The forums makes no sense to me
I keep seeing people saying “Enough with the Us vs them post”. And that’s fine.
so why not encourage equality? You don’t want an Us vs them situation then treat them as equal.
camping and tunneling are unfun for survivor. Ok, perfect, I can’t speak for all killer mains but I’m perfectly fine with reducing camping and tunneling.
so can we do the same for killer?
gen rushing is not fun for killer, I have never heard of a killer main who has fun getting gen rushed. Can we reduce gen rushing as well?
that makes both killer mains and survivor mains feel equally listened to, this is how it should be.
if this post is considered an “Us vs them” then by all means please explain to me how it is because I legit don’t get it. This seems fair, but if it’s not the let me know
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I think it comes from one happening much more than the other.
They should still address both.
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I was hoping that the developer would speak up now and then and explain certain things. But this only happens when people mentally mash up the thread with torches and pitchforks.
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Unless the survivors bring multiple brand new parts,gen rushing doesn't exist.They are just playing efficiently,generate pressure or crumble,thats how killer has always been.
Tunneling is almost impossible to fix without causing other issues.IF you allow a survivor to tank hits or make them unable to be picked up,they will just use it aggressively to bodyblock the killer.
Camping is a valid strategy and considering the inclusion of reassurance it is perfectly fine.IF the killer camps the first hook they get,they will get one kill at most.However if the killers spots a 3gen,and hooks the survivor in the middle,or they down two survivors in close vicinity ,they have absolutely no reason not to pressure said area.You can't just punish good decision making because its unfun to you.
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As was said earlier, I just think gen rushing is less frequent, for the simple reason that it requires coordination, which lobbies generally don't have.
Any killer can tunnel to good results, not any survivor can organize a gen rush on their own (unless with toolbox/hyperfocus/stakeout, which requires a little bit of skill, not being tunneled, and decent teammates to pull off).
That being said, I wouldn't mind toolboxes getting the medkit treatment to reduce genrushing. I think perks are currently fair game, but removing interaction between Hyperfocus/toolbox and scrapping BNP would (probably) go a long way.
P.S. : Also, and I hate to be that person, one of your sentences reads that killers are having fun being genrushed. X)
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I completely get it. I can see how tunneling and camping is seen more than gen rushing. Also fixed the typo, thank you! 😭
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Look at the reactions when killers use the example of "do a gen till 33%, then find another" or variants of those. Nobody is willing to put away the double standard, and in some cases dont even recognite theyre being hypocrites.
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Another point is, you can very clearly tell the practical and mechanical difference between tunneling and spreading pressure, between camping and... not camping
How do you look at a survivor's gameplay and distinguish between gen rushing and not gen rushing? Certainly you can tell in some of the most extreme examples (world record SWF escape speedrun attempts for example) but how do you distinguish between Working On A Generator (she is just casually unwinding for the day by doing the one objective needed to escape) and Working On A Generator (he is an evil toxic gen rusher)?
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As you can already see in this thread,
being efficient on survivor = skilled and making great use of the games mechanics, stacking perks with great synergy is smart and clever
Being efficient on killer = unfun and abusing game mechanics that shouldnt exist, stacking perks with great synergy is breaking the game and boring
It's the same vein of thought as "nurse/blight/spirit/high mobility killers all need nerfs but don't touch ANYTHING swf related because it might hurt solo!"
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How is that a double standard?
a 33% done gen can regress to 0%. A survivor with a hook state will have the hook state for the rest of the match.
sorry, getting genrushed is frustrating on the killers side, but it’s not directly comparable to tunneling, this is an asymmetrical game..
but i do agree with the statement that some people don’t recognize being hypocrites.
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As long as their players that ONLY play one side there will always be us vs them posts.
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An injured survivor can be healed but a finished generator is done for good. 🤔
/s
It'd be probably better to compare finished gens with hookstates and kills wirh escapes. Atleast when comparing killer to individual survivor gameplay. Although, as you said, asym game, so game progression obviously differs.
Dismissing the 33% gen example proves a double standard for the choice of target. This concerns camping and tunneling.
Telling survivors to not focus down the same gen is nonsense, yet killers are told not to focus one survivor.
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Asking strangers to uphold the "spirit of the game" in an online video game is a pipe dream.
People take advantage of your kindness, or don't even recognize that you are giving them a chance to catch up.
Not to mention that it is significantly easier to show mercy as a Killer than as a Survivor.
The "us vs them" mindset stems from this game's ability to be used as a bully simulator. There'd be far less complaints if people didn't feel victimized every time they played this game.
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Agreed. I wish there weren't mains, just players competent in both roles. I truly believe a decent understanding of both sides would lead to a bit more empathy, plus the ability to reach common ground more often. Some toxicity would disappear as well.
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CAMPING IS NOT A DECISION MAKING THAT'S GOING AFK FOR THE ENTIRE GAME TO FARM BLOODPOINTS BASICALLY
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No, camping is a decision, and it is a valid one regardless of how much you dislike it.
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There definetely is better solutions for reducing tunneling we currently have. There should be more rewards spreading hooks and gens should be slowed down maybe 100s with basekit deadlock. Gens can be rushed without any perks survivors spawning beginning of match separatedly to do different gens is example meaning 3 gens will pop in first chase.
Tunneling should be reduced making ds basekit and give survivor longer speed boost after unhooked first time. Both gen rushing and tunneling need to be reduced especially beginning of the match. No-one want to see 3 gens pop in first minute of match and no-one wants to see survivor death in under 2 minutes of start of match.
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If you make tunneling unviable you either make the game unplayable at high mmr or you either change dbd to its core.I'm talkling insane buff perks,on top of further basekit changes.Right now spreading hooks does nothing as killer,the only reason killing someone is impactful is because in a 1 v 3 you can snowball,generate enough pressure to have no one on gens(1 hooked,one in chase,one going for unhook + heal)on top of allowing you to camp for a 2k if things go south.
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They do not make changes with "high MMR" or whatever label for most efficient play you like, in mind. They focus on the middling grouping of players with a thoughtful glance at newbies.
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You are telling me survivors finish 1/3 of a gen and decide to run off and ignore that gen? Tunneling is just finishing off the job. Survivors wouldn't consider not finishing a gen for no reason.
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What?
Nobody said anything about which happens more often.
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How ds and longer speed boost makes tunneling unviable when there is 100s gens and deadlock? Tunneling will happen just slower but survivors also win slower so it will still be very viable.
Now most killers spread hooks so these changes will benefit them which is the idea. Still tunneling is good option after someone has been hooked twice. Personally I have many games where I don't tunnel and get two survivors out about same time. I can lose more gens doing so than tunneling but even if it's only 1 gen left 2vs1 is easy to win and that strat will just get even more viable.
High mmr is not consistent thing and is already unplayable if you get good survivors and these changes would actually help good high mmr killers who tunnel more smartly and know how to pressure.
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Then you just change the playstyle into hook meg,leaver her be untill she gets unhooked,loses her ds and the next time you find her just tunnel the living life out of her.Remember you can bring a mori to bypass the new anti tunneling feature.The game becomes incredibly killer sided as a resut.100 seconds gens + deadlock + any other slowdown you want to bring on top gives you to much time.
You also ruin the game for the casual playerbase,killers are already dominating,most are not even tunneling they just conclude the game by winning chase after chase since survivors don't know how to loop.
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Which side is it getting unplayable survivor or killer? And that is not tunneling if you leave the meg alone for over minute she can do gens, heal and totems in meantime. I would use that minute to chase and hook someone else and then get meg if I find her. Many killers already win this way but it's harder than just tunneling someone quickly out and should be rewarded.
Perhaps gens could go back to 90s or even 80s once first survivor dies if 100s gens with deadlock are too much. But I see them perfectly fine when game is 4vs1. Even casuals can bit of loop and I don't think game should be balanced around bad survivors. Because then good survivors will just whipe the floor with killers.
Gens speed just now feel way too fast so I think increasing them is neccessary and nerfing also toolboxes, bnp:s and gen perks. Gen regression perks will be nerfed in next patch too so I think tunneling will just increase and gens will go even faster. So both gen rushing and tunneling need to be adressed. The game for me was better state last summer tunneling happened more rarely and gens didn't go so fast.
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