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Balance problem.

Have you ever wondered why killers are so diligent in using dishonest tactics? (Tunneling, camping, slugging, etc.)

1) (The most obvious one.) These tactics are sometimes more effective than the style planned by the developers. Why run for 3 minutes 12 times in a row and catch pallets, teabags and a flashlights with your face? You can catch just one and camp and you already have 3 hooks or even more if the comrades try to save the hooked. And for this you don’t have to endure humiliation and do anything at all. Just stand still and enjoy. Due to the high efficiency, this tactic is massively used on high mmr. (Same as the generator regression meta.)

There can only be one solution to this: change the relative balance of chasing and camping.

I DON'T MEAN "MAKE CAMPING LESS EFFECTIVE".

Do you want the game to be balanced? Then why can't even an experienced killer fully counter 4 experienced survivors?

I believe that killers should feel their strength in the chase, and not feel like a very scary, but short-armed T-Rex. Aside from the incredible effectiveness of camping, this tactic is also incredibly boring. Equate its effectiveness with the usual chasing and no one will stand still.


Also, it would be good to give the killers something like a built-in NOED. I don't mean "ultimate weapon", but an additional boost. Last chance, in a nutshell.

Nothing humiliates a killer and shows his helplessness more than a final chasing through 3+ perfectly safe hits taken, dead heard(s) and impossible to maneuver constructs.

And a tea bag at the gates. My favorite part of any lost game.

This is what makes the game so toxic.

So we smoothly approached the second reason:

2) Uneven toxicity. What does a survivor do? Teabag the sh*t out of you. At any time, in any situation. You are T-Rex. You can't do anything. Only ranged killers have the privilege of striking from a distance. Survivors feel unpunished because they find no gaming or toxic countermeasures.

The solution is to give killers an efficient way to be toxic other than nodding and using dishonest perks. This will give the survivors a taste of their own cure. Maybe it will teach them something. Otherwise, the lesson will be repeated >:D


Thank you for your attention. Feel free to discuss individual theses with me and offer specific options for strengthening.


P.S.

1) Tunneling should be frowned upon except in "last chance" cases.

2) Slugging should not result in the loss of the last man lying down and the game being drawn out.

Hey!!! I came up with: the final mori if the hatch and gates are closed, and the survivor is knocked to the ground.

Comments

  • Milo
    Milo Member Posts: 7,384

    Ah yes, let's make the game less toxic by giving even more toxicity! That's brilliant.

    While your 1st point starts off right, it fells off fast. Camping and Tunneling is effective because having less survivors means it's more efficient for killer to move about. Especially the weak links.

    Any "high level" survivors would just rush gens and leave.... But that's boring. That's why people try to save the camped or tunnelled person.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    Just going to let you know, OP; Camping, tunneling, and slugging are not 'dishonest' any more than hitting great skillchecks on gens is 'dishonest'.

    I'm tired of this BS stigma of 'Killers are bad and wrong for making Survivor overlords sad'.

  • SmolBlob
    SmolBlob Member Posts: 399

    Friendly reminder that tunneling, camping, and slugging are strategies that the devs have acknowledged and balance this game around. To make DBD not reliant on those, the game would need some fairly large sweeping changes.

  • Dark_Alex
    Dark_Alex Member Posts: 91

    ...

    I'm here to offer solutions to your problems, friend.

    Kemp, all you want, but do you like it?

    Tunnel all you want, but do you feel superior if you take one out of the game first and only then start playing? (IF you start.)

    Yes, these are strategies, I know. But these strategies are unpleasant for either side. My entire wall of text can be summed up in one sentence: "The game would be better if the killers were stronger."

    Don't you think so?

  • Dark_Alex
    Dark_Alex Member Posts: 91

    Was the game a smokehouse simulator from the very beginning? I don't think so.

    The meta leveling update showed that certain aspects of the game might not work as expected, so your argument doesn't count.

    You might as well say that the generator should be repaired in 60 seconds, because it was like that from the very beginning.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    I don't disagree but my point was that this mindset of 'Accepted tactics are dishonest/evil/toxic' needs to stop, no matter what the underlying message is.

    Because this mindset is an excuse toxic Survivors use to be toxic in turn. A mindset of 'He camped, which is toxic, so I'm just giving him his own medicine'.


    There's also the fact that many people are screaming for punishments, rather than fixes, because they are coming from the mindset 'This is toxic, and toxic should be punished' instead of 'Here's a way to fix it'.


    In short; people need to first accept that camping, tunneling, and slugging ARE NOT TOXIC (Or 'dishonest' or any other label) before people can be in the right mindset to adjust them.

    And also need to adjust their attitudes in game. So tired of being put on blast in end game chat for 'being toxic first' because I [insert Survivor excuse here].

  • Dark_Alex
    Dark_Alex Member Posts: 91

    We are talking about the same thing, but you do not understand my point.


    1) Yes, I agree, fighting toxicity with toxicity is a controversial decision, but it can work. A nuclear war does not start because there will be no winners in it. Everyone will receive a fatal dose. Here I was thinking along the same lines. If you don't like this idea, there is another option - to underestimate the toxicity of the survivors. For example, by adding slowdown to squats.

    2) And this is also a problem of balance. Apparently, my point of view is confirmed and killers are not created to confront 4 survivors. Strengthening killers will make their tactics unnecessary and as boring as genrush, and also make genrush ineffective because only 4 can effectively counter and the fewer alive, the more difficult the game will become. Selling one to save three will become unprofitable, because it will no longer guarantee the result.

  • Dark_Alex
    Dark_Alex Member Posts: 91

    Agree. The shake-up through the reciprocal toxicity of the killers should have also made the community stop and think.

    Do the survivors and killers want to teabag each other's and morally lose together, or do they all lay down their arms together and just play the game?

    I called the killers' tactics unfair to the one player lucky enough to be the most [insert convenient excuse to be tunnelled].

    I am a killer by profession, but I have had to go through a similar experience. It is unpleasant.

    I do not consider this tactic to be cheating. Killers simply bring their chances of winning to sane values. Toxic for someone who is lucky enough to be the target, but understandable, but still toxic, but still understandable.

    I don't think it should be punished. Players simply play in the most efficient way possible. I just thought that it is worth shifting the balance of efficiency in the direction planned by the developers.

  • SmolBlob
    SmolBlob Member Posts: 399

    Your argument would hold water if it wasn’t for the fact BHVR rebalanced and redesigned the game around chase years ago.