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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

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Comments

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    This is true. You down these people like nothing, almost the quickest chases you can possibly do, and it just doesn't amount to anything. You'd need to be a good Nurse to keep up, and I'm just not gonna do that. I'm not saying I should be able to win all the time with a bottom 3 killer, but at this point you could make an argument that X killer is bottom 3... for most killers. I've gotten really quick downs with killers like Demogorgon, Nemesis, Unknown, Xenomorph, etc, and it's always a frustrating uphill battle no matter what.

    I stopped using gen defence as well, except the occasional Corrupt, Deadlock, or Pain Res, and these gen defence perks are currently built off the assumption that you're getting max value from them every time, when we know that's never gonna be the case. You could take a free instant down, but then you're a 3-perk killer from Corrupt. You could get a Pain Res when you think you really needed it, and it hits a gen that was at like 10%, wasting it. And really, I started running Brutal Strength, Fire Up, and Agitation in some of my builds, because the bar for killer perks has just sunk that low. Those perks may provide as much value or more value as Pop/Pain Res, or NOED, or Spirit Fury/Enduring. Think about that. Recently I've been experimenting with Pain Res, No Way Out, and Remember Me, and it actually buys enough time to where you can eek out a draw or a pity kill, or possibly get the 4k at the end. Very promising.

  • jesterkind
    jesterkind Member Posts: 9,522

    I mean, if the gen pop would happen later, that's after you've gotten your first down in this hypothetical, which means you can slow it down even further.

    It's not foolproof but it gives you actual time to play well and slow the gens down that way.

  • Rogue11
    Rogue11 Member Posts: 1,959

    I'm so sorry you feel the 1 in 10 coordinated not just meming swf matches you get feel weighted against you. Don't ever play solo queue consistently if that's beyond your tolerance for matches feeling unfair.

  • Pit_Bull_Love
    Pit_Bull_Love Member Posts: 202

    I don't know how anyone can see these things as buff to survivors.

    1. Surrender is absolutely not a buff to survivors, if anything it's a neutral. It's a buff to killers though, as it encourages slugging. If you don't like being slugged, you can just surrender, because BHVR is actively encouraging this play style. Why would anyone DC when slugged? Survivors can't afford to take that many DC penalties, so you tab out of the game instead which will still happen with this.

    2. No one is complaining about gamma settings. This should have been in the game from day one.

    3. Let's be real, this is going to be coded like crap and people are going to be punished for playing the game. But this also do not address the issue...why are survivors going next. Sure some times they are just sore losers, but there are tons of legit reasons, but let's just bandaid the real issue. What if BHVR said they would ban killers for camping, but it's not camping if you are chasing another survivor near the hook. Would you trust them to code that correctly? Because I wouldn't. Tons of people are going to get punished unnecessarily.

    4. The crow changes are also a nerf. Whether or not it's a good nerf, or easy to counter, it's a nerf, or buff to killers. And you think killers should get aura and exposed, and that wouldn't be a nerf?? In what world? You know killers would just troll by blocking a survivor until they became exposed, and then slug them. And if another survivor blocked a teammate, the "victim" should be punished in your opinion?

    5. One survivor map offerings didn't/doesn't counter a killer offering. They are equal. Personally just delete map offerings if they are such a big deal. No, killers should not automatically get the map over survivors. Ya know... the only way to counter the killer is to give more power to swfs... just stop.

    6. Spawning together is also a nerf, that's why no survivor's run the shroud offering, because it's detrimental to your team.

    Don't worry about the drink. I thought you were somewhat reasonable, but after this chat, I don't care to share a drink with you. You are very biased and it shows.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    Pulsar's comments basically always mirror that of ScottJund/OhTofu. Meaning they're extremely pro-survivor but come from someone that plays 90% killer. Since it appeals to the broader population of the game while being from someone on the other side, they get a lot of upvotes

  • CautionaryMary
    CautionaryMary Member Posts: 807

    I wouldn't say there isn't any skill attached to tunneling and slugging, I employ the same tactics as well. Hence, why I typically have a more nuanced opinion of it, tunneling and slugging has specific things to buy the killer time.

    However, there are smart ways to employ it, while there are not so smart ways to employ it.

    It doesn't take much skill if you're tunneling off rip and focusing on the weakest link to get rid of. Personally, I don't do it unless the survivors are playing in a very specific way.

    Bringing multiple toolboxes and the only gen regression I had at the time was Corrupt Intervention on Legion? I slugged and did pressure, easily 4ked on The Game.

    I had a game on Decimated Borgo against a SWF that brought hatch offerings and tried to flashlight save many times, I slugged the third, closed hatch, and killed the fourth with the team reporting me, lol (it was a Twitch user).

    It is very easy to 4k, but tunneling and slugging are not primary tactics I use as sometimes focusing out people is not the best play, you need to focus on your gens and make sure that you spread that around.

    If you're mindlessly tunneling off hook, gens are flying, that's on the killer for not properly defending their gens.

    I don't need to tunnel, camp, or slug when I play killer — simply playing and just having general knowledge of playing survivor (I play survivor a lot, which helps me as a killer), map awareness, and choice of perks can easily hand you a 3k/4k.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,778

    Survivors holding M1 on Gens + Go for marathon with Sprint Burst/Lithe

    Who said repairing or Sprint Burst is skill full? Certainly not me lol

  • Nomade
    Nomade Member Posts: 329

    Upvotes truely do not matter, there are more survivors and so survivor favored comments are more likely to recieve more upvotes. Also this is not a popularity contest. Some people might hate me for my opinions and I honestly could not care less if I tried.

    When I or someone else makes a valid point and another person says somthing in response and they get massivly upvoted while I only get a couple of upvotes, I just see it for what it is. There are more survivor players and so they will bandwagon more, even if the argument is kind of absurd. Ive seen people say some really crazy things and still get upvotes.

  • Nomade
    Nomade Member Posts: 329

    Those arent the changes that have Killers upset. Its the ones coming in phase 2 that have people pissed.

    Killers have adapted over the years to all the new metas that pop up. Some require some swapping arounf of perks others require a radical playstyle change. Every single time killer players find a playstyle that actually works against more than just mediocre survivors, survivors cry and cry and cry until they get it nerfed.

    thats where all the basekit buffs survivors have gotten have come from, on top of hook grabs being removed, gen regression limit, anti camp, and now they want to add in anti tunnel and anti slug too.

    Every single strategy we can use to actually win against good teams it looks like is about to be gutted. Survivors NEVER have to deal with the gutting of their strategies, in fact, over the years gen rushing tools have just gotten stronger and stronger over all. More second chances. Insanely broken perks like STB. Uncounterable flashbangs. Easy flashlight saves. The list goes on and on. Both sides have to deal with perk buffs and nerfs, but killer is the only side really that has to deal with hard removal of player agency.

    The biggest issue I have isnt even the overpowered stuff survivors have. Its the removal of player agency from the killer. It is so damn unfair and its not right. It's a "rules for me but not for thee" situation because survivors have complete freedom still with how they play, but killers are forced to follow all of these stupid rules.

  • Nomade
    Nomade Member Posts: 329

    Those arent really the changes that have killers upset. Its whats coming in phase 2.

    Survivors have really powerful (some too powerful) tools and when you are facing half decent survivors, a killer MUST use some kind of strategy. In hook metas a lot of the time that is tunneling. There is not enough time in the match with how fast gens fly to 12 hook a whole team. You just cant.

    Now hooks have become so weak, and survivors have so much obnoxious BS around being hooked and making hooking stupid hard or even impossible, that killers have started to slug. Every single time killers come up with a strategy that works survivors complain until it gets nerfed or hard removed.

    Its this hard removal of player agency from the killer side that has me in particular so upset. Matches are dynamic and killers have to be able to react to what happens in a match but when you start taking away playstyles you are limiting killers to only be able to react to certain things. Meanwhile survivors have no such restrictions. Killer is supposed to be the power role but with all of these nerfs that have happened with things being straight up removed or hard capped, and the upcoming changes that will gut other effective playstyles killer is increasingly feeling less and less like the power role.

    Removal of player agency will kill this game. Its a super bad thing and no one should be for it. The devs are about to make a massive mistake and start bleeding killer players which could begin a doom loop. If BhVR does go through with this and takes away player agency like they seem to plan on, I will not continue playing the game.

  • smurf
    smurf Member Posts: 979

    lol Lightborn ;)

    I think I picked that perk twice. It probably does make sense for people who are still learning to check nearby corners if someone has a flashlight, face walls during pickups, and look up during flashbangs though. But the couple times when I used it because I saw a bunch of flashlights in my lobby, I just wished I had some other perk instead.

  • Nomade
    Nomade Member Posts: 329
    edited February 19

    Survivor has anti slug perks.

    Edit: I will also point out that if you are trying to slam gens, slugging punishes that really hard. Thats another reason it is preferable. If you are ignoring downed teammates and slamming gens then its kind of your fault you lose. Its like ignoring a teammate opn the hook. You cant blame slugging for that.

    Bring unbreakable and chase perks. Learn the maps and how to loop well. Pick up downed teammates as fast as you can. There are definitly ways survivors can counter slugging but everyone wants to ignore them.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Well said. All i ask is if they introduce anti tunnel, slugging and camping machanics that they at least make a secondary objective for survivors in the same patch. Gens can't be flying like this, almost no non S tier killer can come back from these occurrences. On the other hand, if there is a secondary objective, survivors should be able to play an actual 1v4 more often while gens are slower. Its simply unfun to die fast and its really unfun to lose all gens in 5-7 minutes

  • JPLongstreet
    JPLongstreet Member Posts: 6,989

    Players often underestimate the value of playing both roles at least to a competent level. Not only does it make you better at the side you prefer playing, but it greatly increases the understanding of what others have to deal with, automatically increasing empathy.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291

    Survivors complain about killers being viable, not about boring strategies. Hence why when there is no tunneling, camping, slugging they complain about gen defence. When there is no gen defence they complain about killer's chase power. And when the power doesn't provide anything chase wise and makes the killer a M1 they complain about map loops.

  • JPLongstreet
    JPLongstreet Member Posts: 6,989
    edited February 19
  • Pulsar
    Pulsar Member Posts: 22,922

    Meh.

    I try to see things from a more balanced perspective and I try to not let my biases rule.

    I say it how I see it.

  • JPLongstreet
    JPLongstreet Member Posts: 6,989
  • CautionaryMary
    CautionaryMary Member Posts: 807

    For sure, 100%.

    If you asked me what killer I don't like going against the most, it would be Wesker.

    However, I still like going against Wesker because you can outloop them anyways. I don't DC against any killer or load in and groan normally when I see a killer because I know how to counter specific killers, as killers typically overlap with one another regarding counters.

    When you play a killer as much as you do (I main Onryo and Trapper, as I've mentioned months ago - I haven't played killer as much as survivor as I find it more rewarding to play survivor but that's my opinion). You start to pick up specific things that you find strong against your mains that you play as.

    Same thing for watching how survivors play as killer versus watching how killers play when you play survivor. There's definitely valuable information when you play as either side. Before I played killer, I would always try to stick the gen (let's say someone is hooked nearby) and I get pushed off of it, I'll continually try to pressure it when I could simply go somewhere else and do another gen.

    You go play killer? You see the same behavior over and over, people will literally die to get a gen done, it's quite comedic.

    As a result, I changed how I played as survivor from playing killer. Someone is hooked near me, I get off the gen, walk away from it, stop it from regressing, and unhook the survivor. (obviously depends on the gen progression, sometimes I'll stay and commit if it's almost popping) - but if people played more of both sides, they'd see the grievances with both - people don't do that and think the other side is easier when they don't put the time in to see how it is on the killer or survivor side.

  • JPLongstreet
    JPLongstreet Member Posts: 6,989

    I wonder how many up-votes I've handed out just because I found it just funny? 🤔

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291

    Maybe killers keep refusing to play nice because it is the only viable way to play the game? Maybe they should look at why these strategies exist before simply nerfing them like they have been doing every patch?

    Tunneling exists because there is a clear incentive structure in the game for tunneling. 4 survivors do gens way quicker than 3 and so on. Therefore, the obvious thing for a killer to do is to get rid of a survivor as quick as possible to get slowdown. Before with old slowdown perks it wasn't as necessary, but now you either tunnel or you lose.

    Slugging is more of a recent event, and it is mainly because of how miserable hooking has become. First, whenever you are picking a survivor, you are subject to pallet saves, flashbangs, flashlights, and sabotage. Also, you are wasting time walking to a hook. Now survivors also can unhook other survivors really quickly or do a trade if the other is close to death, not to mention that in the endgame they can always get a free save since BHVR removed hook grabs. Not only that, but survivors have gotten really insane unhooking perks, like OTR (which gives you god mode after unhooked) DS (lesser god mode after unhook) and Resurgence (free heal after unhook). Before you could justify hooking since the best killer perks (Pop Goes the Weasel and Pain Resonance) activated on hook, but since they have been thrashed, they are not really worth it the downsides of hooking.

    And if you think about it, slugging is extremely unnatural and inefficient, since survivors take twice as long to die on the ground than to die on hook, so you are probably doing more than 3 chases per survivor before killing them. Just look at 2v8's old editions, where even though survivors didn't have basekit Unbreakable, killers hardly ever slugged since hooking was quicker, you didn't have to deal with sabo and flashbangs and survivors didn't gain OTR and DS. Just make hooking less of a painful chore or give killers some benefit in doing so.

    Finally for camping, it doesn't need a change whatsoever. If you are dying to a camping killer, it is 100% a skill issue. If the killer camps from the get go, just rush gens, and if the killer didn't camp at the start, and decided to do so because you decided to ignore the hooked survivor and do gens, you can always trade or help each other with bodyblocks.

    These strategies don't need nerfs because they are already weak as they are. What killers need are buffs to discourage them from those playstyles.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291

    Cool! Let's make killer even more unplayable for 9 months while the devs decide whether they should fix the core game problems or release another Sable skin.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    Same… I read their posts, chuckle, upvote, and move on - nothing too serious lol.

    I remember someone, I can't remember who during a heated exchange (they kept using ad-hominem and appeal to authority). — claiming, "Thank God, you're not a DBD developer." or whatever innane comment and that same person accused me of having bot accounts, throwaways, or whatever just because I got upvotes during the discussion.

    People don't recognize the power of acknowledging both sides — obviously, I have my biases as I play more survivor but I try to be more nuanced and balanced and I don't think too much on the killer side is OP other than slugging against solo-queue.

    I don't care for Pain Resonance, Pop, Lethal, BBQ and Chili, or whatever other meta perks killers use because I can work around them as I see them all the time. On the flip side, people cannot accuse me of some meta survivor or someone who utilizes Windows of Opportunity as I don't use it. I see the value in it as a new player and solo-queue person, but I like to have more build variety and I have memorized loop tiles and can loop due to simply having eyes -- I don't need Windows of Opportunity because I'm constantly looking for pallets as I'm in a chase and flicking my camera around, I don't need WOO to prolong my chase.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    Just don't play nice? I don't know, lol. I've seen ad-hominem about survivors giving killers some survivor rulebook but I don't really care about how a killer plays, as I know general workarounds for it.

    You can play however you want to play, you want to run full regression - go ahead. You want to run full aura reading, go ahead. You want to do a nice little combo between the two, go ahead. You want to do a sneaky niche stealth build, for sure, go ahead.

    However the same needs to be said for survivor instead of complaining about second chance perks or whatever flavor of the month it is for the other side.

    If a killer wants to try to slug me with Knock Out, I immediately start crawling and not stay in the same place, so the killer doesn't sit on my body and babysit me all game.

    I notice Knock Out on another survivor? Don't get mad when I outplay you by going into a locker injured to prevent my teammates from being blind.

  • Nomade
    Nomade Member Posts: 329
    edited February 19

    Survivors do that to killer players too though. You cant really argue that. This entire slugging situation has happened as a result of survivors stacking multiple second chance perks, nerfs to hook stage timers and repeated nerfs to basically all killer gen regression perks. Killers were simply adapting to the nerfs that the devs have done and the the meta perks survivor brings.

    Survivors need to do the same thing and react to the meta. You can bring any perk you want but if you are gonna ignore the prevalent playstyle that killers are using then you really dont get to complain about what may happen as a result of that. It is like sticking your hand on a blistering hot pan and then getting mad because the pan is hot and you got burned.

    There is a difference between choosing to take off meta perks or play in a goofy way and BhVR swinging the mighty hammer of hard player agency removal like they have done with killers in the past and are now wanting to do again.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291

    I said "play nice" to quote the person I was responding to. I also agree that there is no "playing nice". People should play however they want. If I were to rage against survivors who play in ways I find uninteresting (like 50% of the survivor player base do), I would spend half of my day typing mean comments in the steam page of SWFs lol.

  • Roco45
    Roco45 Member Posts: 342

    No, the entire slug meta is not a Surv issue, it's a SWF issue, not a Surv issue. You guys have to stop conflating the two.

    It's an issue when SWF stack those perks because they have super coordination from comms to pull off moves that BHVR can't balance around. It's not an issue when SoloQ uses those perks because they are less coordinated and the chances of trolling the Killer are extremely low. Hell, the games been out for a decade and BHVR haven't even added the ability to see other Surv perks in the lobby so you can coordinate with your random teammates, yet SWF get a free pass to do whatever they want at the expense of the rest of the community.

    Killer adjust to facing those SWF matches and then let all hell break loose during SoloQ matches to feed their ego from the sweaty SWF matches they constantly face. It's a cycle that starts and stops with SWF.

  • CautionaryMary
    CautionaryMary Member Posts: 807
    edited February 19

    Oh okay, lol - my bad!

    I see the whole playing nice comment and it makes me raise my eyebrow at times because most people should be playing to win or just simply having fun.

    I'm a bit of a weird survivor because I don't really complain about inherent things like Pain Res or BBQ and Chili (probably complained about it early on years ago) but it's easy to work around when you know it's in play.

    People should just play how they want and using the argument, Well I play how I want because such and such play how they want can be said the same exact way backwards.

    Slugging and the general shift to it will just make people play like I play. It only hurts people who don't know how to play against it or new players to the game. Either new players will be fed up with it, give up, giving us veterans paradise to know how to counter these strategies or these new players will adapt and do the above like I've mentioned. I only speak on solo-queue many times because that's what I was for many years, I know how it is, I've seen the ups and downs over the years so it doesn't affect me because I have the mindset to adapt and many, many people need to do that instead of blameshifting towards the other side.

    You play how you play, it's fine - let's not accuse each other of I play how I play because players play how they play because they can say the same thing about you. Edit: generalized statement, not directed at you but you get my point. 🤗

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957
    edited February 19

    Camping and tunneling one Survivor out early is sometimes the only way to even have a chance against seasoned SWFs. People are going to keep doing what is easier to do and once BHVR figures out that hooks should be incentivized over kills than nothing is going to change. How many "hooks" a Killer gets vs how many "kills" they get will always tell a different story. Bad data will always give bad results. In other words, garbage in, garbage out… After all this time they STILL don't get it..

    Survivor perks like new Dead Hard, Deliverance, etc actively discourage hooking the Survivor as they'll just get another thing to use against you once they're hooked.. If hooks did what cages do in 2v8 and went to the other side of the map every time the Killer got close it'd be a whole different story and Decisive Strike, Deliverance, etc wouldn't have been necessary in the 1st place. Put something in the game that tells Killer they'll get rewarded for going after a new person each time. Just like Grim Embrace. Not a perk but an actual base mechanic of the game.

  • Pit_Bull_Love
    Pit_Bull_Love Member Posts: 202

    I was directly responding to someone else who was saying all or most of those points were survivor sided, which is objectively false. I can see the concern, but I have played long enough to know that killers have nothing to fear with any of these upcoming changes.

    The issue I have with your argument is that it is one sided. Why is anything meta? Because it's strong and it's used to counter the other side's meta. OTR and DS are used to counter camping and more specally tunneling, which a killer can do with zero perks. And how do killers counter those perks? Slugging which also uses no perks. So now survivors have to run a boon and unbreakable. While killers are running either aura or gen regression perks, or a mix of both. How are survivors supposed to counter everything while half of your kit is free?

    You go on to talk about player agency, but you do understand that slugging literally in every sense removes player agency from survivors, right?

    Nothing has been taken away from killers. They can still tunnel, camp, and slug. Tunneling can have a down side if survivors are running certain perks, but that's it. Easy and free solution, don't tunnel. Gen regression takes 8 events, and with every kick killers get a 5% instant regression. Nothing was really taken away from killers. If a survivor sees that this match is going south and goes next, it's a bannable offense, unless you're slugged with everyone else...oh what fun. Nothing the killer does is bannable. Survivors are stuck in this boring loop of trying to gen rush before they get slugged. Please try to look at both sides and tell me who is losing agency in this game?

    I feel the same as you, though. They have ruined survivor for me (killer for you). Every update makes survivor feel worse and worse.

    Honestly, I know it initially sounds stupid, but they need to remove some of the balance. What made dbd and 2v8 fun? The choatic-ness of it all. Give everyone stupidly busted stuff and just let us have fun.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    I used to when I first started playing I think lol? I have some odd videos of me playing with Windows on my YouTube channel or like if I'm running no exhaustion lol.

    I think it's a handicap in some fashion because it dumbs down loops for the average person. What I mean by this is people don't utilize self awareness to use their eyes to spot things. When I loop, I typically take note of pallets that I see. Sometimes I'll be at a loop, loop around the loop, killer kicks the pallet, I run to the new loop (with the pallet) or I run back to a previous loop I've already dropped a pallet at. It's very memorization focused for me, but I see the other side of the argument for solo-queue and new players haha.

  • CautionaryMary
    CautionaryMary Member Posts: 807
    edited February 19

    @biggybiggybiggens

    The only time I actively see Deliverance is SWF oriented teams, lol.

    There's a reason why solo-queue doesn't use it because it doesn't notify teammates to stay and leave the person on the hook.

    Same for Wicked, even I like to use that on my Renato along with Babysitter (I can unhook myself in basement and see the killer, so I don't accidentally run into them). It's a niche little combo, but gives me funny moments like, "Hook me in basement!" and laughter when I unhook myself and the killer lost all pressure anyways as I typically stay on the hook last second (before I reach second) or I unhook when I see someone actively trying to get me.

    Another reason why perks should be shown so that people see each other's playstyles and can play around it, just like a SWF does. 😊

  • smurf
    smurf Member Posts: 979
    edited February 21
    Post edited by smurf on
  • Nomade
    Nomade Member Posts: 329
    edited February 19

    Dude there is so much wrong with your response that is broken beyond repair. I honestly dont have any idea where you are even coming from with some of this and what i do understand i see as you being intentionally obtuse.


    @Pit_Bull_Love You are making the very same mistake Firellius is. Slugging does NOT hard remove player agency from the survivors. You have to use the tools you have available to deal with it, yes, but that is the result of HAVING player agency not the lack of player agency. This is totally different from BHVR swooping in and bashing entire strategies to death to the point where you actually cant do them at all. Removal of player agency would be like killers asking for unbreakable to be removed from the game. Removing player agency means removing options. You still very much have options for dealing with slugging and no one, not even me would argue for their removal.

    At the brass tacks, what you really want is for killers to be forced to deal with all the super OP second chances survivors get again, only without any of the tools with which to deal with them.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    Honestly, once survivors recognize that they can simply hop into a locker or move away from their specific point they're downed at, the meta itself will die.

    The only change I would do is put Knock Out on a timer, that's it.

    No point in permanent blindness that affects the hardest role in the game — solo-queue.