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Killers that try to "fair play" as much as possible

HeroLives
HeroLives Member Posts: 3,233
edited February 2025 in General Discussions

What are some of the things that you find that you struggle with most when going up against survivors? What do you feel like is unfair and would balance the game more towards that playstyle?

Comments

  • HeroLives
    HeroLives Member Posts: 3,233

    not always sometimes as survivor it’s the only choice you have because the killer refuses to leave the area and trying to remove chase and health states as much as possible, and it’s established already they’re not trying to because the way they’re acting.

    On the other hand there’s survivors that won’t even give killers 5 steps to try to move away before trying to save and I’d say that’s totally on them.

    So fair play in mind how would you address this without feeding intentional camping/tunneling or right back to the hook play without giving either scenario the advantage bc of “abuse”?

  • Anti051
    Anti051 Member Posts: 881

    If 2 dive the hook, the first person soaks the first hit and runs off, the second person gets the save and soaks the second hit and it's very likely that everybody gets to a window or pallet before taking a downing hit.

    Isn't the play in that scenario to go do gens instead of focusing on the hook save, though?

  • kommandantlocke
    kommandantlocke Member Posts: 75

    yes the unneccessary toxicity is a big thing sometimes i wish engame chat didnt exist i even uninstalled because how bad it was when i tried to be nice

  • HeroLives
    HeroLives Member Posts: 3,233
    edited February 2025

    horrible people with raging hormones and only their hands to keep them warm at night do that. Only lover they’ve ever known is last name ends with light, First name flesh. Can I say that on here? Idk.

    To clarify I mean that towards the bm chatters, not you.

    Post edited by HeroLives on
  • HeroLives
    HeroLives Member Posts: 3,233

    Yeah the idea is to not be swarmed at the hook with the killer around, or even just swarmed at the hook, or swarmed at the hook immediately. In fair play it really only takes one person to save and go give a heal to the person that was unhooked. Killer should have time to be able to have found and take another chase by then probably kick a gen too, with adjusted heal times and gen times/ regression to account for it of course.

  • Nomade
    Nomade Member Posts: 329

    Anti tunneling perks doent really exist.

    The biggest anti tunnel feature that survivors have is baskit BT + haste off hook.

    Perks like DS and OTR have an activation time or a flat out time in which they are active for. This means that if the killer is playing well and your team is screwing up and they are able to down teammates too efficiently, your so called "anti tunnel" perks punish them when they go after you because they were able to be efficient on your other team members. They are anti killer efficiency and anti pressure perks, not anti tunnel perks.

  • HeroLives
    HeroLives Member Posts: 3,233

    I’d argue two things can be true, if not play survivor.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,863

    Yep, and it's only going to get worse I fear in upcoming patches as they apparently are going to do more "anti-tunnel" things.

  • smurf
    smurf Member Posts: 979

    I agree, and normally it's pretty rare to see that outside of certain bully squads. But I had it happen with two groups recently. I felt bad running back to the hook, but I think that can't become an expectation to just unhook immediately. And imagine if it were other people... I suspect a nonzero number of killers would go "Great! Now that person has two hooks!"

  • Anti051
    Anti051 Member Posts: 881

    But in reference to Mr_K's argument; it wouldn't actually be logical at all that multiple survivors end up on the ground including the unhooked. In fact, it's not a taller order to perform the hook save and get to safety before taking a downing hit.

    So DS deactivating if the killer chases, downs and hooks a different survivor is fair since they're not tunneling. The change allows DS to keep its intended function and would help to encourage playing for hooks by addressing something that frankly just feels like a proverbial middle finger, and unjustly punishes killers who are actively trying to "play nice."

    As for anti-tunnel perks "not existing;" the idea is to provide a buffer against the act of malicious tunnel-vision, not to make somebody completely immune to being caught again.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    Not much really...

    1. I don't like one trail make that much of a mark
    2. I have other ways to go about a trail that isn't

    going my way but to be honest it's just me... so I can't say what everyone is feeling

  • Darkage
    Darkage Member Posts: 80

    I try to play fair I guess, I stopped caring about kills a while ago. I still play out the trial and do chases and stuff, but I don't try and win. On Xbox, so less of those bm chatters. Still get the occasional message from those pre-pubescent children who have a massive ego and think they're 'juicers' or whatever.

  • A_T_E
    A_T_E Member Posts: 254

    When you say "play fair", I presume you mean without camping, tunneling, and slugging.

    I almost never camp, except if it's a losing match (gates open, 4 Victims still alive), as the anti-facecamp doesn't work then. I only do it to get single conciliatory kill.

    I usually only tunnel if the person is being toxic (subjectively, ex. I find T-bagging after pallet stuns, waving at me to chase after I give up an extended chase, and Victims just goofing around without playing with the team toxic).

    I slug for 4k, but I don't slug entire teams intentionally. I've managed to get 4-slug one time, but that was a bizarre scenario where one Victim after another kept running up to prevent a hook / heal, and didn't back off, so eventually they were all downed. 🤷‍♂️

    I've grown a bit jaded to playing fair/nice lately, however, as more and more often people are toxic during AND after the match.

    Like Buff_Us says, I've played nice before, letting entire teams go after a pretty decent, non-toxic match, and then I'm hit with an avalanche of "l2p, get good, lol ez" and whatever, despite the fact I very obviously let somebody go by literally dropping them off inside an opened gate. It leaves a bit of a bitter feeling to feel you had fun, then get defecated on.

    Anti051 have a lot of good points about making anti-(INSERT) less of a weapon, and more as the intended purpose of the implementations.

    In particular, I find the removal of collision to make sense.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 638

    Yah. @jesterkind

    Play fair is very poorly defined, I want to interrupt it as meaning "entertaining but not frustrating for the current group of survivors." And that might not be too hard to accommodate, if the group wasn't so diverse.

    The biggest issue would be generator times, they are too fast now and the regression assortment is too specific and uncomfortable to use to feel enjoyable to work with. But I wouldn't ask for the regression tools to be rolled back to an earlier state because they were hated by players that spent most of their time playing survivor.

    So, in place of that, I'd ask for Behavior to keep introducing chaos into the perks and all the game modes, so metas don't have enough time to solidify and become refined. Like 2v8 but more messy and changed weekly or biweekly.

  • OrangeBear
    OrangeBear Member Posts: 3,525
    • Anti-tunnel being weaponised
    • Chases being drawn out using map offerings, exhaustion perks, styptic agent, body blocking, comp cornering (very bad for killers with no mobility)
    • Toolboxes, they exist to shorten the game and remove opportunity for the killer to regress gens.
    • Survivors making it too appealing by not respecting your presence
    • Weak killers
    • Survivors being mean in general, i believe it punishes killer players for challenging themselves and trying something new and encourages them to stick to what works and what they know is strong and oppressive.
  • Firellius
    Firellius Member Posts: 5,486

    Hook denial needs stricter limitations, IMO. It's only when picking up a survivor that the killer is -not- the power role, and I think killers should be immune to hook denials after being made to drop twice, until they've gotten another hook.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,970

    That's an interesting idea, although I assume you're meaning something like the locker grab lightborn mechanic for blinds.

    Considering "wiggle" and pallet saves are both also "hook denial" mechanics, it would be pretty abusable to just backpack a survivor permanently and use up every pallet on the map, as an extreme example.

    I'm also not sure how you factor in sabos, since voluntarily dropping the survivor could be "forced", but we probably don't want to go back to survivor dribbling either.

  • Halloulle
    Halloulle Member Posts: 1,443

    Straight up unfair? Problably only how pallet stuns sometimes work; from the killer pov it often looks like you should really be out of that pallet - yet you still get stunned. And maybe map offerings coupled with specialised squads that want to do their special build for that map.

    Other than that? I play fair and chill and I know where the limits of that are. (Also, for the record and because it has come up in previous replies; just because you don't set your mind to tunneling and camping you're not automatically playing fair.)

  • Firellius
    Firellius Member Posts: 5,486

    Yeah, I wouldn't give it a 100% protection to wiggling, rather just increase the wiggle timer a little every time a hook denial happens, capping at three stacks. This way, the killer can't hold on forever, but sabotage becomes ineffective since the killer can just reach the next hook with ease.

    Sabotage has always been the least concern since it's very hard to pull off and very unlikely to work with some hook spawns, but you're right that perma-backpacking should be off limits.

    Though to be using up every pallet on the map, the other survivors would need to slam them all when it's pretty obvious it won't work until a hook has happened, so I'm not concerned about that.

  • Mr_K
    Mr_K Member Posts: 10,354

    It's a common occurrence. Why do you think camping is affective enough to do over patrolling? Not saying the entire team goes down. It can be just the unhooked and rescuer. Rescuer goes down as soon as the unhook happens, killer chases and downs the unhooked. Instead of picking up the unhooked survivor they pickup and hook the other. DS is canceled and the killer is free to pick up the unhooked survivor.

  • hermitkermit
    hermitkermit Member Posts: 999

    I always play the way I want others to play against myself . You know, golden rule and all that. If I can acknowledge a certain tactic is “unfun” when I go through it, I’m not going to acknowledge that it’s “unfun” and then proceed to do it myself, as in my opinion I just become part of the problem and it feels hypocritical or somewhat selfish.

    So, that being said I don’t slug unless I have to (flashlights) or camp or tunnel (unless I have to as in the freshly hooked person actively gets in front of me).

    Something I struggle with is probably maps. Depending on the map it can really put you at a disadvantage, and I know this goes for both killer and survivor.

    But map imbalance I think really sits at the core of many issues. It can lead to gens taking too long, gens taking too short, hooks being far or close, the number or quality of loops is affected as well. Better map balance would help the game as a whole, and it’s what I probably notice the most when I play killer, as it can really tilt the scales in a way that has absolutely nothing to do with my own personal skill or the skill of my opponents.