Unpopular opinion: it's no wonder some killers resort to camping/tunelling.
I'd just like to preface that I play mostly survivor, but sometimes play killer when I'm feeling up for it.
My reason for creating this discussion is that I played solo-queue and matched with what I can only guess was a three-man SWF and loaded onto Crotus Prenn against a Wraith. I'd just like to clarify that this was obviously a new killer; they had four tier one perks (Wraith's three teachables and NoED), default Wraith skin, and it was pretty clear during chase they had little-to-no game knowledge.
Anyway, I felt so bad for them: whenever they managed to get a down, the SWF just body-blocked and flashlight saved (not sure why as this killer was obviously no threat to them escaping). They completely denied them any hooks, constantly took hits for each other, baited out OTR/DH etc. Alongside this, there was plenty of teabagging, flashlight clicking, and spam vaulting windows/pallets to get attention.
Skip to the end game: they open the gates and decide to stick around for a while before realizing the Wraith had NOED. They got two downs (myself, and one of the SWFs). The other player got hooked and the Wraith face-camped them. The timer was quite low and as the map was so big the others struggled to find the totem and got pushed out of the gates by the Wraith. Anyway, the other player let themselves die on hook, then the Wraith picked me up and let me struggle out to escape: they nodded at me and hit his bell a few times which was really cute. 🤣
Come to the end-game chat and the others are like "Why did you let Jake (me) escape"? and they replied with "because he wasn't toxic and played the game normally". There was then the usual influx of abuse ("GG baby killer", "NOED carried you", "trash camper", etc).
This player added me and we're going to play some 1v1's to improve their chasing skills and they're actually a really cool person. Now I'm not saying all camping/tunelling is warranted, but what I'm saying is that after all that grief these players gave to a new killer, they then expect respect and 'fair play' in return!? You go out of your way to make it a difficult experience for other plays (which is fine as you're not responsible for someone else's fun), but then you can't be surprised when players grief back. Honestly, as a survivor main I cannot stand these types of survivors. Sorry for the rant - it needed to be said.
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Thank you for sharing your experience.
It is an old issue: if a killer is weaker than the survivors, the survivors start to bully the killer, being toxic without end. If survivors are weaker than the killer, they start to thrash talk him in after game chat and start complaining and whining in this forum. "Ohh, I can not bully nurse or blight, nurse and blight OP and need a nerf".
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Some players want to kick while they're down and get angry when they can't.
This is a universal thing.
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Interesting thing is that I met toxic survivors 5-10 times in all my DbD life, although I saw a lot of "bully" squads. Maybe it somehow connected to my server, or because I don't camp, or some other reason. But it's either gg, or love letters if I let someone go.
But as survivor there are plenty of toxic killers, every 3rd or 4th will be angry kid. Thats my experience.
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They're lowest common denominator strats, which means their simplicity and effectiveness have a good ratio that is universal to all killers. situations like you described definitely contribute to them, mostly because people fail at more advanced strats and see them as unviable, then fall back to "what works." The way the two of you handled the situation is pretty wholesome, especially with the 1v1 lesson offer. I used to absolutely love Ardetha's coaching videos because they were great at this very thing: When people understand what they need to improve, and how they need to fix it, it helps them perform better and need to fall back on the LCD strategies less. It just makes the experience more enjoyable for all parties involved. Its not even a killer specific thing, but the situations you described tend to happen more often to their side due to the bullying potential you mentioned.
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Bad manners are carelessly cultivated in this game I guess, though I don't see them nearly as often as I would have expected.
I think people tend to remember more the negative experiences than the positives, so when thinking of the game you'll most likely remember being tea bagged or clicked at or camped rather than the normal games, or even the games where people were being nice.
I personally keep screenshots of the fun/nice postgame chats I get pretty often, and I find they outweighs the unpleasant ones.
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Then it must really be a platform/regional thing because I let survivor intentionally go, after playing normal until 8 hooks, during the last 2 years. (Killer only)
I got mostly silence, "GG's" after games where i didn't even get 6 hooks aka got stomped, sometime gratitude (mostly during events) or the general toxic responses. And the nice and not nice were vaguely equal.
Not very much nurturing a friendly environment from the killers.
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I think part of it is also how obvious being rude or toxic is compared to being nice. More often than not, nice and polite actions don't have the context to be understood as being as polite as they are, either through lack of being able to convey that or lack of being able to understand it. When no good deed goes unpunished, it tends to discourage them as much as the negative ones encourage further toxicity, sadly. Sometimes trying to make it obvious just makes people think you're asking to farm D:
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As Killer if you dont camp and tunnel is rare to get hate, I dont play like that and I almost never get hate on postchat, same as Survivors, if you dont tbag or try to the be obnoxious Killers rarely will diss you on chat either.
I honestly believe people who get that much hate is because they do something to earn it, its like the "I got a 48H DC penalty and I ragequitted only once! I swear!!" threads you see from time to time here, like inmates being there because their lawyer messed up or they are victims of a huge legal mistake.
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It’s the name of the game sometimes.
Because on the flip side you have survivors who don’t body block or take hits meanwhile they killer is playing as scummy as humanly possible.
All of us were there, I still get tbagged and clicked, but it’s a little different now that I am experienced. Not to say anything warrants unsportsmanlike conduct but it is a game norm at this point.
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What you're saying is very true.
It's hard coming across as nice or respectful as killer and still be taken seriously afterwards, or it can be confusing for the survivors. While at the same time, bad behaviors go unchecked by the game and are even rewarded in certain cases.
Since you can't really prevent some bad behaviors without it impacting negatively on other functions of the game (for example, preventing teabag with a crouch timeout would impact negatively communication among survivors), I guess the second best thing is for everyone involved to learn not to take to heart some little amount of BM. For example, I tend to see tea bagging while in chase as more of a playful attitude rather than mean intent, and I've been less agitated or anxious playing since then.
It's sad that the best thing you can do is get desensitized to it, but I don't see BHVR taking a strong stance against bad manners, except maybe for more god-awful chat filter.
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I already said you can still get hate from time to time while playing nice as both sides, my main point is people complaining they get a ton of heat on post chat as wathever side they play its because they are actively earning it, consciusly or not.
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While i agree with almost everything here, I don't necessarily agree with the "just ignore it" part. I feel it would be much healthier for the game if better behavior was rewarded rather than bad behavior punished (or even just ignored.) Make it so that the thumbs up in endgame reports actually does something, maybe if you maintain a certain % of them you get a scaling BP bonus or a small modifier to XP gained or something, basically design it in a way that the only way people can influence it is when its positive, kinda like how upvotes work on the forums here. While its obviously a losing battle trying to fight the low end with the stick, offering the carrot for staying on the good end would do a lot to keep people from letting their frustration turn into anger and leading them down the same path.
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Thanks for all your valuable and interesting responses. It's great to hear different perspectives on this topic.
For the record, I don't for one minute doubt there are countless killers out there who play as horribly and as sweaty as possible (slugging for 4ks, leaving people to bleed-out, etc), so I don't for one minute think it's entirely survivor sided. This experience just sticks in my head because these survivors capitalized off the inexperience of the killer, and went out of their way to make the experience as miserable and unfun as possible.
I guess the moral of the story is: don't be an ***hole whether you're a killer or survivor 'main'. Just be kind, respectful, and try and enjoy the game.
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I didn't mean to come across as "people should ignore bad behavior", I was just saying that as it's what works for me. I do think bad behavior should be punished to an extent, but I agree that rewarding better behavior might be the better way to go.
Your ideas to reward better behavior are by far better than what I could come up with. I'd love to see that thumbs up button get more use. I sometimes use it and leave a kind word but I know very well that no one will read them.
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Another instance of SWF breaking the game and forcing devs to balance around it
Solo Q is miserable
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I 100% agree, and that was something I kept in my mind throughout the whole match. The current balance in the game is:
(Strongest to weakest): SWF - Killer - Solo Q
It's bizarre that killers can get absolutely destroyed by SWF, but sometimes killer feels overbearing in solo Q. It's a weird balance, I genuinely don't know how they can fix it tbh.
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They can't, its impossible in a game like this. People just need to understand and accept it
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I haven't gotten hate chat in two months. 11 hooks, usually let the last survivor go. That's the goal when I play. I win more than I lose, usually have a good time. I ignore the clicky-bois and butt-dances. First hook DC or unaliving by a survivor, I'll make sure I get a hook on everyone then usually play catch and release for the rest of the game until they get out the gate.
I have fun, survivors usually have fun and it's a good time. With the exception of some bad eggs, I think most hate on both sides comes from their own play. I doubt I'm just lucky to get nice survivors all the time in 600 hours of play.
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I had a game as huntress a couple of days ago where for like 3-4 minutes I couldn't hit a hatchet to save my life. I was off and making bad throws the survivors got comfortable and started notification spamming and tbagging. That was right about the time I started to shake off the rust and surprisingly the tbagging and spamming stopped. The last one even tried to give me there item so I wouldn't kill them. I took there item and the hook.
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Thats true, and I definitely know what you mean. I probably worded it a bit harsher than I could have, but wanted to address it since BM is generally done as a frustration enhancer. Generally they are telling the other player that they know whatever just happened frustrates them, and they're taunting to maximize its impact. A given person's temperment is variable enough, but actions like that are designed to try to tilt even those that have more patience than others, while driving the less patient ones to make half of the rantposts we see on here. Just had to emphasize that its impact can have disproportionate impact in the recipient, even when not necessarily just a skin thickness issue.
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The devs use to balance for only solo and it caused so many issues as well. Self care was broken,ds had no requirements just activated on your first down or second or third if you just didn't try and hit the skill check BnP were busted. These are a few things that the devs did when there acted like swf didn't exist. If you strictly balance for solo you'll end up with Swf been literally unbeatable. I'm still an advocate for bring solo as close to swf as possible but that's not going to fix the survivor that never touches a gen.
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Similar situation but opposite experience : my friend once had a daily to play Huntress and hit survivors with hatchets, but he's really bad at aiming and hates Huntress
One of the survivors noticed that even standing still he couldn't hit them, and actually came forward to help him farm his 4 hatchets by coming a bit closer to him whenever he missed his shots and backing away a few steps when he managed to hit her. It was all around quite heartwarming (and hilarious on my end as I was watching him miss his target for like 5 minutes)
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While i feel like bringing swf down closer to solo is the better solution, you definitely get it. The rift between the two is too great in terms of potential, and trying to keep swf in check has been a big part of why people feel solo keeps getting weaker. In some ways its actually better than its ever been, but those improvements go undervalued when compared to what swf is capable of. I absolutely feel the 3 roles need to be brought closer together, and also that it won't fix everything but would improve most people's outlook on any given match in addition to making them more balanced in general.
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I understand what you mean !
And don't worry, you weren't being harsh or anything. :)
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When I was learning huntress I did find a few survivors that would stay around and let me work on throwing hatches. I think is just as fun for survivors to dodge a hatchet as it it's for her to land one.
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You are not wrong with tis assumption, as this was stated all the time way back as the reason why killers camped and tunneled: that the base gameplay loop was aweful and playing killers felt miserable for the most part.
But then patch 6.1 dropped and brought all this sweeping (and sorely needed) changes to killer. A lot of killer players rejoyced and jumped into the role with rekindled killer instinct. Others, though, accepted the new gifts of The Entity, without ever relinquishing the debased and despicable tactics that they had learned during the dark times. This new wave of killers was just as strong and drunk on power, but kept tunneling and camping as their MO.
And here we are: killers are probably at the best they ever were, the role is again scary and survivor mistakes are easily punished and exploited, but hard tunneling and camping is thusly even more effective then ever. When a killer plays the game "like its intended", ie roaming around and sniffing out survivors, then they can still be pretty opressive if played well, but the survivors at least got a fun game out of it, with a fair chance to finish their objective.
But when killers insisting on camping and tunneling they can easily press this advantage for a 2k and might even snowball it to a total party kill. Tunneling has its value as a tactic, especially against strong SWFs were you might force survivors to take protection hits that would otherwise just sit on their gens, but against soloQ its most often overkill, at least any time before the 2nd gen pops. At 3 gens it feels totally alright to finish off a survivor, but any time before that and the game is basically dead on arrival.
I would love to see Reassurance to work at 12m, so that you can more easily punish real facecamping killers, and Camaradry/Kinship to work on both hook stages and giving every survivor an indicator that it is in play. This way you could really extend the hanging time and frustrate a camper enough that they might patrol gens, while not let anyone being taken hostage on the hook.
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The problem if you bring swf down is your basically nerfing people for playing with there friends and BHVR has said they won't to that nor should they imo. The biggest advantages that swf has over solo is communicating and knowing who your playing with and there is no real way of removing those. Sure you can say swf aren't around to use comms it's now against the rules but how does BHVR police that.
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If I'm playing killer, Survivors seem to be toxic no matter what. You let one have hatch? "Why did you let THAT one go"
You 4kd? "Op killer, op perks"
You 3kd? "Baby killer couldn't get everyone"
Honestly makes it easier to ignore post game chat as every single match is verbal abuse unless you stomp them into oblivion.
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Ah, but not if it's done in a smart manner. All you need to do is nerf SWF's potential instead of their average performance, and it then only affects the ones who try to maximize the advantage. You could do that through preventing synergies, applying debuffs that target maximum efficiency, blocking specific perks from functioning or limiting their impact, etc. The majority of SWF are playing for fun and most of them aren't even 4 man sweats or anything, but there is an extreme lack of sanity checks in the game to prevent how out of control some factors can get. You have to consider two different types swf when considering how to address them, as you mentioned.
Things like comms will always be there, but imagine how much of a null issue OoO would have been all that time if it didn't work when you were in an swf? Or if its effect on when the killer could see you was permanent?
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I am also a big fan of encouraging good behavior. So while I gave some easy fixes in my above post of how to punish campers, the other side of the coin would be some small incentive to actually leave the hook.
My dream would be to give killers a small BBQ like effect as basekit: after hooking show them the aura of the survivor furthest away who is minimum 24m away and give them a short but substantial speed burst if they move in that direction and aren't in a chase right now. Old BBQs biggest contribution to the game was that nearly every killer equipped it for the BP gains, but then got drawn off the hook nearly automatically, because the perk gave them a new target. Basekit stuff is always an iffy subject, but I believe that we could change a lot for the better by making "leaving the hook" worth it for the killer instead of giving them the feeling that they are hurting their proposition of winning.
If you take both together, ie basekit mini BBQ+speed boost to get away from the hook AND making Reassurance and Camaradry/Kinship painful for killers to deal with, we will shift the meta from tunneling and camping over to chasing and looping.
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I believe it is sophistry to say that it is not a problem because it is not seen often.
I wish everyone would be respectful to their opponents in playing online games.
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As a baby killer I too am faced with these SWFs that are challenging. I wait for an opportunity and try to capitalize off their mistakes of being so bold and brash. I once went against two identical Steve’s running the flash light perk Residual Effect. They’d bait me in a chase gl down by a locker and the other would sprint out and blind me once I picked up the survivors.. Well after several minutes of that I just slugged it out for the remaining of the match. The other 2 survivors were just as toxic but without flashlights. I had no hesitation in killing all of them. I’m so bad at killer I usually just farm but once they started w the toxic behavior I decided they all would die no exception. I was playing Spirit for the first time in my DBD history so I understand being outmatched and played.
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I can relate. Yesterday though I got a group that was absolute potatoes and I just didn't want to kill anyone (I was playing late game Myers) and at 8 hooks just scared them, downed 3, threw them on a pile and let the last one pick them up. After that I let them finish their gens, but one Kate player accused me of bullying and non cool gameplay :D
I can somewhat see why, but sheeesh, ya all got out and survived.
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I 100% agree with this.
The lack of any information often leads killers back to the hook when their search runs dry.
Some basekit aura reading would go a long way for everyone’s benefit.
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Blight and nurse just aren't enjoyable for me, so it's not an issue there. I don't try too hard to create 3-gens, if it happens, it's usually on the survivors so they generally don't complain. STBFL...I mean if I'm really trying to get full value out of it, I use it on killers that can either get around it like Nemy, or can minimize it like Slinger.Otherwise I use it as I can, but there are three other survivors and if I have to sacrifice some stacks the so be it, I can build them up quickly enough.
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Yeah, a lot of times it's a case of know your audience. I'll usually let them wiggle off until they know I'm not out to kill them.
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I've experienced it first hand on both sides too but I'm pretty much a Solo Q Survivor main as well. (1,300 hours so far) So I've gotten plenty of BM from killers in game (and teammates too sometimes) for no apparent reason or for not making some foolish play or a pointless hook trade fast enough.
Sometimes the killer is just mad that I ran or looped them for too long, or I pallet stunned them a couple times in a row in a chase or blinded them with a flashlight for extra points when they break pallets. Or I was evading them too well a majority of the game. Some people are just sore losers/winners and not much can change that.
I started to just credit it to them having a bad streak of games, or wanting to teach some kind of weird trivial lesson to random players they suspect might be in a SWF.
(Apparently Solos can't possibly be good at teamwork or the game, according to all the latest gossip)
Maybe they were just afraid of having to chase me down again in a fair chase so they tunnel me off the hook or leave me slugged? Who really knows? It's hard to tell what the other side is thinking unless they specifically tell you why in end game chat. (If they even can because of cross play) I play on the Xbox Series S, so I can't chat with anyone besides other Xbox players and I even set that on private to just avoid hate messages from salty killers and raging teammates all together.
Those rare occasions when you do bond and have fun with the other players (Especially on the opposing side!) are so wonderfully refreshing though! Those games are what keep me optimistic that it's not always going to be a bad time in the next game.
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Breaking the game where?
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Camping and tunnelling aren’t really weapons to punish bad survivors they are just gameplay tools, same goes for the body blocks and saves again just gameplay tools to be used when needed.
It does kinda suck when people engage in really obnoxious play especially when they expect fair play in return.
If you’re gonna use every tool in your arsenal to deny an opponent’s objective then you can’t be upset when they do the same.
Players like this always make for bad games.
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I agree with you, but tbf, I have tunneled those kind of players out of the game a fair amount of times. The good ones that wasted a lot of your time are a classic example of being "too dangerous to be left alive", especially if I suspect that you might have seen my totem during the chase ^_- Victim of ones own success, so to speak. But a too hard fixation on that one good player can easily lead to your own downfall, as you let the other three survivors do as they please with the gens. So normally this needs to be tempered and be applied in the right dosage ... but BMing after each successful vault or palette stun will greatly increase the likelyhood to get tunneled out ^^
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That is a fair point and I agree with you as well. I've played enough trials now to notice when someone is doing something just to secure their win or when it's more malicious. But yes, sadly the BM happens on both sides more than we all would like to see.
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I also think the solution is to bring down the SWF escape rate. It’s not “punishing people for playing with their friends”. It’s balancing for all the extra game advantages people get when they have access to voice communication.
And I still think the best way to do this is to calculate SWF MMR higher than they currently do (even if this sometimes requires giving SWF a higher MMR soft cap). This way, you aren’t changing any in-game mechanics, but you are more fairly matching SWFs up with stronger killers, to account for the extra game advantages of voice communication.
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One of my fondest memory of this "mid-game-bond" that you talked about earlier was this:
I was playing Pyramid Head on Ironworks of Misery and that one good player was a Yui. I chased her all over the place, got palettes slammed into my face a couple of times, but then we arived in a Jungle Gym and she was a little bit ahead and had stopped to do a gylph of some sort. I averted my swing mid-strike and let her finish. Afterwards we stared at each other for a couple of seconds, then I smacked her and we resumed our chase. I eventually got downed her and the game ended, somewhat luckily, with a 3K and Yui getting hatch. I would have given it to her, but she was there first. We had a respectful nodding at the hatch and then she went away.
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What a fun and respectful exchange! Both testing yourselves to the best of your abilities without being rude about it. 👌 Props for letting her get her glyph mid chase! I'll share a fond bonding story as well.
One time I was playing against an Oni at Ormond, he just couldn't catch me at the safer loops to get his power and everytime we met at the windows we both nodded vigorously at each other in a fun way. He left me be and slaughtered my team and closed hatch too.
Then he started patrolling the gates as the timer went down. He walked right past me when I was hiding at a small loop by one gate as he headed to the other one so I made my move to open it. It was about 95% when we saw each other and I knew he could have hit me if he wanted to but I also had enough time to open the gate too. He stopped and stared at me so I let go of the lever and turned to look at him and we both nodded to each other again.
I dropped my toolbox at his feet and then opened the gate, turned around one more time and gave him a quick point and nod and then slowly strolled out as he went further back into the map, I assume to find something to farm really quick while he still had the chance.
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Last night i played a game, and there was this Nancy, she was good, i was playing trapper. She had me looped dodging my traps couldnt get a hit on her so i left.
As soon as I stopped chasing her she was spamming fast vaults so I ignored her and ended up getting myself a meg going for my first hook with one gen done, Nancy came in and got the sabo and i smacked her and meg wiggled off.
Turn around after the stun saw both re downed meg, go to hook her and here comes Nancy again, got the inside track on her and downed her and hooked meg.
Nancy being a stand up citizen starts crawling away so i cant camp both, so i took Nancy and hooked her.
I felt bad for Nancy because she had wanted my attention so badly and i hadnt given it to her, so i trap the heck out of the area, so we can be alone together and we had a staring contest which i won as the entity took her away for blinking first.
Turned a 4k because i caught the other 3 at the door, i dont run NOED, could only hook one, and let the other 2 bleed because it was the same corner Nancy died in and the other hooks were too far, and i was too tired to carry them after all those swings of my Machete.
The question is was I toxic?
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I love when baby swf's trying to imitate their favorite streamer try and do this stuff vs me. "Oh no this blight actually has the capability to slug us when we are all hovering around him?". Like yeah you aren't supposed to be able to get away with playing this way, especially the few games I run alch ring. Sorry you guys didn't get pig I guess.
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Thats exactly whats happening. Killers get bullied, then take that out on the next group, which in turn take that out on the next weak killer and so on. Thats why seasoned nurses don´t show much mercy. Since they got fed up learning nurse and getting ridiculed by survivors during the process.
A viscious circle only few try to break.
Originally the sbmmr aimed to avoid that. But it seems there is little left of that. As its still impossible to learn nurse/any new killer, while you have a decently high mmr = lots of frustration.
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True. I have a theory: if a killer is real mean, you have to find out, what happened in his last match.
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Topic: true
Also true: it is no wonder solo survivors try to do gens as fast as possible, because even a second not on a gen means a full team wipe because the killer decided to hard tunnel the first hooked player and the resulting 3v1 is an easy 4k for even a bad killer.
This game has balance issues.
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