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Can't take the tunnelers.

Every single event game, slug and tunnel without fail. The first one hooked gets tunneled out. We try to be altruistic and help out but we just lose because of it. This game doesn't reward survivors for working together when there's no incentive for killers not to tunnel. We just need to accept the fact that one person will get to wait 15 minutes for a game to start and spend the next 3 minutes on the ground or on hook. Rinse and repeat. Can there be an incentive of ANY KIND for killers to spread the hooks out? And now slug for the mori. Person 1 tunneled out person 2-3 is on the ground from trying to prevent the tunnel and the last survivor is hiding in a corner waiting for hatch. "Get rid of distortion to prevent hiding" ######### are we supposed to do when 3 are slugged? Try and pick up someone just to get downed ourselves? They wanted killers to get the upperhand and they got it in spades. Survivors are quickly losing reasons to keep playing survivor. No amount of X% bp is going to keep people playing for long. "60 million players" Most of which only come back for events just to get reminded of why they stopped playing in the first place.

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Comments

  • smurf
    smurf Member Posts: 495

    That's fair, disincentives are probably best.

    Though I don't think anyone should get buffs for choosing not to play in a way that disregards the experience of other players. If people are relying on tunneling to get a 2k or more, I think they're in the wrong mmr.

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    That is the game survivors choose to play. If they want to see match through to the end they should play killer. If they don't mind the elimination style gameplay of survivor then play survivor. But I don't think it's fair to say a killer tunneling (eliminating a player faster than some would like) is toxic or that the killer feels it's alright to make the match awful by doing his job... Getting kills. Maybe the solution is make gens take considerably longer to complete and give survivors a respawn so they are never removed from the match but that would result in a whole different type of game thats not dbd.

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266

    What server are you guys on? I’m on NA East 11pm to 3 am and 10 am to 2 pm roughly.

    I probably see tunneling in 1 of every 10 matches and slugging for more than 20 seconds in 1 of every 20 matches.

    Full team slugs is about one in every 200 matches. Is gotta be a region issue.

  • Senaxu
    Senaxu Member Posts: 305

    From a purely scientific perspective, an overwhelming majority of subjects with low IQs tend to exhibit more brutal or humiliating behavior.

    So from that point of view, you end up coming out of this 15-minute game even better than others.

  • Senaxu
    Senaxu Member Posts: 305

    "60 million players" There are probably 10 million players alone who have Epic game accounts from the free DBD week that are used for cheat backup accounts

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    It may be negative for the player eliminated first but that's game lol. 1 in 4 chance of being the unlucky tunnel victim. On the bright side at least they get to go next sooner than the rest of the team. I'm all for making the game fun for all but what makes 1 happy can make another frustrated. I think thats the way it's going to be unless they rework the whole game at its core. Hate the game not the player 😁

  • Aceislife
    Aceislife Member Posts: 450

    Just use Off The Record and Decisive…

  • Aceislife
    Aceislife Member Posts: 450

    You need to accept it then. It's not forbidden, a little wimpy tactic in my opinion, but everyone can play the game how they want to.

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    Sadly, this is what I see, too. And when I use my killer Clown I just get crouching constantly and bully squads.

  • smurf
    smurf Member Posts: 495

    Honestly, it's not just the game, it's the player who chooses to do these things. The only times when it's alright to use 'strategies' that almost exclusively aren't fun for other people playing the game are in the realm of professional sports (or esports).

    You came to this thread, read OP's post, and said that getting tunneled is a skill issue in spite of the fact that most of the community considers tunneling bm at best, and in spite of the fact that OP is clearly having an awful time. The truth is that playing killer is incredibly easy until you push yourself up beyond an MMR where you can reasonably win matches.

    I don't tunnel, camp, or slug for 4k unless a squad has chosen to ignore their goals and try to harass me. Nevertheless, I face survivors much more talented than I am as survivor. I expect that at the end of the first chase, a gen or two is about to pop, but I run a little slowdown and can usually pull a 3k or 4k without much effort. At equilibrium, I do occasionally get a 2k or less, but that's alright.

    If the only way someone playing killer can win matches is by tunneling, that person probably has a skill issue.

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    But you seem to be saying that the only way a killer can play and not be considered toxic is to run slow down perks and spread hooks. Without slowdowns the gens fly. I'm already forced to run lightborn with the constant flash bangs and flashlights. It removes any variety of perks and playstyles. Regardless of how much or little skill is required to tunnel it does take some skill to counter it that's why I say it's a skill issue.

  • LordGlint
    LordGlint Member Posts: 8,684

    Why is someone waiting 15 minutes for a game? Are the queues to play as survivor SO packed full when the experience is apparently just horrible every match?

  • smurf
    smurf Member Posts: 495

    I don't think the only way a killer can play and not be toxic is to run slowdown. It's possible to run multiple perks to enhance your chase and try to down survivors faster than gens pop. But I also don't think I'm super broken at chase, so I usually run one slowdown perk, one or two information perks, and one or two chase perks.

    One thing that I do find problematic is that at very high survivor skill level, it seems some killers can become practically unviable. I don't think I'm top MMR, so my take on this will have varying mileage, but my impression is that at the highest skill levels, high mobility killers (e.g. nurse, blight, etc.) are almost necessary.

    Having said that, I've seen one streamer who just pops onto stream and starts doing a 4k streak with nurse literally every time. I've never seen him struggle to dominate a match. And when he doesn't get a 4k, it's because he let the last one live intentionally, or they got hatch.

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    I'm not sure if my MMR is high or not (I assume high based on the frequency I get 3/4k...how many months does someone have to get 3/4k to get in higher MMR? but obviously I have no idea) I did notice a huge influx of swf and players that clearly know the strong areas and weak areas of the maps and fully kitted out with top perks. Going against them with low mobility killer is a real sweat fest. I usually go PH or Myers. Both low mobility. tunnel with PH and double iri Myers is the way I go and people usually complain regardless if they get taken out fast by PH or mori later in the match by Myers. It takes so long to get T3 that it gives people the opportunity to play the game but they still say toxic killer lol.

    I wish I was going against easy going players but unfortunately that's rare and even rarer to not have any negative remarks post match about how I play the game what perks I'm using (noed being almost guaranteed to get people worked up). They get to play the whole match then complain they lost at the end due to a perk 🤷‍♂️ would they rather be tunneled out asap? That's my experience anyway, others might have a different experience playing the game

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    The issue is that if there is balance in 1 v 4 soloq then swf teams will over power the killer. If it's balanced around swf then the killer is over powered making it very very difficult for survivors to escape. I don't see a reasonable solution to this, no matter what happens there will always be 1 side that gets the raw deal. For me, when I play survivor I'm soloq and know very well the chances of me escaping is very low. So my "win" criteria isnt escape. It's to get as many BP and last as long as I can before I die. If I escape then it's a bonus. It's rough as soloq. Especially when teammates are doing personal challenges like cleanse 20 totems instead of doing gens but some killers are constantly going against swf so often that they don't know if it's the rare occasion someone is soloq...they play as they normally would v swf team

  • Prometheus1092
    Prometheus1092 Member Posts: 577

    The counter to that is the team blocks the chain, that's happened to me and someone got in the way of the chain and took a hit. The counter to many tactics killers use is teamwork. If there was no counter individually or via the team then I would agree with you but sometimes it takes a team to counter. That's why soloq is so rough, the team work isn't that great.

  • smurf
    smurf Member Posts: 495

    I feel that. If I'm feeling competitive and pull too many 4ks for a while, I'll start getting evenings where I'll get obvious swfs over and over again, bringing rare offerings that strengthen the whole team, all strong loopers, heavy meta playstyles. Sometimes I'll see the same swf multiple times.

    I main Pig, and her mid-match has to be strong to win those matches. So the pig hats and slowdown have to couple hard, and all chases have to start with the survivor injured or get the first hit after a couple seconds. That makes her chases into one-shot downs if you approach the survivor with broken line of sight.

    But then sometimes I get tired of the sweat and let the boopers escape. If I'm feeling competitive, I don't give them a moment to try for boops, and if they get a boop off, I'll leave them slugged for pressure. But I usually give the last person an escape once I down them, or if I win the hatch race, I'll guard the hatch and make them be brave to get out.

    Having said that, I usually get positive interactions in post game chat. It's probably the contrasting play styles you and I have that make that difference. It's definitely fun to have a good match and then get to have fun with your survivors at the end :D

  • MechWarrior3
    MechWarrior3 Member Posts: 2,833

    When it gets bad for me I Use OTR, DS and unbreakable. 4th slot whatever.

    If the killer is gonna kill me. So be it. I’ll be wasting as much time as possible though for the gens to get done.

  • DarthYooDar45
    DarthYooDar45 Member Posts: 10

    To be fair, maybe if every survivor didn't gen rush and make every match last five min, killers wouldn't have to slug and tunnel. I understand if you are exempt from this, but 90% of killers only slug and tunnel because of gen rushing. It's the only counter to it because every gen regression perk gets nerfed to oblivion. This game caters to survivors heavily and you can't convince me otherwise.

  • smurf
    smurf Member Posts: 495

    Honestly, I don't think gen rush is a thing. Survivors should start the match spreading out on gens and as killer I usually expect to see significant progress on one or two gens by the time I'm getting my first hook. My feeling is that genrush is just what should be happening.

    As far as whether the game caters to survivors or killers, that's going to be influenced by an individual's skill level and the tactics they use. Tunneling out a weak target is going to give you a 1v3, and if done when there are three or more gens left, it can heavily switch the match in your favor. If tunneling is done effectively, it will push a killer's MMR higher than they're ready for, causing them to need to tunnel more. Tunneling people out will often lead to more tunneling.

    However, it tends to ruin the game for the tunneled survivor and often wrecks the game for their team. There are five people in each game, and tunneling is usually fun for one person at most. So the primary effect of strong tunneling is to make the killer player sweat more and make the game less fun for most survivors.

  • Xernoton
    Xernoton Member Posts: 5,884

    I'm not even sure 5 seconds would be enough at this point.

    I think something that might help as well is having more killer perks that actively encourage spreading hooks similar to old BBQ and Pain Res. They could even go as far as to add that old Ruin downside that the perk deactivates once a survivor is dead and can no longer be used (I still think they should have kept that and buffed Ruin's regression speed back to 200%).

  • GeneralV
    GeneralV Member Posts: 11,701

    Maybe it wouldn't be enough, but I think it would help. DS being a powerful was basically the only punishment keeping tunneling at bay for a long time.

    Together with BBQ's existence, of course.

  • WingerSenpai
    WingerSenpai Member Posts: 51

    Actually mechanically it can be implemented, ever since 'The Lich' is here. To stop tunneling maybe twisting around the invisibility mechanic from him would probably be a good change albeit paralyzing the unhooked survivor from interacting with anything so they can't just hop onto a gen and maybe BT 1.0 see the light of day in a bit more modern fashion.

    Also I like the idea that you mention about it being punished. And on the topic of lore (if anybody cares about the consistency of it) it can be implemented in a sort of "the entity isn't deriving any emotions from this survivor" since I think it feeds on hope(?) and make them sort of unhookable with a mechanic or just raw punish the killer if the unhooked survivor isn't taking a protection hit by a hefty hindered or lock them out of their power or perks for a good bit.

    But as I feel currently there is a flaw in the fundementals of the game that effectively became stale at best after the game's 8 year long run. If killers find genrushing problematic (sure it was worse before kicks or when it was 80 sec instead of 90 [min 50 sec difference or similiar]) that still should not consequentially lead to tunneling as the solution. The game should have variables sure, but if there is a cause and effect then the cause should be removed. The objectives should change and evolve as well with the game's lifespan I think. Like searching for generator parts, making the survivors move more, and maybe the killers need to set up for a sacrifice too with enough blood, or something along the lines.

    The sad reality of this game (I've been playing this game on and off) that during the 7 years since I got it the most obvious pattern is the following:

    • Something new gets introduced (Obsession, Hexes, Boons, Scourge Hooks, etc.)
    • People find loopholes that shorten or turn the tide on a very major scale (Flashlights, Mori 1.0, Mori 2.0, Camping, Tunneling, Meta Builds, Old Sabotage)
    • The developers more often than not just release a new chapter containing band-aid fixes in mostly the form of perks (Shoulder the Burden, Pain Resonance, Decisive Strike, Borrowed Time, Unbreakable (even though the last two was free)Half of the end game perks, etc.)

    And this is in loop for quite a while now. Somehow almost everything recieved changes except the main objectives of the game. And sadly it shows. And over the years the game just aged, and not in the best ways one would imagine. Sure, revisiting the objectives needs time and creativity, but it has been 8 years, and there were plenty of ideas, and the game is still stuck at tunneling and genrushing no matter how you look at it.

    If anyone reads this, Thank you and hope you at least partially agree with my views because this game started out as something amazing (with it's own flaws of course) but sadly it didn't stick to it's horror roots as a game, and became a burnout fest.

  • danielmaster87
    danielmaster87 Member Posts: 9,677

    But they have. They can hardly nerf tunneling more. Survivors get free BT/Haste off hook, and usually use it offensively. Even though tunneling is the best play the killer can do, it's not as if it's a massive time cheat. It's more like the "least bad" play the killer can make, because baseline the momentum they get from injuring, downing, hooking, chasing, is just crap. The game doesn't slow down at all. It only slows down when 1 person is dead, because they can't do gens anymore, nor escape, shifting the pressure/responsibility onto the remaining survivors.

    So it's not just bad killers who use tunneling. People like me with thousands of hours, who've figured out in all that time that going for random chases is bad, have instead been conditioned to tunnel. It physically feels bad not to tunnel, because you know you're making an objectively worse play for no added momentum. It's like losing on purpose.

    And you're wrong on "switching to tunneling" as well. By the time the killer realizes they need to tunnel, it's too late, because the game will be over in the next minute or two. We know this because sometimes the killer will aim to tunnel, and execute it, from the very start, and still end the game with 4 hooks and 2-3 people getting out.

  • UntilValhalla13
    UntilValhalla13 Member Posts: 186

    Maybe be the change that you want. Play killer yourself. Don't tunnel or slug. Shrug.

  • warp1die
    warp1die Member Posts: 502

    You know, sometimes I wish that survivors were given more buffs, but for a slightly different reason. I've been in this game for a long time and remember all sorts of things. I want a repeat of 2020, when the ranking system changed. Then the killers showed that they were worth taking into account. That was the only time when actions replaced words. Now killers are more inclined to talk and use what's left of the tactics.

    Ask me why? All the lobbies looked like this. There were so few killers that it wasn't even funny. This, by the way, is the reason why we don't have exact rank numbers. I remember your messages about ranks, where the issue was raised that this introduces misunderstandings between survivors and killers. This is one of the reasons. Someone always has to remember history.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,090

    I find it really hard to believe this is happening every match, I play OCE, west coast USA and Singapore and I would say it is probably 1 out of 10 matches where I see hardcore intentional tunnelling and maybe 1 in 50 matches where they slug to bleed out etc.

    I see more killers proxying hooks and returning to hook constantly but most seem to want to avoid OTR/DS etc and will only tunnel when survivors make themselves the most easy target for it. Some killers will also prefer to chase a survivor who went down very fast previously too, so it can be a skill issue where someone is just the weak link in the killers eyes