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Ugh..

Tunnel, proxy camp, tunnel, proxy camp, slug, tunnel, slug, proxy camp. Such fun games.

Y'all killers really throw an entire game because a good survivor ran you around for a little too long and instead of breaking chase and patrolling gens you continue chase until 3 gens pop and then camp or tunnel one out. Even worse are the ones who tunnel and camp at 5 gens 💀

As a 50/50 killer/survivor I don't understand how y'all find that fun at all or rewarding? I get that a lot of survivors are over altruistic and throw the game trying to help that survivor but most of the time the gens get done and 3 get out

Comments

  • okaayletsgoo
    okaayletsgoo Member Posts: 159

    Honestly I think a lot of the problem is gens. If there was something more interactive and more fun that sitting on a gen and pushing a button every once in awhile survivor would feel more fun to play and killers MIGHT feel less inclined to play that way. I say might because I think half of them enjoy being as toxic as possible

    Unlike survivor who's only objective and only thing to do outside of being chased is gens (which needs a serious mechanical overhall) killers have the option to play off 4 survivors. So tunneling and camping 1 is super childish

  • okaayletsgoo
    okaayletsgoo Member Posts: 159

    If that's how all your matches get then

    1. You are playing bad or in the wrong MMR

    2. You chose poor perk combos

    3. You lost to better player's which is supposed to happen 50%-60% of the time otherwise there's no point to playing survivor if you always lose.


    If you take that long to find survivors in early game then you gotta play more and recognize spawn points for easy early game pressure. If your excuse is "those strats work well" then killer mains can't complain that survivors do gens because that start also works well. Survivors don't just wanna sit on gens though it's boring for us, we want another objective or a new way to interact we just don't have one so it's either aimlessly walk around or so gens.

  • Xxjwaynexx
    Xxjwaynexx Member Posts: 343

    I mean it depends on what the killer is trying to accomplish honestly. If Im practicing a killer I'll 100 percent throw a game to get some cracked chase practice against a god looper. The point of chasing the strongest survivor I've played against is to learn their tricks and how they loop certain tiles as well as perfecting my killer power against them. Personally I usually let them leave after catching them twice.

    As for playing to win tunneling and especially camping aren't good strats against competent teams, they'll cook you fast.

    Last You also must ask yourself why are they camping and tunneling is the team being toxic, surrounding the hook or slug waiting for flashy saves or ftp buckle saves, are they using BT to body block the unhooker, or they purposely using ds and otr.

    Most killers will just play off of the survivors alutrism which isn't all their fault, as it's the most logical way to play ya know work smarter not harder. I personally like the challenge of the late game snowball effect.

    In the end lots of players on both sides just plain and simply suck. They do obnoxious and purposely annoying toxic things just to get a response.

    I literally got called a tunneler just for playing nurse the other night, I hooked two diff survivors let them both get safely unhooked ran into the first guy (tried to suicide on hook) I hooked let him go, chased another surv downed and hooked them, first guy was following the whole time to get a flashy save. I hook him ofc and here it comes the insults from the whole team. I will say solo q is hell and that's an issue because as killer you don't know if your going against a 4 man swf or a group of high solos. I usually can tell during the match and I'll play accordingly, there's no fun in pub stomping uncoordinated solos. That's me other killer mains simply don't care a win is a win and that's all that matters

  • Xernoton
    Xernoton Member Posts: 5,884

    You of all people should know how weak a killer's early game is. Survivors spread out (even in solo queue) and begin progressing their objective. The killer takes a bit of time to traverse the map and find someone in about 10-15 seconds (assuming spawns are reliable and they find someone with no trouble) on a reasonably tall map. Now the chase begins and the survivor has an entire map to work with. This is no problem for Nurse (because she doesn't follow the game's rules) or maybe even Blight (so oppressive in every aspect he gets through). But on your average killer, you will not get a free down.

    The killer will always try to make sure someone is unable to progress their objective. That's what happens when they chase a survivor. Any survivor for that matter. Or when they hook someone. I do not like that it comes down to tunneling more often than not. But seeing how fast games are over in the current meta, I am not surprised. Survivors have 4 perks each, that work especially well when a killer doesn't tunnel (more chances to use them) and no anti tunnel perks at all. When DS + BT were still meta, you could ignore some perks throughout the match, if you didn't tunnel. That is no longer the case. Now you ignore some perks when you do tunnel someone out.

    Oppressive chase powers are a necessary evil with BHVR's map design. Even after 7 years they still haven't figure out how to design maps properly. Just look at their latest map rework. What a waste of resources. They switched some loops with different versions, left the main building almost exactly the way it was and didn't have a look at the spawns of maze tiles and interconnecting pallets. A killer without a strong chase power can be run for multiple gens with little trouble. There are loops where a killer cannot get a hit even in bloodlust tier 3, if you decide to stay at the pallet. They have to break it, lose bloodlust and catch up to you again. Only for the whole thing to repeat itself.

    Your example with Chucky only shows me what poor map design and oppressive chase powers can do when combined. He is very good at playing around regularly shaped loops (rectangles) Especially when these loops are very large. So he gets hits pretty much anywhere. That's not what I would like to see either. But it is what happens when you only work with band aid fixes. Eventually you create situations where it's the wrong band aid for the wrong wound and everything only gets way worse. But I don't get how you make no distance after stunning the killer. To get around these god pallets after a stun, it takes quite a bit of extra time (very few exceptions). His Hidey-Ho Mode ends when you stun him, so he can't vault the pallet either.

    1) Considering that I got into this MMR without tunneling or getting myself carried by anything ridiculously strong, that is unlikely. I still win a good amount of my matches but I get outpaced easily. There is only so much I can do to keep up with the pace. At some point I would need to rely on a stronger loadout. My first hook will almost never happen before the first gen pops. It's even more scarry when you don't lose a gen right off the bat, though. Because then you lose 3 gens only mere seconds later.

    2) No doubt about that. But mind you, I always play with pretty weak builds and the survivors I play against aren't the highest level survivors either. They just use stuff that is so much stronger than what I have, that I cannot keep up.

    3) You know that the devs try to balance around the idea of a 60% kill rate, right? If I lost 60% of my matches, I would do something terribly wrong. My MMR would also drop, which should get me easier matches eventually, right? So that math doesn't work. A 50% win rate is about what would need to happen for a player's MMR to stagnate, so that is more realistic.

    I know spawns. Well, mostly. I will say, that I still get confused about the spawns on Haddonfield and Midwich. Mostly because they are very inconsistent. The rule of thumb to go to whichever gen is the most distant from you doesn't work very well on these maps and there are a lot of possibilities where survivors could spawn relative to your own position. This can also become an issue when the killer spawns in the middle of the map. You have to guess and if you are wrong, then you easily lose more than 10 seconds to begin a chase. Regardless, even if I had Lethal Pursuer in every match I couldn't ensure to begin a chase in less than 10 seconds. Because I don't spawn right next to a survivor. If you do, then something isn't right. Most killers do not have any mobility when the game starts, so traversing the map takes time.

    I don't know who complains about survivors doing their objective. It's the logical thing to do. You have no reason to sit idly twiddling your thumbs on either side. And working on gens and ignoring every other possible thing to do, does work well. Which is why that happens in most matches. But what happens when one side plays efficient and the other doesn't? Gen rush and tunneling often force their respective other (otherwise one side plays a lot better than the other, which means MMR doesn't work very well). I don't like that. Not at all. I hate tunneling just as much as I hate gen rushing. Both make the game boring because they cut the interactive part of the match of a match down to a minimum. However, I also understand that survivors, who regularly get tunneled will focus on doing gens as fast as possible and that killers who get gen rushed regularly will focus on killing someone early.

    I don't defend tunneling. I explain why it happens. Which is what you implied not to know. But cutting tunneling out of the equation with whatever base kit solution you can come up with (something I've seen suggested many times), is not going to end well. Because then you still have gen rushing in there and you dumb down an important part of the killer role. Decision making. If I can't play in whatever way I like because the game pushes me towards whatever survivors like, then I'll naturally feel like I have no agency and will stop playing completely. I decide not to tunnel. But it's good to know I have the option. Making a choice is more interesting than having no choice to begin with even if it ends up with the same results.

    Survivors don't just wanna sit on gens though it's boring for us, we want another objective or a new way to interact we just don't have one so it's either aimlessly walk around or so gens.

    This is partially wrong. We have seen what happens when killers have any meaningful side objectives in their kits. Survivors never like to play against them. Pig, Sadako, Singularity and Pinhead come to mind. These are killers that buy themselves some more time by giving survivors something more to do than gens.

  • Astel
    Astel Member Posts: 661
    edited December 2023

    Facing that things might be unfun but I think it is not proper things to blame them. To me it is not wrong to try best to secure victory.

    Post edited by Astel on
  • burt0r
    burt0r Member Posts: 4,163

    I know I am a broken record about this, but survivor on average don't show any appreciation for killer that don't tunnel, camp and/or slug.

    If they can they style on them, rub in their victory and BM them in game and/or the chat after.

    The times that survivor acknowledged and/or show appreciation for a killer pulling their punches is less than 20% of my personal matches during my experiment.

  • SqueakyArmor
    SqueakyArmor Member Posts: 51

    this is a dead game

  • radiantHero23
    radiantHero23 Member Posts: 4,481

    Then why write in a forum about a game that does not seem to be worth your time?

  • Pulsar
    Pulsar Member Posts: 20,904

    I don't know what that has to do with counterplay to tunneling in Solo Q.

  • MrDrMedicman
    MrDrMedicman Member Posts: 303

    Proxy camp because killers don't have effective anti gen besides the altruism punish. The meta has made both sides very unfun

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 385
    edited December 2023

    I used to be frustrated at my killer mains out there when they'd camp and tunnel, but the more I played the more I realized that they're just trying to get what hooks/sacs they could get and that I found myself more annoyed when my survivors weren't doing gens, wandering around acting lost, or having very poor unsuccessful attempts to save me (i.e. standing somewhere that wasn't well covered like a small bush or little tree lol). I'm fine with getting hooked and camped, but I'm not fine when my team is waiting to be hooked themselves.

  • MikeyBoi
    MikeyBoi Member Posts: 542

    We’re coming up on 2024 and it still blows my mind that survivors still don’t know that the best possible thing you can do if the killer is proxy camping their first hook is slam gens. 3 gens should be popping and 2 more gens should be close to being completed by the time that hooked survivor is dead. That’s why adrenaline is so strong

  • Xyvielia
    Xyvielia Member Posts: 2,418

    It’s the nature of the DBD beast Devs have created

    …and yes, the DBD beast does include selling out

  • North85
    North85 Member Posts: 111

    I used to feel that way about tunneling/camping too, but then I got good at looping. Sure I still get tunneled/camped, and killers walk away with a 1K. Good enough for me.

  • Brimp
    Brimp Member Posts: 3,051
    edited December 2023

    Honestly if the first 3 gens dont pop by the time the first chase ends that's a MAJOR skill issue on the either the person being chased part or the other 3 survivors. Solo Q or not the best thing to do after spawning is spread out and work on a gen.