avoid ds but regardless of the no-fun part against this playstyle it is not even rewarding here an example:

Tunneling: If you are being tunneled out you might get 8k boldness bloodpoints and that's it nothing more because you have to run for your life and can't do anything else the whole time meanwhile the others couldn't farm boldness nor altruistic points leaving that categories at nearly 0.

Camping: Basically to be short the match ends boring (at some point i saw youtube vids on my 2nd screen during the match because when you are on the hook you're dead nothing to do about and if not the killer won't come to you anyway just camping that hooked dude) with additionally no one getting more than 16k bloodpoints.


Let's now think of some solutions to make such a playstyle as miserable as possible:

Against camping add this mechanic:

if a killer is within 32m (normal Terrorradius range) of the hook the timer is paused and resumed as soon as the killer leaves it. This would make camping impossible why is such a thing not in the game yet?

Tunneling:

1.) Add perks like: 30s cooldown: you can take a protection hit for someone without being injured.

2.) Ds shouldn't run out after such a short time (maybe add another minute or 2 then it would be ok) and if triggered either the killer is stunned for much longer (at least doubled the time) or just reactivate the perk over and over, so that the killer is forced to not tunnel someone out. This perk alone as "fear" (the existence of this alone, not that someone actually uses it) would be enough to reduce the amount of tunneling killers extremely because this would be a perk that will make tunneling killers loose this round completely.


After that said now to another part I think of quite important to mention:

The metaperks especially for survivors, if i understand it right you want now to rework and improve other perks to make them more appealing to play instead of the meta ones and in case of dead hard i can understand that reworking other exhausting perks could be the answer here but in case of bt and ds i doubt that will work. The reason behind this is simple: have you ever questioned yourself how this meta was formed? It's clearly obvious when thinking about that question that these perks are taken against a tunneling and camping playstyle and the fact that they are meta (most used) perks on survivors shows that this playstyle is not uncommon on killers so instead of doing something against tunneling and camping just making other perks more appealing with the same tunnel and camp issue would not change anything at least in my opinion. In my view bt should be even introduced in the base-kit I mean most current survivor-meta perks can be avoided by the killer by just not being/playing like an *******. For example: if you as killer don't run after the person which was unhooked instead chasing the person which unhooked... this 1000IQ move makes bt and ds 2 of the "strongest" and most-used perks completely useless and would bring fun back to the game but here we are killers complaining about those perks...


My final words are that I am currently in a state where I quit the game and I decided when someday something is done against camping and tunneling I will come back because its still a great game. Have a nice day.

Post edited by DevilDragoon on

Comments

  • Stroggz
    Stroggz Member Posts: 514

    Ds shouldn't run out after such a short time (maybe add another minute or 2 then it would be ok)

    Yeah right, DS 3 minutes when the match is sometimes 4 minutes. xD

  • DevilDragoon
    DevilDragoon Member Posts: 4
    edited May 2022

    How's that strong? i mean litteraly either you deactivate it yourself and work on your tasks (doing gens) or you are those 3 mins useless and just doing nothing which ofc will result in matches that are not 4 mins long. The only thing it changes in my sight would be that a killer will loose A LOT of time if the player decides to Tunnel and wait (the remaining time after the chase) of ds out

  • DevilDragoon
    DevilDragoon Member Posts: 4

    Hey, yeah im prepared for the killer-mains dislikes and hate^^

    but I didn't know that the timer was tried before but to avoid exploiting it which i thought of too (i wasn't sure if i wanted to add this in my post) is to pause it only if the killer is not in chase so a killer being in chase in that range of the hook doesn't pause it... that was at least currently my idea but since i don't know which problems or exploits this still brings i decided to not add it in my post =).

  • Mozic
    Mozic Member Posts: 601

    I mentioned in my own post that negative "disincentives" to try and punish tunneling & camping out of the game will cause a lot of stress without addressing underlying incentives that encourage the behaviors to begin with.


    "if a killer is within 32m (normal Terrorradius range) of the hook the timer is paused and resumed as soon as the killer leaves it. This would make camping impossible why is such a thing not in the game yet?"

    If a killer wanted to grief, having an indefinite way to keep a hooked survivor trapped would be a pretty great way to do so.


    2.) Ds shouldn't run out after such a short time (maybe add another minute or 2 then it would be ok) and if triggered either the killer is stunned for much longer (at least doubled the time) or just reactivate the perk over and over, so that the killer is forced to not tunnel someone out. This perk alone as "fear" (the existence of this alone, not that someone actually uses it) would be enough to reduce the amount of tunneling killers extremely because this would be a perk that will make tunneling killers loose this round completely.

    I think increasing the duration wouldn't be a bad idea, though if you were around for before the perk was nerfed, you'll find that killer's "fear" of DS when it was more ubiquitous led eventually into killers adopting a mindset of "getting DS out of the way" and intentionally jumping on the opportunity to trigger it so that they could ignore the effect later.

  • Valik
    Valik Member Posts: 1,365

    I don't think buffing or adding perks should be the way to go.


    In order to make Killer players engage with the game more, it's gotta be made so that camping/tunneling is an inefficient use of their time.

    These are core gameplay issues and I don't think buffing survivors or their perks will be the healthy solution to this disparity.

  • Chiky
    Chiky Member Posts: 1,139

    As a main killer, I don't get why camping. It's a waste of time.

    Tunneling is not an issue unless it's made on purpose, like "f*ck this Leon in particular" and follow them only until they die. It's pretty innefective. As a killer, you have more incentive to go after the survivor that is closer to death than the one that is not. Besides, most of the times killers just follow who they see. If it happens to be a survivor they have already hooked or hit, hoe is that tunneling?

    The only times I purposely tunnel someone is when they are toxic, teabagging me and blinking their flashlight the entire game. The do it once, and i'm ok with it. They do it twice, I'll follow, but keep in check the rest of the survivors and the generators, aka as not focused on them, try to hook them or something. They do it three times and my game objective becomes "Watch that survivor bleed out and die." If you're going to be annoying, i'll make it annoying. At that point I don't care if I get 0 BP after the game.

    As for your proposals, I don't like them at all. The game does need a change, but it's more than just fixing some perks.

    When I play as survivor, I find it extremely boring all the time (except when the killer is friendly and lets me do my challenge so i help them close the hatch at the end). I haven't faced a killer tunneling me yet, but I have faced a camper once or twice. The thing is, when I'm hooked, if i see no survivor nearby, i will just try to get myself unhooked, if I fail and still no survivor nearby, i just let the thing kill me. It's not tense, it's not fun, it's just boring to be hooked and waiting for something to happen. Being camped or not, it doesn't change that. So, from a survivor perspective, I really don't care if you camp me or not, and from the killer perspective, I find camping just a waste of time (not to mention survivors can still unhook and save a hooked survivor even if the killer is camping).

    There are several things I would do to change both issues. First, I would change the try to escape the hook mechanic to a serie of skill checks. If you don't miss them, the survivor reaches the hook, disarms it, and they can run (triggering something like BT), making it difficult to be hit again, and disabling that hook for a while. Of course, the skill checks would be fast, with no time in between and no skill check warning. I think the green glyph has something similar. In this case, however, the survivor would not lose life when missing a check. Instead, their progress would go back to zero and they'll have to start all over. I'd do that so being a survivor wouldn't be as incredibly boring when hooked the first time as it currently is. In the second stage of the hook, I'll keep that same mechanic, but increase the difficulty, and the survivor would lose life each time they miss. This would solve the camping issue too sincez if the survivor manages to escape the hook, the killer would have not only wasted their time, but also would start a new chase and would need to use a different hook.

    For the tunneling issue, as I said, I don't see an issue with that. If not combined with camping, you hook the survivor and then what? you leave to search other survivors, so no issue there. If the killer is just chasing down a single survivor for long time, that survivor is actually helping the rest of their team by keeping the killer busy. So there's also no issue there either.

    The real problem, however, is how little deviance the gameplay in general offers. As a killer you hunt and hook. As a survivor you repair generators, open the gates, and that's it. When a game offers so little variation, it's obvious players will get bored. Add to that the fact that even the builds are almost all the same and repetitive... The game needs a massive rework, not only in the perks issue, or the camping issue, or the grinding issue... It has a lot of protential, but it feels that the developers don't want to improve it... They'd rather have a dating simulator than improve their main game... smh

  • DevilDragoon
    DevilDragoon Member Posts: 4

    Sorry for the late reply,

    (1) As Tunneling I refer to killers that when they see someone was unhooked they drop their current chase and run back to get that dude in the 2nd hook stage (repeat for the 3rd). To have 1 survivor dead or disconnected early game and you practically win the game as killer (this is why tunneling is in meta).

    (2) So when you play as Survivor you are an extreme Anti-mate, you ruin the fun for the other 3 Survivors and throwing the round for them with your actions. Consider thinking as a TEAM.

    (3)Further i really like your ideas of the hook mechanic change etc. and i agree to give survivors some different random tasks instead of just 5 generators would be quite interesting to have