How to fix tuneling and camping
Many players have noticed that the mmr system in the game is becoming inefficient due to the problem with survivor patis.
Survivors party use discord, special perks, and builds to maximize their generator repair efficiency, which makes the game unfair for the killers, as the speed of generator repair for pati survivors is much faster than that of regular solo survivors. In this case, it's no longer enough for the killer to just run after all the solo survivors, as it's ineffective against the survivor pack no matter how hard you try.
The only option for the killers to counter this is to tunnel and camp, which ruins the whole game atmosphere for both the survivors and the killers. Killers have to tunnel and camp too often, because the high mmp game is played mostly by survivors party, and when normal survivors come up against the killer, they face tunneling and camping from the killer. A solution to this problem could be to limit the number of players in a pack to 2 people, this would eliminate the 4 survivors party in discord and high mmp games would stop being too toxic and kiiller won't need to tunnel and camp unless he has a genrash survivors party against him.
But also, by removing the survivor packs, we need to weaken the S tir killers as it would be too unfair to regular survivors. That way, both sides will get an equal amount of enjoyment out of the game and no one will feel left out.
Thanks for listening, I'd be interested to hear your opinions on this!
Comments
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I don't know about that, I think regular SWF is fine; just that perks stacking, maps in general, solid solo queue buffs ro ensure that Survivors are as coordination as swf would be much more fair. Same can be said for weak killers that are not as fast, Lethal, and on par with the likes of Nurse, Spirit, Blight, etc.
The game needs more Survivors main objectives to do, in order to be able escape; which gives killers enough time to do hooks more then kills. It can be as simple as...
Survivors needs to find Genators's parts to get a particular Genator working and be able to repair it. Killer's can be balanced in which they need to spread their targets more then tunneling the same target, as it helps with basekit gen slowdown/regression of some kind. One idea I like to see. If give killers the ability to take away progress/regress complete Genator after a hook Milestone. Stuff like this, thar way; killers are not obligated to tunnel the same one survivor and need to play "fair" for them to survive longer. The killer can reward by seeking different survivor with slowdown per unique survivor; and get punished with faster gen repair speed per hooking the same guy.
There needs be alot of basekit changes, to the basekit for killers and survivors; to balanced the not so fun mechanics of dbd. Right now, Survivors and Killer will do the most unfun things as much as much as possible, so that they win efficiency this way. There needs to be a changes to make wins efficiency more fun for both sides. So far I have not seen a grand gameplay changes thar would be enough to satisfy both sides; beside that one DC Bots implementation, which might help with the headaches of adept achievement/challenges aspects being completed destroyed by one player's action.
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You're probably right. We need to either remove survivors party from the game, or create new mechanics to slow down the repair of survivors party generators and strengthen weak killers
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Do you think that would stop players from tunneling? I think tunneling will always be prevalent as it's the easiest way to win. The only thing that will stop it is something that really impedes the killer's ability to do it.
I'm not a fan of framing one side as being forced to do anything. In most situations players have automony in how they choose to play. Killers will often tunnel in all manner of circumstances. Even if 5 minutes goes past and no gens are done yet. They are plenty of scenario's where tunneling becomes necessary, but a lot of it is just killers taking the easiest path to victory.
I give credit to killers who are good enough at the game to hook everybody 3 times before the match ends. It's a tall order. I'd love to see something like the game making it necessary to hook different survivors, but reducing hook states to two. Something like that. That way the game stops killers tunneling but reduces the amount of work they need to do in order to win.
I'm desperately waiting to see the new gamemode they are working on. I hope it's so much better that it becomes the primary mode.
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You can also weaken the killers tunneling. After all, if there is no party in tunneling there is no need. This would literally take toxic behavior out of the game.
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Easy Said then done... if It was up to me to remove tunneling, I simply replaced the Endurance status effect with no collision; so that they cannot body block me and I can focus entirely on down the rescuer as killer. And if by chance they did some sort of conspicuous actions like gens fixing or unhooking others, they lose their benefits.
But, even if that was implemented; you are never going to deny that Tunneling will always be the easy way to win, for kills. There is no and never be a tactical advantage in letting survivors go to chase after others, besides perk build plan or survivors are playing too many mistakes and giving you every opportunity to make a quick play in wining the game this way.
Asking a killer to not tunneling, is basically telling him to not play effectively and throw the game, no matter how survivors paint it. That is why the needs to be more basekit incentives to Going for hooks, so that killers don't reliable relie on tunneling to win. Any buffs to killer in being efficient in chase with their power or passive slowdown to gen speeds; as well as massive soloQ survivors changes will be the way to go.
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You're probably right. We need to either remove party survivors from the game, or create new mechanics that slow down the repair of party survivor generators and strengthen weak killers.
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Swf will be never be removed because players love playing with their friends and are not all sweaty. It was the most requested feature since launch of the DBD, and the game wouldn't be as popular without it.
The problem with SWF is that they can exchange all kinds of information that soloQ players cannot simple communication to the rest of the team. The kill rate is self explanatory as to why SoloQ survivors die more than SWF; all because they communication on what killer they are facing, What perks are they bringing, what are they doing and what they can do to help, etc. SoloQ does not have any voice communications and your stuck with communication your actions through actions and small emotes/aura reading perks. They made some slight changes recently to improve the feedback and make it easier for teammates to understand what the other teammates are doing exactly; but even then... this is not good information to directly inform the team that "Hey Survivor A, go fix a generator, in the center of the map; the killer is chasing me; hey survivor B, stop hiding in lockers the whole match, the killer is not even there, Hey Survivor C, go do a different generator." Stuff like that, that SoloQ needs.
The best Buff for SoloQ, is to add a chat wheel system, so that there is prerecorded messages to tell your teammates on what is happening in the match. It will not directly Buff SWF, but it would absolutely makes survivors all around decent at playing the game and not being more deadweight then the bots.
Of course, buffing Survivor and SoloQ especially will not be the only changes to improve the experience over all in making survivors efficiency in gens and saving, and actually helpinga fellow survivors out.
*They needs to be Map changes so that are not too big or too small, balanced map tiles and connecting loops, and Pallet spawns and windows. Many large maps with connecting map tiles, need to be nerf in size and balanced the distance between the pallets and the amount of pallets that can spawn. The Map The Game or Gideon Meat plant is the perfect example, it is a very small map yet has over 32 or so pallets and like... 3-5 windows. Can be very survivors sided as the pallets cannot be looped and then can simply predrop all the time.
*Survivor needs a nerf to gen speeds, by adding a 2nd Main objective on top of fixing the generator so that this gives the killer more ample time to engage in regular chase with multiple Survivors and less on Going after the same guy to win with a 3v1.
*if we wanted to really punished tunnelling killer further, while giving more incentive to not tunnel. They can add a buff and a nerf; by...
>Unhooked survivor will get no Collison or endurance effects with the killer; so that the killer can only down other Survivors. The effects are lost if they do any form of conspicuous action or if another survivor is hooked instead. (Means survivors will need to flee and go heal, instead of bodyblocking the killer to protect the rescuer.
>or They can implement a new Bloodlusting system (that's different completely different then how it current system work) in which the killer get empower by simple going for hooks, especially different hook per unique survivors in he trial. The system could reward killer for Going for Survivor A, hooking them, then survivor B, hook them, then C and then D and repeat. The killer gets rewarded with small benefits to either their chase potential or most likely basekit gen regression/slowdown for playing fairly. On the other hand, if the killer refuses to play fair and focus solely on tunneling Survivors A, the Bloodlusting system will backfire and instead Buff the survivors actions speeds including repair and healing further and significantly. Yeah, the poor survivor A gets tunneling out of the game, but the killer will lose significant by unintentionally giving the other a significant advantage this way.
*Lasty, massively overhauling and Reworks to alot of killer's power; there needs to be passive Gen slowdown and regression perks built-in to weak m1 based killers powers; so they be on par with the top tier killers. It can be as simple as Basekit Corrupt Intervention to Trapper, Hag, etc. Since they are trap based killers. Or adding movement speed increase to alot of slow killers. Some maps play with some killers but others are more challenging and awful to play on. Perfect example; Playing chainsaws killers or ranged killers on Eerie Crowvmap sucks, because of huge Collison that those small bushes/thorn branches is so easily to collide with. I could make a huge list of killer's changes but it would take long time to list on this blog.
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