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BHVR, can you post and balance around win, draw, and loss rates instead of kill rates?

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adsads123123123123 Member Posts: 1,132
edited September 2022 in Feedback and Suggestions

Kill rates aren't as useful or accurate as win rates. Killers typically interpret 0-1 kills as a loss, 2 kills as a draw, and 3-4 kills as a win. Kill rates can be misleading. For example, say the results for 3 matches were:

1k

1k

4k

This would result in a 50% kill rate but only a 33% win rate. If only kill rate was shown, it would make a certain killer seem balanced when in reality that killer was losing most matches.

The kill rate will likely be higher than the win rate because when a killer wins, it's typically a 4k rather than a 3k. A 3k usually only occurs through hatch escapes or when the exit gates are too far apart to patrol. This theory is supported by data from NightLight (https://nightlight.gg/killers). It can be seen that on most killers the 4k rate is almost double that of 3k whereas 0k and 1 are about the same. This would result in a higher kill rate than win rate.

Balancing around a 50% kill rate is a poor way to make the game feel fun for killer because as previously mentioned, the win rate of killers is likely lower than the kill rate, so despite a 50% kill rate, the killer may be losing most of their games and not having fun. Getting 4 kills that one match does not offset the 2 losses the killer incurred.

Additionally, I think that mmr should be based on wins rather than whether a specific survivor is killed or not because DBD is a game based on objectives. A survivor that dies could contribute more than one that survived. Awarding mmr for surviving is like awarding mmr for kda rather doing the objective.

Finally, games where any player disconnects should be excluded. If the killer disconnects, it's 4 escapes for survivors. If a survivor disconnects, it's usually a free 4k for the killer. These games aren't representative of a normal game. I've been tracking my games as killer and the disconnect rate is actually significant. In 20% of my games, at least 1 survivor disconnects.

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Comments

  • dugman
    dugman Member Posts: 9,713

    Interesting observation on win rates versus kill rates. Nightlight for some reasons doesn’t show the overall kills per match breakdown, it only shows that breakdown by individual opposing killer, but it would be interesting to see the overall partition of kills per match (percent of 0, 1, 2, 3, and 4 kills) and from that see what percentages are “wins” based on 3-4 kills being a win.

    By the way, note that this could explain why the devs are ok with a 60% or so kill rate. If as mentioned in the original post the kill distribution is such that the kill rate is higher than the win rate then you could have it be the case that the game has a 60% kill rate but also has an even split of killer and survivor wins.

    One last note, I could be wrong but I seem to recall that MMR itself discounts disconnects and hatch escapes from changes. Also note that the devs have said multiple times they don’t use that flat kill rate number for balancing purposes, instead they have internal dashboards that give them much finer drilled in data to use.

  • jaymiechan
    jaymiechan Member Posts: 52
    edited September 2022

    Honestly, just to point out, there's a Jurassic Park problem regarding basing it all on kill rates: remember in the novel, where Wu pushed and pointed towards a bell curve, but Malcolm pointed out that, due to populace releases, there should be instead a bump-style progression, with multiple bells? We have the same problem just with "skill level" regarding the playerbase. New/low skill level? would have 0K, and in a good long-term game, is where most of the playerbase growth is gonna be, until they put in the time to raise in skill. This means that many learning killers will skew 0-1K. Mid-skill level will be where the balance will be, at best, but High Skill, with the lowest total playerbase, will be broken to hell and back, to counterbalance the low kill rate of, again, the bad-playing LEARNING playerbase with the far higher populace.

    In short, you'd have yet another 3-bump graph, instead of the assumed bell curve, based on kill rates....and being balanced around kill rates sucks because it's based on a growing playerbase who starts out newbs, which unfairly balances against the mid and high skill levels, artificially deflating "kill rates" if bell-curved like BHVR seems to want it to be.

    There's an inherent bias on BHVR's side regarding this, and they need to change the metrics by which they decide what is "balanced" or not.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited September 2022

    i have no clue why people think of draws in video games. Most games heavily avoid draws as it gives inconclusive result. DBD is no different in that regard.

    The concept of draws comes from chess. the concept of Stalemate. In chess, its refer to as draw by insufficient material. Both players cannot progress so they agree with draw. The other stalemate is the inability to move your king or other pieces. One player not being able to progress the game therefore game is concluded as draw. draws in video games come from one player being unable to progress the game.

    dbd does not have have draws really. there is no stalemate in dbd. they used to have stalemate with hatch stand-offs but this was removed for obvious reasons. one side can always make progress towards their objective. I would say 0, 1k and 2k are loss for killer, the killer failed to kill the majority of the team while 3k and 4k are wins for killer. the killer successful killed the majority members of the team. The survivors are suppose to be at odds to escape, while killer is favoured to kill but their objective is harder. the cookie cutter asymmetric win-conditions.

    Closest you get to draws in dbd is if survivor are hiding when two players are left, but I am not sure how common this is. Whisper is killer perk that helps counter this situation but whisper was not one of the perks in developer statistic to be highly popular so I assume these situations are not that common. People do not care about it/put up with longer drawn out games as normal gameplay if the survivors refuses to die. I think what would be good is having killer instinct when two people are left if the killer does not find anyone within 2 minutes but this is separate issue altogether.

    I am not sure if 3 generator can be consider a stalemate situation if the survivor is unable to progress them but that is another issue where generator should be so close to each other where killer can make the game go on forever. its also why I am heavily skeptical on perks like overcharge/call of brine that allow killer to compete with survivor's progression of the game in certain instances.

    win-rate is way better then kill-rate for general statistic. the 1-2k for killer is for tiebreakers... which are only relevant if you are making tournament-type competitive system which dbd does not really need because its not really competitive. its more casual and the game largely centers around casual-fun.

  • dugman
    dugman Member Posts: 9,713
    edited September 2022

    Your opinion on 2 kills not being a draw is just your personal view on what should of shouldn’t be considered basically a tie. The game itself and the devs don’t actually give any clear guidelines on what constitutes a win or a loss. And a lot of people think 2 kills is a tie.

    And yes, DbD is VERY different in that it doesn’t have a clear win condition for killer and survivors, it’s one of the main design flaws of the game in my opinion. Not having a clearly spelled out win condition for both sides leads to some of the issues people complain about frequently, including things like this very thread.

  • Gandor
    Gandor Member Posts: 4,273
    edited September 2022

    Someone dying is survivor's loss. Imagine, that you find yourself and your family in trial. Would you settle for anything but getting everyone unscratched out as a win? No? Then 3 out is survivor's loss and balancing team should adjust killrate like this (so 20% killrate should be the target).


    Is that unfair to killers? So is your 2 out killer loose lookout. Stop being unfair pls.

    Ok. So make suggestion in a way, that at least 1 person gets out more often. My idea is to spawn open hatch when only 1 person is still standing (and another one is being slugged). Because any game that expects you to loose (the odds are, that you will get killed) is inherently unfair. And this is pvp not pve, so the game should not be unfair to any 1 side

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    a draw in games means is no conclusive result. In hockey , for example, if you have even score, like 1-1. in order to resolve inconclusive result, you have over-time until someone scores. Main issue with that is you can have an endless amount of over-times, so in order make the result faster, the teams conclude to do something called shoot out. Its faster to do shoot out then it is to go to endless over-times, however in finals, there is endless over-times.

    The same logic is used in soccer. you play for 90 minutes, then you have over-time and if over-time does not produce a conclusive result, then you have shootouts.

    draws do not really exist in games. they exist in chess because..... well there is no way progress the game in chess so stalemate exists but in dbd, one side can always progress the game and your objective as killer is to kill all survivors as killer or escape the killer as survivor.

    someone dying equals survivor's loss is weird dev design in for survivor mmr system. somehow they concluded that everyone survivor is doing 1vs1vs1vs1vs1 as we are playing battle royal games. survivor is 4vs1 so their scoring system needs have some team element. in order to not encourage survivor to die, i think best way is to make it so that survivors draw when they die if 2 survivor get out and survivor gain MMR if they go outside exit gate.

    4 escape = killer loses most mmr

    1 kill, 3 escape = killer loses 3 values of mmr and 1 survivor loses no mmr(null)

    2 kills, 2 escapes = killer loses 2 value of mmr, 2 survivors lose no mmr(null)

    3 kills and 1 escape = killer wins 3 values of mmr, 1 survivor draws for escaping the random hatch or too far exit gates.

    4 kills = the killer wins 4 values of mmr.

    Its easier to gain MMR as survivor then killer but supposedly, the killer is the stronger role so they're favoured to win. Funny enough, most of killer powers in dbd are pretty... weak but it is what it is.

    Generally i would assume kill-rate would be around 60/40 because killer can a lot of garbage kills like 1-2 in losing games and a lot of extra kills in end game, but I would guess that the overall win-rate would be around 50/50.

  • Gandor
    Gandor Member Posts: 4,273

    And what about making both roles equal and getting rid of cheap game breaking camping and tunneling, to get 50% kr AND wr. Both should be possible. Also killer camping and tunneling is long-time survivors complaint so current status is not OK. (If you prefer to leave it the way it is, then you are satisfied with bad game)

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    i would say camping and tunnel is describing the killer's win conditions. what do you want to change about it? Camping is by product of regressing hooks and the action of camping is standing near 24 meters of hook with intention to push a survivors hook-state from 1->2 or 2->3.

    Tunneling is action of tunneling hook-state onto single survivor. saying the killer should not tunnel is saying they should hook every survivor 2 times first, before killing anyone. Not tunneling is least efficient way to win the game as killer.

    I am not sure what your complaining about within these two strategies for killer. Virtually every single dbd game has these two actions. I have no clue what your trying to fix. you need more details to explain what is game-breaking about these two strategies? what should dbd change to make you happier in regards to these strategies?

  • dugman
    dugman Member Posts: 9,713

    Draws do exist in real games. Baseball games can end in draws for example when they're rained out. Soccer matches can end in ties depending on the rules of the respective tournament. Many boardgames can end in ties. It's not nearly as uncommon you're claiming.

    Also DbD unfortunately has no clearly defined victory conditions regardless, the devs never have said what constitutes a killer winning a game versus the survivors winning the game versus the game being too close to call. So when a bunch of players feel it ended in a tie after 2 kills that's just as valid an opinion as saying the person with the most bloodpoints wins the match or every survivor who escapes wins and every survivor who dies loses and the killer only wins if they got the most bloodpoints, or whatever other system people come up with.

  • fake
    fake Member Posts: 3,250

    I think it's an interesting discussion. May I present other points to consider? Because game balance and emotion are two different things.


    The developer has already said that the line of draw is 2kill-2escape.

    Since half the survivors are dead and the other half are alive, I think that is numerically true.

    But this is for the killer, we are talking about.


    What about for the survivor?

    Similarly, let's assume there were five games.

    0k4e, 1k3e, 2k2e, 3k1e, and 4k0e.

    Now in 4 games at least one survivor is sacrificed.

    Now what if the dead survivor player in all four games was the same person the whole time?

    The kill rate on the game is 50%, but the kill rate for him is 80%.

    In other words, the balance is not taken on an emotional level.

    This is even more so if it is a solo queue. Why is that?


    Next, let's keep this assumption and assume that the survivor is SWF.

    Likewise, identical players are sacrificed, but if we can consider the survivors to be a team, then the kill rate is 50%, both numerically and emotionally; a 4-person SWF, even at 3k1e, can be fun and exciting with voice chat and spectating. "We win!" In other words, with emotion, the kill rate might be 20%.


    Especially for solo survivors, the outcome of the game is whether you live or die. In other words, you win or you lose, so there is no tie.

    But as a game, Survivor is a team of four, and the 2k2e line is considered a draw. This discrepancy between numbers and emotions may make the balance difficult.



    I was curious to hear someone else's opinion on this idea.

  • crogers271
    crogers271 Member Posts: 2,048

    The problem is right now the game treats it as 4 individual matches. So a 1k is a loss for one of the survivors, a single win for the killer, three losses for the killer, and each other survivor gets a win. So in that sense the overall win/loss is reflective of what has occurred.

    Peanits has mentioned that they are looking into more team based rewards/impacts, which I hope they do. I'd rather be judged on the overall team performance than just my own as I feel the game is much more enjoyable when treated like a team experience.

  • Gandor
    Gandor Member Posts: 4,273

    Camping - stand around, do nothing and wait for survivors trying to sweat there heads off to get their teammate out of your reach = low effort, barely medium risk, but huge reward. Tunneling - ignoring everyone and everything - even other survivors body-blocking just to get to easy 3v1 game. Again low effort, some small risk (maybe I am tunneling best looper from all the survivors) but huge benefit.

    I am not arguing killers play it stupidly if they camp/tunnel. I say it's cheap and reduces fun to play against. It feels a lot like playing against (subtle) cheater. The player is not guaranteed to win, but you know he has to put in much less effort then you to win it. That feels bad (and that's problem on BHVR not on killers). The fix is by changing the balance between risk * easyness compared to benefit. Or to say it very specifically - make camping and tunneling hard to do or easy to counter.

  • crogers271
    crogers271 Member Posts: 2,048

    I think you are absolutely correct.

    My feeling as a survivor: if we get the gens done/doors open and single survivor gets out, we won. Anything beyond 1 is just degree of victory.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    they did define by winning and losing in dbd. for killer, the killer wins if they kill a survivor by any means. the survivor wins if they escape through exit gate. the killer one is fine. the survivor one needs a bit of work because their system currently works like battle royal game instead of team-based game which survivor is team based game.

    baseball does not have draws. they have something called extra innings. its similar to over-time in soccer or over-time in hockey. like with the other two sports, you can have 100 extra innings. games really do not have draw's. they are usually trying to avoid draws unless unavoidable like chess. I do not know much about board games besides classic monopoly. There is no reason for dbd to have draw's so I have no clue why anyone talks about that.

  • Gandor
    Gandor Member Posts: 4,273

    Because only killers can't accelt draws and you are another one with this mindset. But ok. Let's go at it your way. Survivors win if at least 3 get out. Everything else is lost game. Now let's ask devs to rebalance game around this premise.

    And no. I see no reason why I should take your 3k as killer barely win. It's your idea so you should be fine with 3 out being survivors barely won if you don't provide at least as good reason as I provided you for 4 out being only acceptable win for survivors (you would not be happy of event where someone you met died).

  • fake
    fake Member Posts: 3,250

    Thank you.

    I can actually play the game as a solo survivor and be the hero that got their attention and saved them when the other 3 were able to escape as a result of being face camped. It may be a bad game experience and there is no incentive for it. Still, it's a win numerically and a win emotionally, which is a strange state of affairs, so I didn't have much to worry about.

    I find the balance argument complicated.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    they win if two survivor escape. the two survivor that escape go up in MMR while other two draw. the reason for draws is that killer would have little reason prevent survivors escaping if all 4 survivor gained MMR. Like this, you technically gain MMR as killer for killing as many players in form of the draw and survivor has incentive to try get all 4 survivor out, but its not completely obligatory. In some cases, its not possible... like leatherface facecamping hooks etc.

    In regards to camping. I think purpose of camping was to create time pressure for survivors to unhook their teammates. The idea fails spectacularly. The regression on hooks incentivized the killer to stay at hooks and disincentivize survivors to unhook survivor as result of camping. In fact the best counter to camping is to just leave your teammates on hooks and be ahead of the generator objective compare to the hooking objective. It creates weird racing dynamic of survivors completing generators vs the killer stand still at a hook.

    Overall, they did try to create perks to extend hook timers like reassurance but killer complained about it. Personally, I do not think hooks should regress during the game and should only regress after 5 generator are done to prevent 99% exit gates but that is just my opinion.

    In regards to tunneling. Killers tunnel because individually hooking survivor offers no reward for the killer. A survivor that is on 2 hook-states is as powerful at doing generator as a survivor on 0 hook-states, so from strategic perceptive, there is zero purpose in ever leaving a survivor alive. Killing the survivor is best form of slowdown for the killer making it the most popular and potent strategy in killer's arsenal in my opinion.

    tunneling is related to win-condition for killer. I do not see anything changing in regards to this unless the killer win condition in regards 3 hook=death for the survivor changes. part of the problem comes from killer getting no rewards for isolated hooks which killers have often asked for slowdown perks that trigger on hooking. the idea behind slowdown perks is that these perk overwhelm the survivor if the killer is successful at the chase, but lose potency if the killer is looped for long time. issues with those perks is that you can use tunneling and camping to strength those strategies. Due to their wide-spread use, they have received negative changes, though some of them remain effective.

    The only way I can see killer not tunneling is by removing the need to tunnel to win. I think only perk that does that is devour hope because devour hope groups all survivors hook-states and sets it to a single number. in DE, it is set to 5. With that perk, you can hook anyone and as long you reach 5 hooks, you will be able to kill survivors regardless of who you hooked to get to 5. you can tunnel but there is no difference in chasing one survivor from another in term of reward. The perk is a hex so its too unreliable, so in the end killer just tunnel because tunneling is certainty instead of relying on the bad rng totem spawns.

    Overall I do not see anything changing in regards to these two strategies. they're part of the game and your better off just improving your chase as survivor to make tunnelling ineffective and doing generators efficiently to reduce effectiveness of camping.

  • dugman
    dugman Member Posts: 9,713

    No, they didn't define the killer winning the match. By your first paragraph you're saying the devs said the killer wins twice if they killed two survivors which is silly.

    And baseball games can end in draws in rain outs. In particular, in the MLB, if two teams are playing each other and tied, and this is at the end of the year and neither team is scheduled to play each other again that year, and the game has no effect on the playoffs structure, then if the game gets called due to a rain delay it can be ended as a tie with no rematch.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited September 2022

    i am not making this up. it is what was explained in the new years anniversary stream. that is how they calculate your MMR currently. it's decent system for killer. for survivor, its unintentionally harder to gain MMR than its really suppose to be but they did say they will consider adding team-based mmr for survivor so that ranking for survivor is easier. Killer has much easier time currently keeping MMR than they're suppose to be.

    if you looped the killer for 5 gens and died, you might not lose MMR in the future if your overall team performed well as result of your excellent chase gameplay. People can stop memeing Patrick with hockey after the survivor mmr is slightly more refined. Killers are going to lose more often, but at least they are improving killer ever so slightly, so silver lining on that front.

    Edit: I went on youtube to find the footage.

    you can watch this video for their explanation for what is win.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 2022

    I am using the term "draw" to describe an even score situation rather than a stalemate situation where no players can achieve anything. To be more specific, a draw is a situation where the killer nor the survivors played significantly better than each other, so the game ends up with an even score and no side wins.

    You are right about draws being rare though as the 2k rate in DBD is roughly 10%. I am not saying every game should end in a 2k. The game can still be balanced with a minimal number of matches ending in a 2k, e.g. 40% loss rate, 10% draw, and 40% win rate.

    You are right that there is no official win condition but I feel like most killers would agree with the win-loss system I mentioned. Regardless, it's important to note that it's unnecessary for everyone to agree with the aforementioned system for it to be implemented because wins and losses won't be shown as mmr is hidden. All of this will occur behind the scenes to balance matchmaking and gameplay.

    I see your point. Some survivors see themselves escaping as a win rather than most of the team escaping and balancing around win rate could lower the escape rate. Ultimately though, survivors are a team of 4 and they need to work together to win. The other 3 survivors aren't working just so 1 survivor can escape. BHVR should incentivize victories as a team rather than a single survivor as this may encourage more teamwork and reduce selfish behaviour.

    You should also consider the emotion of the killers. Balancing around a 50% kill rate is a poor way to make the game feel fun for killer. As I previously mentioned, the win rate of killers is likely lower than the kill rate, so despite a 50% kill rate, the killer may be losing most of their games and not having fun.

    If the game was balanced around team outcomes as I suggested, you would be rewarded for being the "hero". Currently, the mmr system considers any death as a loss, so sacrificing yourself so the other 3 can escape would lower your mmr, which is why an mmr system based on kills and deaths isn't as accurate as one based on team outcomes/wins and losses.

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  • fake
    fake Member Posts: 3,250

    I see your point. Some survivors see themselves escaping as a win rather than most of the team escaping and balancing around win rate could lower the escape rate. Ultimately though, survivors are a team of 4 and they need to work together to win. The other 3 survivors aren't working just so 1 survivor can escape. BHVR should incentivize victories as a team rather than a single survivor as this may encourage more teamwork and reduce selfish behaviour.


    If the game was balanced around team outcomes as I suggested, you would be rewarded for being the "hero". Currently, the mmr system considers any death as a loss, so sacrificing yourself so the other 3 can escape would lower your mmr, which is why an mmr system based on kills and deaths isn't as accurate as one based on team outcomes/wins and losses.

    Thank you. I fully agree with your opinion.

  • dugman
    dugman Member Posts: 9,713

    You’re confusing MMR going up and down based on individual performance with winning the match. If a killer kills two people and two people escape by your argument they won twice and lost twice because their MMR went up twice and down twice. Likewise if two survivors are killed and two escape did the survivors win as a group or lose as a group?

    MMR going up and down isn’t the devs officially saying whether the killer “won a match” or the survivors as a group “lost the match”. It’s strictly a balancing mechanism to help make matches closer, that’s its only purpose. And the video you linked, which I’ve seen already, doesn’t say anything different.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited October 2022

    in the killer current system, the killer wins twice and loses twice. the survivors that died lost mmr and the survivor that escaped through exit gate gained MMR.

    in the system i am describing, the killer loses twice. He does not gain any MMR. He only loses MMR. The survivors that escaped through exit gate still win MMR, but the survivors that were left behind do not lose any MMR. they don't gain any because they died but they do not lose anything. I would say survivor won as group but they did not dominate the killer. they just met the bare requirements to not lose.

    MMR going up and down isn’t the devs officially saying whether the killer “won a match” or the survivors as a group “lost the match”.

    If you gain MMR in games. that counts as winning the match. If you lose MMR in games, it counts as losing the match. In some sense, I am describing draws but only for the survivor. the survivor should not be required to get all 4 people out in every single trial. they just need get 2 or more people out. 2 people escaping means that the killer failed to kill the majority of the team. The difference between 2 survivors escaping, 3 survivors escaping and 4 survivors escaping just reflects how much the survivor team dominated the killer. for killer, 3 and 4 kills is nearly the same thing in dbd. it only describes how much the killer dominated the match. that is why kill-rate is somewhat misleading since killer can have like many games in a 2k, but only single game as 4k.

    For example, if you have 4 games that are 2k's and 1 game that is 4k. the killer's win-rate is 1/5, 20% but the killer's kill-rate is 48%. this is why 47% escape and 53% kill-rate in previous patches was very low in my opinion. kill-rate means very little while win-rate give a lot more information.

    Post edited by Devil_hit11 on
  • Gandor
    Gandor Member Posts: 4,273
    edited September 2022

    I think you are VERY greedy now. Again why 2 escape is win for 2 and draw for other 2? Why isn't it loose for 2 killed and draw for 2 that escaped? Again. I think it makes more sense to define anyone from survivor died as survivor loss then your I killed 3 and barely won as a killer.

    If anything - survivor team did well only if everyone escaped. You wouldn't call it a win for survivors if your friend died. So 2 out is DEFINITELY not survivor win. But to be fair to killers (because making most of games kill nobody because in some games you can kill 4) it is fair to go with 2 kills as a draw. Even if from logical point of view any survivor dying should be considered tragedy and NOT a team win. Anything more then 2 gate out and 2 killed is pure greed from killer's side.

    It is totally unacceptable to consider 2 out as a win for survivors. If anything I would rather consider killer's win if he killed anyone, because survivors lost to save their teammate. No way in hell could your definition be considered a win under ANY reasonable circumstances. You still didn't give me single reason why that should be so

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited September 2022

    survivors need to play as a team and its supposedly more difficult for 4 players to play perfectly to escape the killer then it is for killer to be successful at killing survivors. The killer getting kills is almost a given as the killer is suppose to be stronger in the 1vs1 compare to 4vs1. the difficult of escaping the killer is suppose to be so great that you often need martyr your own teammates for others to escape. contrary to your opinion, your friend dying for your ability to escape is intended. from gameplay perceptive, that is exactly how you defeat camping killers in the game. You let your teammates die on hook to get generator progress so that you can escape while leaving your teammates behind.

    The survivor need to play perfectly for all 4 survivors to escape for the max MMR but they should not need to play perfectly to win. the survivor's objective is to upset the killer's victories. Their objective is not to flawless the killer. The survivor has low expectations to escape so when they do escape, its suppose to be like wow, that was impressive! if the killers are strong and the killer player is good, two survivors escaping should be difficult while 3 survivors escaping should be rare. 4 survivors escaping should very rare.

    The killer have win conditions that are very black and white. they either successfully killed majority of the team or failed to do so. In terms of 3 and 4 kills, there is very little difference between the two outcomes. Killers typically slug the 3rd survivor to get 4th survivor in attempt to mitigate the hatch rng and exit gate spawn rng. The hatch mechanic and exit gate spawns is largely luck based with very little skill component in it. The killer that gets 3 kills is not that much better than the killer that get 4 kills. Barely winning for killer does not exist. Killers win or lose with nothing in between. Survivors have more complicate variations in winning because the team aspect of the game.

  • Gandor
    Gandor Member Posts: 4,273

    And here I disagree. I see 0 reason why 2 escaping should be rare. It should be either fair to both parties (hence 50:50 chance to kill = expectation of 50% killrate), or survivors as a team should win = 4 out or they lost. I see 0 reason why "2 surviving should be rare". It makes 0 sense. Why? Just to make it easy for killers to be unfair to survivors? I see no other reason why I should expect to loose.

  • Ayodam
    Ayodam Member Posts: 3,265

    While there’s overlap, killers perform best at low to mid ranks and struggle at high ranks. So killers (both new and veteran) 3-4K easiest against newer survivors (low to mid ranks), not experienced survivors (mid to high ranks). Survivors perform poorly at low to mid ranks (failing to escape), but perform better at mid to high ranks (consistent escapes). Balancing low ranks would mean survivors require more enhancements. Balancing at high ranks means killers need that attention.

  • dugman
    dugman Member Posts: 9,713

    No, going up and down in MMR isn’t an official “you win the match” definition. If it were then not only would all the survivors win or lose completely separately but also the killer would have no way of actually knowing if they won or lost the match in the end because their MMR is hidden. If I kill two players and two escape I have no idea if my final MMR went up or down because the amounts it went up or down for each kill and escape vary based on factors like the relative MMR of the opponent at the time and the order of the kill and how long the match was.

    You’re trying to shoehorn the current MMR system into a definition of which side won the match when it’s not intended to be used that way.

  • fulltonon
    fulltonon Member Posts: 5,762

    I don't know how we should define win but saying "win doesn't exists, it differs between every person!" in PvP game seems extremely silly and stupid, I suppose it should be changed.

    If win doesn't exists, balance doesn't exists too, and every changes are pointless.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    it is winning and losing the match. in every game, whenever your MMR raises, it is considered winning and when your MMR drops, its considered losing.

    If it were then not only would all the survivors win or lose completely separately but also the killer would have no way of actually knowing if they won or lost the match in the end because their MMR is hidden

    that is exactly how it works right now. Survivors win and lose completely separately. All 3 of your teammates can die right now but you can still win by escaping through exit gate. This is what patrick's explanation was talking about. Conversely, you can have 3 of your teammate escape who all win, but you can be left on the hook because you got chased last in the end and your teammate can leave you so you will lose MMR. MMR is hidden. it is indeed true that you have no way of knowing if you lost the match or won the match. Its because your not suppose to care about whether you win or lose since entire purpose of MMR is for matchmaking purposes.

    Before the emblem system, there used to be something called the victory cube and it worked similarly to how you see MMR currently. They do not show MMR to prevent belittling other players for being lower mmr and to prevent belittlement of the matchmaking system e.g showing screenshot of rank 1 killer vs 4 purple rank survivors in old emblem system.

    opening exit gate should be rare. 3 survivors escaping would require the survivor to open exit gate almost every game for 50% win-rate. that is how it is for SWF and higher MMR. you will be winning like 70% of the matches with that idea as survivor. Its still somewhat like that especially for high-level SWF. It occurs like that for solo vs most of the killer because of how weak a lot of killers truly are when the survivor is competent at the game. Unfortunately, BVHR balances around incompetent survivors because that is the majority.

    i agree with this post. I think killer can dominate low players without a killer power and just normal 115% m/s. At middle-level the killer requires a power but the survivor lacks the fine intricacies of the power so the balance of power does not matter too much. At higher-level, the intricacies of the killer power matter a lot and the killer relies a lot more on the power to be effective because how much better the looping vs 115% is and how much more generator efficient the survivors are at the game. there's less time to chase and it is harder to chase making it hard for most of the cast to perform. huge struggle to play weaker killers.

    I just think that generator efficiency is not as optimized for soloq because soloq lacks the coordination in doing healing and generators in efficient time manner despite the looping being fairly similar. As a result, I think that most of the truly high MMR struggles for killer when the killer faces a strong team is SWF. This is why I think that when killer become stronger, they first become stronger to consistent beat soloq and only then have lesser chances to beat strong swf's.

    This is all just my opinion in regards to killers.

  • Gandor
    Gandor Member Posts: 4,273

    Balancing the game for 1% of player base (even if it's best players) sounds really elitist. Most of the player base would never experience balanced game under those conditions.

    If that is the case why 61% is good idea, then I have much better idea. Nerf killer's noob tactics and buff killer's mechanically/tactically hard things. Create something like killer's version of hyperfocus (very hard to pull off, but gives you best reward if you do). Make the game easier for starting survivors. Basically... Make the game balanced for everyone (this includes swf vs solo gap closing).

  • dugman
    dugman Member Posts: 9,713

    No, going up in MMR is not "literally winning the match". The devs have never said that and wouldn't ever say that because that's not the purpose of MMR in this game. What you're saying makes no sense for a variety of reasons.

    • Killers go up or down for every survivor that is killed or escaped in the match. The devs clearly are not saying "The killer wins twice and loses twice if two survivors escape", that's preposterous.
    • MMR doesn't change when someone uses a hatch or disconnects. So at best a hatch is apparently a draw, even though earlier you kept insisting that DbD doesn't have draws.
    • Even if you believe that the killer wins the match if their net MMR goes up after the match is over and all the calculations are done, it's pointless because MMR is totally hidden so that would mean the killer would have no idea if they actually won or lost a match. They could even hypothetically kill 3 weak players and a single weak player escapes and the killer's MMR might go down simply because MMR goes down a lot more when escaping opponents have lower MMR than yourself than it goes up when you kill lower MMR opponents.

    So again, you're trying to claim simultaneously that MMR is how the devs "define winning or losing a match", but also trying to claim that for some reason the devs don't actually want to explicitly say that anywhere in any dev chat or blog, that they're totally ok with players not actually being told if they won or lost a match when the game could easily report it, and that killers can simultaneously win and lose the same match because every single kill or escape is its own win and loss.


    Sorry, but this is all nonsense. Just because MMR is good for matchmaking doesn't mean it's at all intended as the definitive way to declare one side of the other the winner. MMR is no more a definitely declaration of a winner than bloodpoints or pips or grades are, the devs literally have no official position on who wins or loses a match, period. Which, as I mentioned earlier, is I think a core flaw in the game design.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    i think killer should be like blight where their base-kit is strong vs weaker players but end up being balanced vs high-level players. Blight for low-level plays is overpowered because nobody understand how to loop 115% m/s killers, so looping 230 m/s is out of the question. Alchemist ring vs low-level is a power with 0 cooldown which is why it gets complaints. Blight vs middle-level is very strong. The killer is favoured to win. Blight vs high-level is challenging match for the killer, but it is not impossible to win. The survivors also have opportunity to win.

    Create something like killer's version of hyperfocus (very hard to pull off, but gives you best reward if you do)

    Nurse? Performs terribly at low-level, Does ok at middle-level and gives greatest reward for mastery. in term of perks? Hex:Ruin and Pain res. Gives highest amount of regression for hooking a survivor automatically and pressuring the map with passive regression.

    Nerf killer's noob tactics and buff killer's mechanically/tactically hard things.

    They are not noob-tactics. They're simply how the killer win conditions are right now. you can disagree for how the killer wins but this is just how the game is at current moment. You can give killer incentives to hook other survivors but the killer will use the perks to hook survivors to reap rewards of the perks and do those strategies simultaneously. So unless you change how the killer wins, nothing is changing on that front.

    Yes all of your 3 point is true. You can have 3 weak players, kill all 3, but if high mmr killer escapes, the survivor will gain a lot of MMR. This is very very unlikely because the matchmaking system is design to find player close to your skill-level so this almost never happens for 1-1600, but it can happen for higher-level due to smaller player pool.

    MMR doesn't change when someone uses a hatch or disconnects. So at best a hatch is apparently a draw, even though earlier you kept insisting that DbD doesn't have draws.

    They never explain what happens on disconnects. Likely a null for all players or a loss. Patrick does not go in detail in the video on that.

    Killers go up or down for every survivor that is killed or escaped in the match. The devs clearly are not saying "The killer wins twice and loses twice if two survivors escape", that's preposterous.

    This is exactly what patrick is saying in the video. Win is the survivor escaping through exit gate. A kill through 3 hooks, bleed out for 4 minutes or mori is consider a win for the killer. That's it, there is nothing more. I have been trying explain that in my previous posts. this is where some people criticized Patrick with hockey = DBD because he made a system that works like battle royal mmr in a team-based game for survivor. Its not too far off though. Just needs few refinements. Survivors should not get punishing if they're last survivor to be chased in the game and their team leaves them behind. Killers should lose when they fail to kill the majority of the team so it will be harder for killer to rank then in current system. Overall there is no draws in killer system, but there are draws in the survivor system in my proposed system to refine their battle royal system into team-based MMR system.

    To me, it just looks common sense. Hopefully when their team MMR happens, we'll have less meaningless kill-rates and more meaningful win-rates.

  • dugman
    dugman Member Posts: 9,713

    No, what Patrick is saying in that video is that kills and escape are a good proxy for matching people up to have close matches. Which is totally true. The hockey analogy he gave was actually accurate and a bunch of people just misread it or took it out of context. All he was saying is that, with hockey for instance, teams that score a lot of goals tend to be better teams so goals is a good proxy for team skill. Same with MMR in DbD. On average killers that get a lot of kills tend to be high skill players, so kills are a good proxy for skill because it's an easily measured objective parameter with a correlation for what you're trying to match again for a matchmaking algorithm.

    And mind you, I'm not critiquing the system you are proposing for wins or losses as good or bad here. I'm just saying DbD not making the game have a crystal clear win/loss objective for both the killer and the survivors as a group is a design flaw that causes a bit of trouble for them. It's why the official boardgame for instance went the other direction and made it so the killer or the survivors have a clear win/loss condition. (The boardgame also got rid of mid-game player elimination which is another problem in DbD, but that's another story.)

    Honestly I would be really very happy if the devs at some point just buckled down and made the game actually declare which side wins or loses at the end. No silly pip system, no worrying about how many bloodpoints other players earned, just have a screen that says "You Win" or "You Lose" at the end. Heck, if they want ties, "You Draw" is good too, as long as it's really obvious who won and who lost and why.

  • Yatol
    Yatol Member Posts: 1,960

    a win is subjective

    Kills are objective

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    he is describing what constitutes as win in dbd. In other words, he is explaining how the MMR works in DBD. I do not know anything about the board game.

    Honestly I would be really very happy if the devs at some point just buckled down and made the game actually declare which side wins or loses at the end. No silly pip system, no worrying about how many bloodpoints other players earned, just have a screen that says "You Win" or "You Lose" at the end. Heck, if they want ties, "You Draw" is good too, as long as it's really obvious who won and who lost and why.

    they did show whether you won or loss. its just people got discouraged to play if the game kept telling them they're losing so we hide it. This is what victory cube looked like. it show cases how many survivors you killed and how much your rank progressed. Very similar to what we have now as MMR. Its just that MMR is hidden. I was trying explain this in my previous post. This is what DBD looked like in 2017. Similar what @Gandor is complaining about, casual player often complained about camping, tunneling and... well slugging. nothing really changes so it seems.


  • dugman
    dugman Member Posts: 9,713

    Again, you keep saying he's describing MMR as winning but he isn't. That's just your preconception of what MMR is supposed to be.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited September 2022

    lol, have you ever seen a PvP game where win is subjective?

    BHVR is just avoiding actually balancing game at that point.

    Post edited by Rizzo on
  • Yatol
    Yatol Member Posts: 1,960
    edited September 2022
    1. The only clear goal is survive/kill. What is a win for survivor? all escape or individual escape? Did the killer lose if he killed 3?
    2. yes i did play such a game, it was called Killstrain.
    3. "BHVR is just avoiding actually balancing game at that point" ? Have you seen what they have been doing in the past month?


    Post edited by Rizzo on
  • Gandor
    Gandor Member Posts: 4,273

    Nurse is killer. Not a technique. She is hard to learn mechanically, but is quite easy otherwise. You don't need macro. You just find a survivor and down him quickly and hook. Rinse & repeat and the game is won.

    What I am talking about is something like (and I make this as an example to illustrate the point - not as a specific idea) if you lounge and hit great skillcheck, your lounge gets longer. This is something that would benefit all the killers without exception and would reward killers that are able to hit hard skillchecks (even if this specific idea is stupid + this is also only mechanical thing)

    Also. What is hard about staying at one spot and waiting for survivors to come at you? How is that hard thing? Just waiting?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited September 2022

    Killers do not have skillchecks and normal skilchecks in dbd are pretty easy. A perk that increases lunge distance is coup the grace and it is based off generator completion i.e you have lose the game to use the perk. Killers gain skill expression through their power. Not their perks but perks can have skill-expression elements within them.

    If you want to buff skill-expression, buff their power, not perks though perks can help create a theme for killer/remove drawbacks from their ability.

    in regards camping, if you want killer camp less, they need to have confidence to not need camp to win however a killer can still camp even if their power is strong because each of killer strategies provide inherent advantage in different situations. buff killer powers and they may camp less.

    Camping does not neccassary have to be the killer standing at hook. it can be but it does not have to be. It relies on killer prevents survivors from unhooking to push the survivor in 2nd and 3rd hook-states. I am not sure how to explain this in words. a lot of the times, camping is often just intercepting the survivor that is going for the hook. https://youtu.be/lhjpvW701CE?t=1020

    I think only video explanation can be used to try explain camping. Ohtofu is doing some scrim nights with killers and here's an example of blight and how you can strategically camp with him. in 17:00, blight downs a survivor, he is carrying a survivor to a hook on suffocation pit and 2 generator pop. he can intercepts the person going for the unhook and claudette goes second stage as nobody was able to save her. Blight is using his power to patrol hook and intercepts people going for unhook to push claudette to 2nd state which is successful camp. The blight is using his lethal rushes to patrol hook and return back to the hook, in moments, he is proxy camping and in other cases, he is directly facecamping near hook.

    This is what I mean by camping is not just standing at hook, it can be that but its main goal prevent survivors from unhooking the survivor. Camping will be rewarding during the game as long as hook regress and its just part of the game. proxy camping is more common for mobile killers like blight while facecamping(being in 24 meter of a hook) is more common for immobile killers... like Myer's with instant EV3. All that proxy and face is referring to is distance of the killer between hook, nothing more.

  • Gandor
    Gandor Member Posts: 4,273


    "if you want killer camp less, they need to have confidence to not need camp"

    It doesn't work. Right after 6.1 (few days to first weak) I have never seen so many 4K (no matter which side). And yet... I have never seen so many campers as right after 6.1. I will admit, that I saw much more "standard M1" killers, but still too many campers. 6.2 with reassurence balanced it into "regular" camp fiesta. And I call facecamping never leaving 8m radius around hooked person. Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker). Killers use these "tactics" or "goal" to climb high against survivors with much more XP. And suddenly survs are OP and camp is mandatory.

    "Killers do not have skillchecks and normal skilchecks in dbd are pretty easy"

    That was just an example. Powers are problematic, because you would need to do it individually for each and every killer. That can create problems of doing it wrong. If you give skill expression to "standard M1" killers, then you buff them all. And suddenly they are move viable in high elo.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    I will admit, that I saw much more "standard M1" killers, but still too many campers.

    well the killer power did not improve. the m1 killer are still bad because their power is garbage hence there is no confidence in the killer to win by not camping.

    Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker).

    yes and this is the case even for stronger killers. Look at blight in that video between 17:00 - 18:16. He was patrol hook using his lethal rushes and going back to the hook until the Claudette went to second state. Camping is all about intercepting the unhooker and pushing survivors to 2nd state because it reduces the number of chases required for the killer to win.

    Killers do not have time to go for 12 chases per match, so they skip objective by camping and slugging. Its like shortcut to winning the match. Killer also tunnel because eliminating a survivor early is best gen slowdown they can get and less people in a trial, the more time they have to go for chases.

    BVHR approach in regards to tunneling, camping and slugging is to punish the killer for doing those things instead of rewarding the killer for NOT doing those strategies. the result is that the survivor perks related to punishing the killer become meta if the perk is effective and the killer gets punished because he is still forced to do all those actions to have any competitive chance at winning. that is why i said they would need change win-condition such that killer does not need tunnel to win and the rewards of camping(regressing hook) are not there, so killer are less likely to utilize these strategies because it will make them lose the match instead of win the match.

  • Gandor
    Gandor Member Posts: 4,273

    I have to agree with you. "they skip objective by camping and slugging" . This is actually 100% precise. They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything). And if the behavior caves and buffs killer even more, then they will have another week of fiesta kills and suddenly survivors will be too OP once again. Because killer would be still able to SKIP part of the game.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378
    edited September 2022

    They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches

    the game is horrible imbalanced for the killer for going for 12 hooks. The killer not skipping their objective will 100% lose if the team is equally skilled at the game as the killer. There is not enough time for killer to go for 12 hooks vs the survivor doing 5 generators. Even if survivor goes down on every loop, the game is still close/survivor-sided.

    they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything

    I think you have misconception that killer that tunnel, camp and slug are bad at the game. this is not true. Being good at the chase for killer is BASELINE. That is bare minimum to even be high mmr as killer. Its that being good at the chase is not GOOD ENOUGH to win players that are as consistent good as survivor as you are as killer.

    do you think this blight is low-level? This gameplay for blight is not low-level. this guy, just watching his gameplay is top 5% killer in whatever region he plays. 100%. A top 5% blight still needs to ... skip the objective to stay competitive. The games are close even when the killer is SKIPPING the objective to win. The blight is not camping because he think he is bad at the game. He is camping because he knows he needs to camp to stay competitive with his competition. If you look towards end of the video, The survivors are at 1 generator. 1 GENERATOR. with camping and during 1 generator, he is also slugging. 3 man slugging. you see killer is forced to use these strategies to stay competitive. the game is still very close and can go either way. Not skipping objective like slugging and camping will result in 3 survivors escaping thereby killer losing.

    The idea that bad killers tunnel/camp/slug is casual belief. Bad killers try to utilize these strategies and do not understand how to use them correctly while good killers are forced to these strategies to beat stronger survivor players. perhaps now you understand why kill-rate are not that accurate and that team-based MMR of 0-1-2 kills is win for survivor and 3/4 kill is win for killer. Games balance around win-rates, not kill/death/assist ratio(KDA).

  • Gandor
    Gandor Member Posts: 4,273
    edited September 2022

    They played tournament. There are special rules for those. Also survivors go to the game specifically prepared for exactly this with knowledge of map that they will play and everything. That is vastly different from anything you can get in public match. You can take killer with X-hundreds killer streaks on public and get him to play in tournament and there is good chance of loosing - that should just point how different the 2 things are.

    Also this has absolutely nothing. Nada. Zilch to do with your nonsensical balancing around 2 kills = killer loose. And as I stated before. There are only 2 logical outcomes with better argument then "it should be like this". And those are:

    a, 2 out = draw (give everyone fair chance).

    b, 3 out is survivor lost (emotional answer - you can't say you won the trial if your friend died in it)

    I am still voting for a, and you still didn't give me any argument why a, and b, are both wrong. Because "It should be a, or b," and not your stuff. And now I gave you same argument as you gave.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    that video is not tournament, its just ohtofu hosting kill your friends. that is all. I am just using the video to showcase what i mean by killer's relying on shortcuts to win matches which is trying to address why you dislike efficient killer play(tunneling/camping and slugging). Ohtofu also says there is no rules. You can see ending screen of 4 purple med-kits with gel dressing/iri add-on instant heals in end game screen. Everyone has the perks and add-on of their choosing.

    That is vastly different from anything you can get in public match.

    its not different then anything you will see public matches. all the gameplay shown in the video can happen in soloq matches and does happen in soloq matches.

    As for A. and B. I already explained my position on that in the earlier posts. I am just saying that balancing off kill-rate is like balancing off KDA in league of legends. games do not balance off KDA. they balance off win-rate and dbd should do the same.

  • Gandor
    Gandor Member Posts: 4,273

    KR is not KDA. In LOL if you die you are not out of game. You will respawn. Also in LOL if you die 100th time in a row because enemy team focuses you, you are worth nothing to enemy team - the exact opposite to DBD where tunneling provides you with free 25% game slowdown and easier time to interupt and all that. So that's not applicable.

    And I didn't watch OhTofu's commentary games so I don't know who played, what were the rules or how skilled the players were. If anything, I can give you 4 genrushing commodius BNP survivors playing against leasure-built killer that will outright wipe them out. Because skill difference is still king in this game (even if items/addons/perks/maps can make a huge difference for both sides)

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Not tunneling doesn't mean that you hook each survivor once, then twice, then a third time.

    Let's say you hook Survivor A, chase survivor B, and in the time it's taken Survivor A to be rescued and potentially healed up, you've hooked Survivor B. Survivor A is now fair game. This is not tunneling.

    Now, let's say you hook Survivor A and then Survivor B unhooks Survivor A shortly after you've left the hook. If you come back and deliberately choose to go after Survivor A, that is tunneling.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,378

    the action of tunneling refers to tunnel-vision and for dbd specifically, it refers to tunnel visioning hook states.

    Suppose following situation:

    Survivor A: Has 2 hook-states loss

    Survivor B: has 1 hook-state loss

    Survivor C: has not been hooked

    Survivor D: has not been hooked.

    you just hooked survivor B. you see everyone on BBQ. you have choice to walk to survivor A, survivor C or survivor D. from killer-point view and strategic point of view, the killer will be poised to go for survivor A because survivor A is on death hook while survivor C and D have not been hooked. that is what tunneling is, its tunnel visioning hook-states on specific player, in this case, survivor A.

    What survivors want is the killer to not use strategy for some crazy reason and to just hook survivors randomly. In many ways, they want killer to spread hooks among survivor team when there is clearly no reward for doing so and in fact is highly detrimental to the killer because its waste of time to chase survivor C and D because survivor A gets to do generator for free.

    What your post is describing is most common to tunnel which is tunneling off hook. Why would killer tunnel off hook? For one, to prevent survivor from healing on hook because that is super time efficient for the survivor. The second reason being that survivors that have just been unhooked are injured and will go down in 1 hit. You will also generally get free injured pressure from finding another member of the survivor team since 50% of the team is at the hook.

    its strange for survivor to complain about camping and tunneling because the system very much encourages going after the same person over and over again. the system is anti-chase and anti-spreading pressure. In any case, you have to just accept these gameplay mechanic as they are regardless if you find these tactics fun, unfun or boring.