Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

yay guys, more anti-killer changes coming soon

245678

Comments

  • piplup55
    piplup55 Member Posts: 92

    learn to apply pressure. you don't need someone on hook to apply it. bring aura reading perks and stealth perks to catch survivors off guard. avoid chases in hard looping areas. patrol gens… when killers decide to not improve or bring perks to help them in the areas they lack and just bring gen regression they start to indulge in cheesy strategies like tunneling and slugging. which makes BHVR buff killers individually so they can end chases quicker. but killer players do not change their way of playing after buffs, instead they double down on those strategies because they are now easier to do. the same would happen if they "nerf gens".

    so the only thing left is punishing players trying to use those strategies.

  • H2H
    H2H Member Posts: 954

    ”just apply pressure” they say as every method killers have to apply pressure gets nerfed and removed over and over and over

  • XDgamer018
    XDgamer018 Member Posts: 699
  • Defnotmeghead
    Defnotmeghead Member Posts: 294

    I'm assuming a form of basekit DS. It's the only deterrence to tunnelling that will work. Maybe even a 2 second stun basekit with DS as a perk adding 2 seconds. And maybe a DS rework where it will remove all charges from the killer power if possible as an additional deterrence (Nurse wouldnt be able to double blink right after a DS and Blight wont be able to dash. Slinger, Clown, Huntress and Trickster would need to reload, that kinda stuff). It wouldnt really interfere with tunnelling too much, but it would be really annoying for the killer to tunnel to the point that its better to just wait for their target to touch a gen first.

    Anti-camp would probably have an extended 8-16 meters to prevent people from cheesing it, or they would disable killer powers in general for a certain amount of time if they are within the range of a freshly unhooked survivor. (Hag, Bubba, Trapper, Trickster and Twins are 3 killers that can just wait right outside the anti-camp range and still eat through basekit bt as if it was a cookie). That wouldnt apply once all gens are gone so those killers can still guarantee a kill, they just no longer can guarantee trading hookstates. This would obviously have to come with something like basekit 10% pain res on all hooks when survivors are hooked for the first time.

    Anti-slug will hopefully just be tenacity basekit (crawl and recover at the same time, and maybe a bit more crawlspeed) and a way for 2 slugged survivors to pick each other up as a deterrence for mass slugging. That's all slugging genuinely needs in the current meta. Killers would be forced to hook or risk losing all pressure.

    Another really good anti-tunnel mechanic would to simply be disabling gen regression/gen blocking perks once 1 survivor dies, while boosting their powers by 25%-50%. The number 1 issue I have with Pain Res and Grim Embrace is that a killer could tunnel out a survivor at 4 gens, and still proc 40 seconds of Grim Embrace. Force killers to choose between getting 40 seconds of Grim Embrace and Gen regression perks, or killing a survivor, and most would want to keep those perks as long as they can untill they feel forced to get a kill.

  • Lixadonna
    Lixadonna Member Posts: 691

    Who is to say Killer won't get something out of Anti-slug and Tunnel? Granted the track history these could be all the better for Killer.

  • joeyspeehole
    joeyspeehole Member Posts: 292
    edited February 17

    I predict they'll increase the hook camping distance for killers with ranged attacks and add a HUD symbol for the camping bar to help solo queue players.

    Giving Trapper a digging bar weapon customization would significantly help with tunneling.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    The skill level of the average survivor player has gone up exponentially. If you took the multi thousand hour survivors how they play today and time traveled them to old DbD the killers would never win

  • BritneyMitch
    BritneyMitch Member Posts: 265

    Having basekit corrupt intervention pretty much because all of the survivors spawn together doesnt sound like its going to be too bad for killers? Theres things on both sides, the games gonna change that's what they are telling you here. Not that all killers are going to be nerfed because the game is too killer sided.

  • Defnotmeghead
    Defnotmeghead Member Posts: 294

    And yet, killers who have much more potential, havent gained skill much. Because they didnt need to, because they could rely on slugging and tunnelling instead of being forced to get better.

    If you placed modern killers to old DBD, those survivors would never win either. I mean, just patch 1.4. Grab Billy, get a mori easily as its his only iridescent thing he can get from the bloodweb (especially since prestige 3 increases the rate of iridescents). Grab Insidious to prevent BT from happening. Grab Dying Light, Thanatophobia(as that worked with dead survivors too back then) and Tinkerer(cus that increases charge speed). Wait for the random Laurie to unhook. M1 the unhooked survivor and mori them. Now you have a permanent 75% gen progression penalty on survivors at 4 gens remaining. Congrats, now you have generators that take 5 minutes EACH to complete.

    Really, modern players would wreck the opponents.

  • Defnotmeghead
    Defnotmeghead Member Posts: 294

    anti-camp and anti-tunnel will be buffed. In fact, I am predicting a basekit 2 second DS as thats the only real deterrence for tunnelling, with DS adding 2 seconds to the stun. And Anti-Camp to be increased to 24 meters since killers like Bubba and Trickster can just sit on the edge of anti-camp and guarantee a kill

  • Defnotmeghead
    Defnotmeghead Member Posts: 294

    Well, because they have to. Slugging is boring. We know that, they know that. A give-up mechanic is just a quick patch job for the time being. With the release of the FNaF community, they HAVE to fix slugging if they want to maintain at least a decent portion of that player base. If they dont fix slugging, they will have a surge of maybe 5 million players, only to lose 4.95 million players because of how boring being slugged is.

    The game isnt fun for new players. Which isnt too much of an issue right now because a lot of new players play because they have friends who play the game. But a surge like FNaF? You bet they need game health updates.

    Thats why I am 100% certain that the updates will be to prevent players from being longer in queue than in game, and players to be playing the game actively more than being slugged. Not because I trust BHVR wanting to please current players, but because I trust the business side of BHVR knowing for a fact that retaining FNaF players is their top priority right now and their player base have been screaming that the game isnt as enjoyable as it used to be. And if current players arent happy about the state of the game, what will those 5 million new players think? Players who have bought every FNaF game just because they liked it, even though only 12% of people actually played all the games they bought? Those are 5 million players that might be willing to buy all FNaF related skins the moment they enjoy the game. So I'm betting 5 killer skins on release (the og 4 and springtrap), 3 rare survivor skins for the survivor on release, Feng with a cosplay outfit, Sable and Mikaela with an outfit (so that people will buy those chapters too) and Maybe Legion with some animatronic outfits (like they did for silent hill, but yknow).

    Thats a HUGE money maker, and what do you think rakes in the cash more? People who love playing the game with slugging that isnt boring and not being tunnelled out at 5 gens, or people who play the game for maybe an hour to find out some lore, get the feeling of the mechanics and then leave to never return because they've been slugged for 4 minutes 5 games in a row?
    I'm betting that the business side of BHVR knows how much money is at stake, hence the 3 week PTB delay to make sure there are some changes that current players can give feedback on to enjoy the game more, so that the business side of BHVR can be satisfied.

  • ZeroEthics
    ZeroEthics Member Posts: 41

    I would like to know why "Gen Rushing" is Survivors completing their objective efficiently. It sounds so nice. However, when a Killer completes his objectives "efficiently", it's "camping" and "tunneling" and we're everything wrong with the game.

    I mean, I'm not going to judge too harshly because we haven't seen any proposed changes, but it sounds like "anti-strategy" changes for the killer. Even the top tier killers will tell you that in the highest MMR's camping/tunneling/slugging can be necessary to slow the game down. We'll see, but as a Killer, it doesn't sound like it's going to be very "balanced".

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    I was referring to its first nerf where every survivor just had it active whenever they weren't exhausted and it forced the killers into mostly lose lose situations at pallets. It was definitely s tier then. You know you can make a comment that you disagree with someone without being extremely rude

  • ratcoffee
    ratcoffee Member Posts: 2,110

    good

  • StalkingYou
    StalkingYou Member Posts: 394

    then great, will make it literally impossible to beat those ultra high level teams in any way unless youre playing nurse and blight. I still cant believe we live in 2025 and people still think the killer can simply outskill those teams by walking around and spreading hooks, keeping the game a 1v4 for as long as humanly possible. truly do not understand it.

  • StalkingYou
    StalkingYou Member Posts: 394

    no one is "relying", stop making assumptions. I win 90% of my games by playing "fair", but anyone who is remotely competent in this game will tell you that some games are flat out impossible without camping and or tunneling.

  • StalkingYou
    StalkingYou Member Posts: 394

    because that last 10% should be possible to win too? if you keep nerfing camping/tunneling they become impossible.

  • StalkingYou
    StalkingYou Member Posts: 394

    ok, please enlighten me, as well as the best players in the world (who are also forced to tunnel/camp in situations like this, guess its a skill issue from them) how to win against a cracked-out-of-their-mind 4 man who runs quadruple meta perks on everyone and sends me to gas heaven by spreading hooks after every gen regression perk has been nerfed and im playing freddy or dredge.

    rhetorical question: dont waste your time because its impossible. you are literally not winning that by playing "nice" and thinking you can win that by doing so is just delusion.

  • StalkingYou
    StalkingYou Member Posts: 394

    absolutely insane to try and blame killers for attempting to navigate around the bullshit, especially the go next epidemic lmao. I chased one guy as pinhead yesterday and he instantly gave up from just looking at me. guess that's my fault. survivors and killers both play equally sweaty btw, its a competitive game

  • StalkingYou
    StalkingYou Member Posts: 394

    patrol gens? catch survivors off guard and avoid chases in hard looping areas? thanks I was never doing that before, I was simply hard tunneling the first person I found for 5 minutes then losing then complaining to the forums. I only have 70 hours on this game and have no idea what im doing, thanks for teaching me how to play

  • LeFennecFox
    LeFennecFox Member Posts: 1,390
    edited February 18

    Killers will probably take a significant strength hit but at the same time this will allow them to put more power into killers in different ways. I'm very skeptical on their implementation of these mechanics and whether or not they will punish the killer excessively. I'm still optimistic this will turn killer gameplay more into a chase focus mindset instead of playing 3v1 simulator or bust.

  • StalkingYou
    StalkingYou Member Posts: 394

    what does that have to do with the fact that if you nerf camping and tunneling even more then that 10% because impossible to win?

    yeah, you shouldn't win EVERY game, but you should have a chance. against that 10%, camping and tunneling is your only chance.

  • Pit_Bull_Love
    Pit_Bull_Love Member Posts: 202

    I completely agree with you. They should do these things for the health of the game, but I don't think it's what the devs will do. I have zero faith in the dev team at this point. Everything they have suggested in patch 1 is a nerf to survivors. By would part 2 be different? As long as they can make a few dollars off the game, they consider it a win.

    So, does your lack of acknowledgement mean you won't buy me a drink? XD

  • StalkingYou
    StalkingYou Member Posts: 394

    it doesn't really matter how many games anyone gets it back to back. no game should be unwinnable and if we keep nerfing camping/tunneling AND spreading hooks then that's what's going to happen. they're not THAT rare btw, people say things like "you only get them once in 500 games" when its more like 1 in 100 or 1 in 75.

    yeah, killers can run meta perks but their perks have been nerfed and as of right now the strength of survivor greatly outshines the strength of killer in terms of perks.

    I think we're on the same side, youre just misunderstanding what im saying. it's not an issue when anyone runs meta perks, as both sides can do it. the issue arises when we keep beating one side with a club for trying to play efficiently while we dont do the same for the other, or dont give that one side something to make up for it. it gets even worse because, as I said above, camping and tunneling is completely necessary in some games and without it you'll just lose no matter what.

  • CautionaryMary
    CautionaryMary Member Posts: 808

    I see, my post is more-so directed at challenging the notion of slugging being utilized due to second chance perks and gen regression nerfs. If that was the case, it would have been a thing after the Eruption nerf. It would have been a thing after the Pain Resonance and Pop nerf, yet it started directly when the Mori was introduced.

    I'm not inherently against the Mori decision, but it obviously pushes people to slug more for the 4k as the killer gets the satisfaction of seeing a mori. I've went against killers who will slug everyone, wait 'til everyone bleeds out, and sits on a person to get the grand finale of a played out mori that we've seen hundreds of times by now.

    1 in 100 or 1 in 75 is quite low for someone to repeatedly see meta survivors. In my games, I see many survivors running many different builds. I hardly if ever see a full 2-man or 3-man (I solo queue and duo queue now) and I don't see the meta that you see when I play survivor. That's why I mentioned unless you're going against 4-man SWFs all the time, it's not an issue. You win back to back games, your MMR goes up, and you will face more SWF teams as that's where they are located on the MMR totem pole.

    The point that I stress is that we win some games and we lose some games.

    I have games where my teammates die and DC and I switch to a somewhat more meta build to compensate it. I would argue that killer perks and playstyles are far more dominant than a survivor as a killer primarily dictates how a game progresses (if they're skilled). They can choose to slug off rip, they can choose to tunnel and camp at will.

    The worst thing a survivor has is what? Gen progression by splitting up? Anti-tunnel that can be negated by simply hitting them and removing it unless DS is involved? Flashlight saves that can be negated with Lightborn anyways? (I don't think Lightborn is a problem unlike other survivors). Hook saves that are negated because hooks spawn relatively close to one another and the killer can 360 a few steps to hook anyways?

    If you're going to bring up Reassurance and Shoulder the Burden, most of these perks are the most strong in SWF. They do nothing for solo-queue due to the lack of coordination.

    As I've said on the forums, I don't use Reassurance because I've had a random solo-queue survivor attempt to suicide when I did it to them. It does nothing for solo-queue, only strong in SWF. What perks are much stronger compared to meta killer perks (conversation needs to include killer as certain killers dominate, especially against solo-queue.)

  • Rogue11
    Rogue11 Member Posts: 1,959

    Wraith, Billy, Nurse, Hag (teleport), Huntress (ranged attack), Bubba (his saw with full charges reaches faster than SB), Freddy (teleport), Spirit, Legion, Oni, Deathslinger (ranged attack), Twins (victor), Trickster (ranged attack), Onryo (teleport), Dredge (teleport), Wesker, Singularity (teleport), Xenomorph (teleport), Chucky (dash), Unknown (teleport), Lich (flight), Dracula (bat form), Houndmaster.

    All of these can instantly begin either catching up quickly to start chase, or start zoning through teleport, ranged attacks, etc.

    So more than half I guess.

    Even vs simple M1 killers like Ghostface, it doesn't buy you that much distance, and with current map design will usually result in another down too soon for any meaningful gen progress.

    You also failed to mention the remaining cornucopia of second chances offered by being unhooked?

  • UknownShredder
    UknownShredder Member Posts: 204

    Can someone kindly tell me what they are changing ? best regards.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 547
    edited February 18

    those perks were meta perks just like dead hard and didn’t get nerfed for 5 years. You made it seem like it was only survivors that take long to have their stuff nerfed. Period.

    Also ruin was “bad” yet still used almost every game. Yeah sorry don’t buy it

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    Because there are no other decent options. Thanatophobia and Butcher have been trashed by spec changes and numerical nerfs, and Irruption and Overcharge have become significantly harder to use due to Gen Kick restrictions.

  • StalkingYou
    StalkingYou Member Posts: 394

    those perks were meta but were never on the same level of strength as dead hard, period. theyre both hex perks. noed only punished you if you didnt prepare for it and ruin was bad against people who could hit the skillcheck, it was only good against mid to decent players

  • StalkingYou
    StalkingYou Member Posts: 394

    lol so? im not against tunnel/camp getting nerfed as long as they make spreading hooks actually a viable strategy against good squads

  • StalkingYou
    StalkingYou Member Posts: 394
    edited February 18

    it does help against good players, you need to actually know when to tunnel though. youre thinking of brainless tunneling. if it didnt help you win against good players then it wouldnt happen in nearly every competitive game

    also if we get a new gen perk itll probably be nerfed within a year lol