General Discussions

General Discussions

Can the devs revert the killer nerfs that forced players to tunnel, camp and slug now?

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Comments

  • Member Posts: 10,430

    Well then we play to lose, unless we get really lucky. That's our only other option.

  • Member Posts: 2,617

    Full explanation and links to the 175 games that were used as a sample below. It certainly wasn't avoidable by 'not going for unsafe saves'.

    I'm not saying this was your intent but players don't need people gaslighting them about the efficiency or the frequency of tunnelling. Of course people can only speak for themselves but it seems a common refrain by some posters is denying that people are speaking for themselves by listing how frequently they get tunnelled or how effective tunnelling is (while often also arguing that tunnelling is 'necessary' but also supposedly easy enough to counter that it's the Survivors' fault if four solos with no knowledge of each other's perks, limited communication, and no way to communicate strategy to each other somehow don't magically coordinate enough to counter tunnelling; Schrodinger's tunnel I guess).

    Saying that it can be avoided by 'not going for unsafe saves' or happens by 'happenstance' is, regardless of the intention in doing so, falling into the forum trap of gaslighting and blaming Survivor players in order to downplay a genuinely overpowered and unhealthy strategy that Killers have. It's a common refrain in these forums to blame Survivors for problematic issues that Killer has instead of examining issues objectively.

    It's ingrained enough that as soon as a Survivor issue is mentioned a knee jerk 'but the Survivors made the Killer do it' response always comes up. This can be seen in how in this thread two separate posters, regardless of their intentions, have already displayed this knee jerk response instead of just acknowledging my experience.

  • Member Posts: 995

    I'm not saying they're broken. YOU are.

    You, and so many other forum killers have been adamant that killer is unplayable without camping tunnelling and slugging, despite more competent players than you showing that it's not just playable, but strong. That you don't -need- any of these tactics that you keep insisting on.

    And what's even more insulting?

    many killers in this game conceptually stand no chance against a competent SWF because they are literally forced to tunnell, slug and camp, but they are being heavily punished for it overall, especially pure M1 killers.

    You even admit that you do not need this! You admit that you're doing perfectly fine without tunnelling, camping and slugging, so my question to you is:

    Why even care about these announced changes?

    Why is it that every time there's any kind of discussion about fixing these problems, you and people like you come in to balk and protest, when by your own admission, you don't need these strategies?

    Because if that's true, these changes won't negatively impact you. That 'decent winrate' you manage without camping, tunnelling and slugging? That'll continue. That won't change. So why the constant protests?

    Because to me, it sounds like you're going 'I'm doing fine, I'm doing well, but I want to reserve the right to win even more and ruin the game for others. My minor concerns are more important than the major problems that the other side has been dealing with for almost a decade now'.

    skill difference, skill difference, skill difference!!!

    After i've hit soft cap, my skill kept improving because i was practising the game in an environment separated from pub matches, while my opponents were stagnant in terms of skill. And by playing with no tunneling + no camping challenge, i am giving my opponents a literal headstart. Would i ever avoid doing any of that if i actually had perfect opportunity to utilize those and win the match against someone on my skill level? Absolutely no, and you are constantly avoiding the very fact that skill difference is why people who do these streaks manage to consistently win.

    I've never said game is impossible with these, i was always saying there was never a proper incentive for killers to actually not slug, camp and tunnel to win, but there is plethora of counters to it people are straight up refusing to learn how to use.

    So it's really time to stop trying to accuse anyone of being bad at the game because they won through tunneling, camping and slugging. You are far worse than them because you have such strong tools to make those strats close to worthless in 90% of cases, and yet you refuse to learn how to utilize them better.

    And if you actually want to look at the game from the perspective you are trying to look from, but are constantly failing, you should seriously enlist for some scrims and comp DbD in general to get a huge reality check

  • Member Posts: 2,617

    Considering other comp players on the forums have disagreed with you and explained why you're mistaken in separate threads why would @Firellius expect that you would listen to him (or not listen in this case) anymore than what you currently don't do if he did scrims?

  • Member Posts: 995

    i don't think watching DbDL tournaments from time to time marks you as a comp player

  • Member Posts: 5,998

    Well, the "its not always the right choice" is precisely the point of the timeout. There are 2 problems this is solving;

    • Low level survivor players typically do not make the right decision in regards to "Should they heal or should they not"
    • Low level survivor players are often not able to handle being injured for long periods of time.
    • Low level survivor players struggle against tunneling often leading to "farming" their teammates
    • High level MMR NOT HEALING is actually too strong in a lot of cases.
    • High level MMR tunneling/proxy camping is pretty much necessary in order to stand a chance at winning.

    So what does such a system do?

    • Well, it addresses the healing problem for low level survivors by simply healing them, they don't have to worry about it.
    • It addresses the tunneling problem by making it impossible.
    • It addresses the problem of tunneling being necessary at the highest MMR levels because the killer can now KNOW that survivor is AT MINIMUM on a timeout for 32 seconds. Which is significant enough to put a dent into survivor gen efficiency that the killer that tunneling is no longer necessary.

    Its the type of change that improves the game at all levels of play. It makes low level survivors feel safer and better able to handle tunneling. And it slows the game down at the highest levels in a way that doesn't punish survivors for doing their objective (like they keep doing for killers with the anti-everything basekit stuff) but instead rewards killers for going for hooks.

  • Member Posts: 5,998
    edited February 19

    Ah yes, i forgot to add that, but the mechanic would obviously not work in that case. Similar to AFC when the gens are done.

  • Member Posts: 2,617
    edited February 19

    They were comp players who disagreed with you; not spectators. If you're willing to disregard their comp experience so readily then why should anyone listen to your claims?

  • Member Posts: 479

    Here we go again showing off how bad your sense for gameplay is.

  • Member Posts: 4,711

    I've never said game is impossible with these, i was always saying there was never a proper incentive for killers to actually not slug, camp and tunnel to win, but there is plethora of counters to it people are straight up refusing to learn how to use.

    Oh yes, I've seen your list of 'counters'. Perks, hope your teammates do it for you, or just massively outskill the killer. And the perks got nerfed because they worked.

    'There was never a proper incentive'

    Maybe that has something to do with BHVR listening to killers like you who will only accept buffs without realising that if everything got buffed to being as oppressive as these strats, it'd just be expanding the issue, not fixing it.

    Besides, if these tactics have such powerful tools to punish them that are all the rage in higher ranks, what difference does it make if these tactics get nerfed? If the issue is just that there's 'no incentive' to not camp/tunnel/slug, then these changes should be exactly what you want.

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  • Member Posts: 1,402
    edited February 19

    Respectfully: No on all accounts.

    What you book as improvements for unskilled survs and a damper on skilled survs just removes nearly all skill expression the survivor role has - the only section where skill expression is marginally there would be chase. That, in turn, means that Qing up as surv essentially means you spend the vast, vast majority of you match in time out of one sort or the other; either your 32 second time out after being unhooked or 90 seconds on a gen. Yes, gens are a form of time out. The game would not change whatsoever if, instead of gens, there were chairs a surv has to sit in for 90 seconds total. Given that the target chase time is 45 secs start to hook iirc and survs are expected to complete at least one gen, you actually spend more time timed out while you're not even on a hook than playing the game (the only "playing the game" that could count as such would be chase at that point).

    I mean, if the devs want to go for it; sure. But I'm fairly certain at that point dbd becomes a PVE game….

  • Member Posts: 1,572

    Get them, GET THEM! LOL This is exactly it, it's just getting rid of unhealthy gameplay from the game, if people are so good at it they'll adapt.

  • Member Posts: 5,998

    Removing one tiny thing of "do i heal after i unhook or not" in the effort to make tunneling not a thing, is well worth it. And saying that doing so would "remove nearly all skill expression the survivor role has" is quite frankly a ridiculous statement.

    So looping, deciding which gens to do, leading killers to stronger areas in a chase, countering specific killer powers differently, dodging hits, knowing when to save teammates, body blocking. None of those things are any kind of skill expression? You realize that the "fun" part of DBD is the chase right?

  • Member Posts: 5,998

    Would love to see the matches for that win streak. Because there are far more factors in play. Perhaps this person never plays trapper, perhaps they played on a new account. Maybe they tanked their MMR on trapper before the challenge. So without seeing the actual footage to see what caliber of survivors they were going against, saying "30 win streak" is meaningless.

  • Member Posts: 1,402

    It's not just "do I heal after unhook or not" - it's everything surrounding it that gets removed as well.
    That player can't take agency in deciding which gens to do, can't lure the killer anywhere and bodyblocking would be such a niche occurence (cause when do you body block? Because you're in one place with a surv who remained uninjured after an unhook) it would hardly occur anymore.

    "Deciding which gens to do" is a skill that should be acquired once you've realised what maps look like. That takes what? 50 hours if you don't go to external sources? That's on the same skill level as realising if you want to stealth you shouldn't fast vault or that dropping from a great height staggers and there are only few places where you can actually drop in chase and get an advantage. You also don't need the "skill" to save a teamie at the right time - if you feel like you can get an unhook for free mid chase that'd be a brilliant idea; the sooner they're off that hook the sooner they can get back to the gen. Dodging hits is a last resort and between ping (idk about you but I regularly get 100+ ping killers) and how wonky the game has been lately it's more luck than skill. - I give you the countering different killers though.

    And yes, I am perfectly well aware chase is the fun part — but you have about 135 seconds of that max per match. For those 135 seconds you spend a lot more time doing essentially nothing. If I want to just chase I go to a dbd server and go "come shack 1v1" then I have chase. Pubs are only more fun than just shack 1v1 because there's interaction between survs and surv actions have to kinda complement each other. In your version the only time a surv should interact, or even see, another surv is during the unhook animation.

  • Member Posts: 5,998

    That's what being on the hook by definition does though.

    The entire game is designed around: survivors do thing, killer stops them from doing thing by taking away the survivor agency.

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