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

Tunneling has gotten out of control

124»

Comments

  • Nick
    Nick Member Posts: 1,286

    Yes, and the Killer has to kill. You're playing a PvP game, people win and people lose. That's part of it.

  • CrypticGirl
    CrypticGirl Member Posts: 1,428

    As long as you're doing this within the boundaries BHVR has put up, you shouldn't have to listen to what anyone has to say.

    And here's where the issue lies. As I've been saying, there's a time to tunnel, but most Killers have been pushing beyond those boundaries so much that BHVR has had to step in to tone it down some, with plans to do a bit more in the second phase of the Quality of Life Initiative. What exactly they're planning to do is unknown as of right now.

  • mecca
    mecca Member Posts: 553

    In other words, just accept the loss beyond your control. That's not what you call fairness.

    PvP should have some balance and there is none here.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Honestly can't wait for anti tunnel to come in lol just to prove I can still tunnel and make it effective. This is like the anti camp thing all over again. When they were talking about anti camp all survivors were saying "killers won't be able to camp anymore". All it did was teach killers to camp better, proxi camp instead of face camp. And the anti slug... All it did was make it so survivors can abandon when all slugged. I can almost guarantee anti tunnel will not prevent killers tunneling from the get go. They already know sometimes killers need to tunnel, you said it yourself there is a time to tunnel. If they nerf tunneling that drastically then tunneling later in the game won't be effective at all when it's needed for these times you talk about. if they succeed in doing a successful anti tunnel without breaking the game I will be very impressed.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I'm sorry you feel this way but did you actually read my post through or just skim? I just said that SOME chase pressure is needed, and it's often hard to tell a long chase from a tunnel for Survivors.

    You can't just call a post you don't agree with "trolling" and be done with it. You need to engage with the post when you quote someone. I'm pretty sure we just made the same point too so I'm doubly confused where the aggression is coming from here.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,307

    I like a challenge when playing killer, so I always spread hooks. I won't always win, but I get to have more fun with the survivors that way. I won't stoop to the level of camping or slugging* either, because that is just being pure evil. I believe that everyone deserves at least a chance.
    I really miss the old BBQ though. It was the best anti-tunneling incentive, since you wanted to hook everyone at least once to guarantee that sweet 100% BP bonus, without the need for an offering. Ahh, good times 😊

    I will agree that tunneling is definitely the easiest way to create more pressure, but if you are smart, you don't take chases that you know are going to be long. It's a lot better to patrol the gens and see if you can pick off survivors that are out of position instead. Hit and run, or hit and commit to a short chase works well too.
    And there is no shame in letting the 4th survivor go. By definition, a 3-kill game is still a win for the killer.

    *In extreme cases, like against a 4-man flashlight/flashbang/sabotage background player squad, I think it is okay to play a little dirty in return.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited April 14

    So, tunnelling has a definition and it's not just chasing the same survivor twice. If you're effectively "tunnelling" someone who is our of position, a weak link, or otherwise has made themselves an easier target of chase even if you already hit them (like healing under a hook or making a mistake by doing gens injured), you are not tunnelling them.

    Tunnelling is when you focus the same Survivor repeatedly for no reason, to the exclusion of anyone else because you CAN, not because there is a tactical reason to do it. Guarding hooks, pressuring gens, and attacking the weak link are all tactical and effective ways to "tunnel" but they aren't really tunnelling.

    The tunneling I think BHVR wants to address is the kind where Killers hard focus someone to grief them out of the game early on, on purpose. Not tactical uses like going back to a hook to check on it (and find Survs), hitting someone out of position they already hit, dropping then continuing a chase as a play, or forcing a Survivor to do nothing but take chase. I do agree this fix, like the AFC, will not address what some people mistake tunnelling to be. Probably because it's not actual tunnelling.

  • CrypticGirl
    CrypticGirl Member Posts: 1,428

    Yeah, I'm not declaring that tunneling is going to end.  We already know the devs recognize tunneling as a strategy and they don't want to eliminate it entirely.  They only want to address the most extreme cases where tunneling is used for griefing rather than a winning strategy, as LockerLurk describes.  So I'm really curious to see what they put out and how effective it will be.

    And the anti slug... All it did was make it so survivors can abandon when all slugged.

    Well, the devs haven't put out the promised anti-slug measure either.  That's also coming in Phase 2, sometime between July and December.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    Exactly, I'm not sure how they intend to work out the difference if a killer is tunneling the same person because they are the weak link or if it's purely to grief the survivor. I know tunneling will always remain a tactic. They can't give basekit endurance any more than they currently have or basekit DS as these could and definitely would be used aggressively to grief the killer. They can't give penalty to hooking same survivor twice in a row because it could have a detrimental impact on the tactic being used legitimately and again this penalty could be used aggressivly by survivors trying make the killer take a penalty. I think the most likely case is they will bring out a new anti tunnel perk, or possibly buff a current one which survivors won't be happy being "forced" to use a perk to counter it.

  • Roco45
    Roco45 Member Posts: 342

    This game shouldn't have a DC penalty at all aside from a max 5 minute one, this isn't an esports game and the game balance is completely out of whack on both SoloQ and Killer. There is no justification for bans that stretch to 72hrs and beyond, as if this game is the holy grail of PVP and requires the upmost respect and commitment.

  • Khastrx
    Khastrx Member Posts: 245

    If you only have to wait 5mins for a DC penalty to end, you're not going to learn your lesson and just keep doing it. Is 72hr a bit drastic sure, but there still needs to be some sort of determent. Like it's an online game, y'all know what is expected of you.

  • IronKnight55
    IronKnight55 Member Posts: 3,104

    Tunneling has been an issue for a very long time. Hopefully, the developers will make it much harder to do, but I doubt they will.

  • CrypticGirl
    CrypticGirl Member Posts: 1,428

    I say 24 hrs is deterrent enough. There's really no need for it to go beyond that. That's the only thing I wish they would change about the DC penalty. Just put a cap on it.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    when average survivor simply refuses to improve themselves on the level where they are going to make tunneling truly feel like very situational, why are we expecting tunneling not to be so orevalent? Killers are tunneling because survivors are letting it go unpunished and that's the core issue with tunneling. As for tools to counter tunneling, anti-tunnel meta is the strongest it's ever been and with the addition of StB, we can freely say losing so often to hard tunneling killers is nothing but a skill issue.

    devs have already made tunneling much more difficult to the point where it should feel like extremely risky move that will only succeed if survivors make serious mistakes.

    Meanwhile, average survivor keeps getting worse and worse in terms of skill the more tools for countering tunneling they have and the more powerful those counters are.

    You can really see how bad average survivor in this game is nowadays when average chase time of single survivor per whole match is 1m, meaning average survivor lasts ONLY 20s per single chase with 2 health states.

    If you can't last a minute in chase, don't expect to ever be able to counter tunneling no matter how many tools this game gives you (unless they give you possibility to counter it on autopilot)

  • daikaimon
    daikaimon Member Posts: 70

    I understand that the tunnel is one of the key strategies for the killer. I am aware that, as this game is a competitive one, it is inevitable that someone will be somewhat uncomfortable.

    However, with the FNAF collaboration coming up and the number of new players increasing, it still needs to be adjusted.

    Remember when we were still new to the game and we were tunneled?

    That boredom should be reduced, in my opinion.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    that's fault of matchmaking, just increase soft cap and make matchmaking stricter in general so that fresh installs don't get put with people who are already playing the game for quite some time

  • Atom7k
    Atom7k Member Posts: 399

    It is already happening for like a year or so.
    The player base is crumbling, content creators make less content, switch to different games or stop at all.
    Tunneling is one of the most boring ways to play the game. There has been thousands of posts about it with thousands of suggestions what to cheange but so far nothing significant was done.
    If five nights ad freddys flop as much as the twins, skull merchant or the alien. Then dbd is probably dead mid 20266

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    StB cannot be called anti-tunnel perk? StB is literally not only the best anti-tunneling perk in the entire game, but also the best survivor perk at the very moment because not only it counters tunneling, it also forces 12-hooking which is already a crippling disadvantage for huge majority of killers.

    The user transfers the hook state from their teammate to themselves AND becomes exposed in the process, making them an easier target for the Killer.

    You don't need to be a godlike survivor player for the exposed timer to run out way before killer will even land a hit on you :)

    Plus, you are now forcing killer to spread hooks, which is already a huge disadvantage, as i already mentioned.

    It's a perk that literally screams "Don't tunnel that guy, tunnel me instead," and then we're back to square one.

    so...spreading hooks is now...bad for survivors? Did you even read what you typed?

  • Nick
    Nick Member Posts: 1,286

    You immediately losing if the killer is aiming for his objective by going for you says more about you than the game itself.

  • CrypticGirl
    CrypticGirl Member Posts: 1,428

    Yes, I read what I typed, and I still stand by what I typed. StB does not force 12-hooking. It just "forces" (if you want to use that word) the Killer to switch their target. Assuming the user has no hook states, they transfer one hook state from their teammate. And if the Killer is that hell-bent on tunneling someone completely out of the game, they won't be far from the hook at any point, just waiting for the rescue. The StB user will be an easier target now that they're exposed, whereas the unhooked Survivor will have 10 seconds of endurance. Catch the user and hook them, and they will now be on death hook on their first hook.

    TLDR; The biggest counter to StB is to tunnel the user once they've used it. Therefore, StB is not an anti-tunnel perk.

  • warp1die
    warp1die Member Posts: 574

    Here, unfortunately, the truth is more on the side of the survivors.

    Shoulder the Burden is only useful for SWFs and strong mancers. Other survivors simply cannot use it.

    I would even say that it punishes 12 hook killers more. I literally had problems with this perk when I was trying to play hooks. Where that extra stage from the survivor killed the whole momentum of the game. I had no point and opportunity to search for a rescued person, and catching a Shoulder the Burden user did not give me the victory. Since I could not even play tunneling in the late stage of the game (last generator left)

    Whereas with tunneling builds, I can benefit from Shoulder the Burden. I have a universal dual tunneling build consisting of Friends 'til the End, Nemesis, Alien Instinct and Furtive Chase (Leverage). User Shoulder the Burden goes on a hook where I happily walk thanks to Alien Instinct to tunnel a rescued survivor.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    The only people who benefit from Shoulder:

    1) Killers in a regular match (because someone will either never get to use it, or misuse it/person saved sucks at looping anyways)
    2) A strong coordinated SWF

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,749

    Babysitter removes scratches marks and pools of blood; aura reading doesn't matter to OTR OTR users come pre installed with Distortion+Iron Will

    IIf The unhooker walks after the unhook, or the unhooked gets Needled good luck finding them just by birds

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Well, we all know the answer. Things have gotten so bad, that killers like Nurse and Blight need to tunnel. GHOUL needs to tunnel, or focus on just 2 people. There's no time to play any other way. I mean, yes, you can play just doing random chases, but you're leaving it completely up to chance at that point. If the survivors are decent, you'll be mega punished and will lose. If the survivors are bad, well then you can just do whatever and still get a win.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    Shoulder the Burden is only useful for SWFs and strong mancers. Other survivors simply cannot use it.

    since StB doesn't require comms to be used successfully, it is very good for both SWF and soloQ (only requirement for this perk being very good for soloQ are teammates that aren't throwing).

    Whereas with tunneling builds, I can benefit from Shoulder the Burden. I have a universal dual tunneling build consisting of Friends 'til the End, Nemesis, Alien Instinct and Furtive Chase (Leverage). User Shoulder the Burden goes on a hook where I happily walk thanks to Alien Instinct to tunnel a rescued survivor.

    Friends till the End only goves you 50% chance to actually make the chase against StB user worth it, meaning you are still technically spreading the hookd because you are forced to and additionally, you are potentionally forced to chase stronger link in the team.

  • warp1die
    warp1die Member Posts: 574

    I have no faith in survivors. I always play with Bond to see what my solo friends are doing. Because I'm more scared of my teammates than the camping and tunneling killer. I usually have no problem with tunneling killers because I understand their mindset and tactics. Birds of a feather flock together :) Thanks to Bond, I avoid a lot of problems in my survivor game.

    For modern survivors, Shoulder the Burden is too complex a concept. With the current matchmaking system, it's literally playing suicide squad, where the chance you give a survivor is wasted.

    I have a slightly different relationship with SWF once I found other survivors like me. I still don't like SWF, but I now recognize that SWF is a filter for survivors who are allergic to generators and useful actions in the game. SWF is literally the true potential of solo survivors who understand how to play the game.

    Friends till the End, there is some truth in your statement that a strong survivor can take some of the perk's power, but there are too many variables. For me, it works more than not. Many survivors do not understand the versatility of tunneling as a tactic, which I consider a boon for killers. After all, what is true tunneling? It is, first of all, an acting game, where you create the illusion of safety for survivors, when in fact it is not in reality.

    I could discuss this topic, but perhaps I will not. I am just watching and waiting to see how much the nerfs requested by survivors will make killers stronger. What kind of monster will survivors create this time? After all, all the changes made killers more effective. That hypothetical face camper a few years ago is now a skilled tunneler and slugger.

    The irony is that killers do change and become better. Just not in the aspects that survivors would like to see. Sorry, I got carried away again...

  • HeroLives
    HeroLives Member Posts: 3,233

    I was thinking about an anti tunnel build today probably made for this, distortion, babysitter, and we’ll make it. Followed up with a point somewhere so they don’t expect a heal under the hook. Am I cooking or? Idk I think it would be worth a try.

  • starfall25
    starfall25 Member Posts: 38

    I dont think bhvr really cares. They literally released a killer that is the most effective tunneler ever. Unhook - in flies the ghoul. And who does it go after? Of course the most easy prey which is the just recently unhooked survivor. And if its tunneling capabilities werent bad, it can literally jump to you, cancel their power and hit you. The worst part, no skill required. A 5 year old could easily get a 4k on that thing. And all the killers are just gobbling it up like all you can eat buffet. I wonder how they love playing once everyone reaches their limit and wont even try anymore. Just load into the game and wait for their inevitable doom as soon as they hear the ghoul. But sure, what do i know. I just see the signs that everyone else ignores.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    If it took killer perks just to make tunneling work, we would be screwed. Don't you see? It's all about having enough time. The killer doesn't have enough time to kill survivors, by design. So they make up for it by working strategies and slowdown into the playstyle. I pseudo-tunnel. I stick to 2 survivors, alternating their hooks. The moment I break from that strategy, either going for 1 or going for random hooks, I lose. The threat of DS is too much. Even though tunneling 1 can lead to a lucky early kill, it can also cost you the match the moment you get DS stunned. And even though hooking multiple people creates "split pressure," that pressure never equates to kills. A survivor is not dead... until they are dead, meaning any hooks you have against them have been a net negative on time. A 30-second chase, though the survivors can do a heck of a lot better than that, is a minute and a half for the other survivors, and if they're on gens, that's basically 1 and a half gens done.

    You can reframe it however you want, although you doing that just creates silly statements. Tunneling and looping physically can't be made impossible, no matter how much we might want them to. They're strategies created naturally as a way of increasing the likelihood of winning. That's why they're comparable and are not shameful to engage in. How effective those strategies should* be is still up for debate.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I've literally forgotten that Shoulder The Burden gives Exposed, because it's so hard to get that one person because they then play so safe, it's like "Might as well go for anyone at this point!" So you're 1 hook down on time, and nothing really has been accomplished. You lost momentum expecting to get an eventual pay off, and STB just takes that potential away. That's what people really don't get, that you're perpetually losing momentum as killer, from the start, and only "start winning" or "make a comeback" once the game is basically already won. If those survivors keep it together in those last 30-60 seconds, your expectant win becomes a loss or draw instead. That's kind of what I've learned.

    People also really don't get the spreading hooks thing. They think multiple hooks across multiple people means increased pressure on each. Yes... but that pressure means so little when the killer achieving that takes pretty much the whole match, when 5 gens are already done and escape is inevitable. The whole argument, in fact most "killer bad/killer OP" arguments, seem to lack any sense of macro play. Like, yep, the killer just goes on 1 chase, then another, kicks a gen or 2, breaks a pallet or 2, goes for another chase or 2, and suddenly the team is dead with like 1 gen done. The survivors totally couldn't have used the fact that there's 4 of them to avoid that outcome.

  • warp1die
    warp1die Member Posts: 574
    edited April 15

    It's not the defeat itself that's scary, but what follows after it. When the killer loses to the surviving side, there is a very high probability of salt from the surviving winners.

    For example, today the Ghoul legion was diluted by the game against Michael Myers. This killer made 2 hooks and one kill (there was Noed) during the game. The survivors simply ran away, never playing salvation. After the match, there was one survivor who started writing those same phrases noob and easy. Considering that meeting such a killer now is a blessing.

    Those videos on YouTube where the scene begins with 4 survivors t-bag in the gate. A person wakes up in a cold sweat and goes to play for Nurse. They don't appear out of nowhere. Although the video The Birth Of Basement Bubba completely reflects the path of the killer in DBD. You create these monsters yourself.

    Therefore, it is better to be a hated winner who will redirect his pain to the survivors. Because in DBD, 1 in 5 people always suffer. The only question is, who will it be?

    Depends on whether you want to protect yourself or others?

    I prefer Open-Handed+Kindred information works wonders if your solo friends have game intuition and a sense of duty to hang on the hook until victory or hold m1 on generators. It's a whole 32-meter killer radar. When it works, it's worth it. I like to add something like Resurgence and Breakdown to my extensive information.

    All sorts of Babysitter are for SWF, where they will be more useful. I tunnel survivors with Babysitter. The effect is very noticeable.

  • HeroLives
    HeroLives Member Posts: 3,233

    The goal is others.

    open handed and kindred are pretty good, not a swf, just a duo at best scheming on babysitter individually whether I solo or duo. Tunnel me if you must I guess, but I’ll have you know leather face is my cool uncle and we work on the farm together. You see that truck? We work on it together. That shack? We built it with our bare hands! That’s us starring out at our land after a hard days work thinking about when we’re going camping.

    IMG_0213.jpeg


    I rarely group on this game because it just makes ping insane, especially when people are from all over the place. I hate bouncing around from lag and servers trying to make it work.

  • Jonat26
    Jonat26 Member Posts: 5

    I love playing medic/support so I bring 4 altruism perks and usually also bring Reassurance, but many Survivors get angry at tunneling and give up or DC even when I put Reassurance on them. If the killer is nasty, tunnels off hook at 5 gens, then make it hurt, hit every skill and occupy as much time as possible hopefully the others are doing gens. And then please prepare to get tunneled too, so STAY AWAY from the basement especially if trapper or bubba or hag. I don't understand why people witness a basement camper hard camping the stairs and then they take chase to basement only to get downed and camped down there too.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    I don’t disagree that tunneling increases your chances of winning. That’s exactly the problem. Something that completely removes a player and snowballs pressure shouldn’t be that effortless, or that safe.

    the thing is...it's not safe at all, it's just poor matchmaking that makes it look safe because in soloQ you are guaranteed to have at least one bad survivor in the team thanks to it (not to mention that early 3v1 is also heavily caused by people giving up very fast even when killer doesn't tunnel).

    Play any game against a good competent team, tunneling will only be viable if you manage to get your first hook very fast (if first chased survivor makes serious mistake).

    Saying 'the killer doesn’t have enough time' as a justification only reinforces my point: tunneling is a crutch to cover design flaws, or skill especially if you are playing your profile picture, not healthy gameplay.

    if tunneling is a crutch covering design flaws, we can also say that basically every single optimal strategy on both sides is a crutch to cover design flaws.

    Looping isn’t comparable—it’s an interaction, not a removal. You can say they’re both natural strategies, but that doesn’t make them equal. One still plays the game. One ends it for someone.

    you are playing a 4v1 game, your team as a whole is like one equal to killer. Acting like losing one player is something too serious, while any way of losing as killer is not serious simply because...you are not outted very early. Not to mention that you definitely can't tunnel a good survivor out very quickly and even if you try, at least 3-men escape is guaranteed.

    We can’t remove tunneling, sure—but we can disincentivize it and reduce its power, so it isn’t the default path to victory. And when even you say that deviating from tunneling loses you the match, that’s not strategy—that’s imbalance.

    we can't remove tunneling, but we can incentivize spreading hooks more rather than further punishing tunneling simply because players are bad. Spreading hooks nowadays against any half decent team is literally the best way to lose a match as killer.

  • Akumakaji
    Akumakaji Member Posts: 5,619
    image.png

    where do you get this from that the player base is crumbling? Seems pretty stable to me. Kanekis overtuned state (wouldn't go so far as to call him OP, as I saw a lot of survivors recently who knew how to keep out of sight) surely made the game a bit less appealing to a wide swath of the player base, but its a tough cookie, with the event being so survivor sided that most other less mobile killers are at such a detriment. Both sides are above the normal power curve right now, so they somewhat enable each other.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263


    the thing is...it's not safe at all, it's just poor matchmaking that makes it look safe because in soloQ you are guaranteed to have at least one bad survivor in the team thanks to it (not to mention that early 3v1 is also heavily caused by people giving up very fast even when killer doesn't tunnel).

    Play any game against a good competent team, tunneling will only be viable if you manage to get your first hook very fast (if first chased survivor makes serious mistake).


    You're basically reinforcing the issue by saying it only looks effective because of matchmaking. But that’s the reality for the majority of players, solo queue is the norm.

    If something is disproportionately effective in most matches, it still deserves scrutiny, even if it wouldn’t work against a 4-man SWF comp team.

    And yeah, survivors do give up, but maybe that’s because being tunneled out of the game at 4 or 5 gens isn't fun. That doesn’t excuse it, it’s a symptom of how miserable that experience is.

    And if you're telling me tunneling only fails if the first chased survivor plays perfectly, that’s a red flag in itself. If one person making a single mistake can end a match, that’s not “risky", it’s too powerful.


    if tunneling is a crutch covering design flaws, we can also say that basically every single optimal strategy on both sides is a crutch to cover design flaws.

    Then we agree the game has design flaws, difference is, not every crutch deletes someone’s match at 5 gens.

    you are playing a 4v1 game, your team as a whole is like one equal to killer. Acting like losing one player is something too serious, while any way of losing as killer is not serious simply because...you are not outted very early. Not to mention that you definitely can't tunnel a good survivor out very quickly and even if you try, at least 3-men escape is guaranteed.

    Losing one survivor is serious, it tips the game heavily. Killer doesn’t get weaker when survivors do gens, but survivors get massively weaker when one is gone. Not the same stakes.

    we can't remove tunneling, but we can incentivize spreading hooks more rather than further punishing tunneling simply because players are bad. Spreading hooks nowadays against any half decent team is literally the best way to lose a match as killer.

    It doesn’t guarantee a loss. There are perks that reward spreading hooks, Pain Res, Grim Embrace, No way out, Devour. All extremely strong, powerful, and popular picks.


    There are plenty of incentives for it even outside of perks. But justifying the 1/16 matches you play against actual competitive SWF survivors is not a good argument.


    You want to balance the game at their level? Would be a good way to alienate 98% of the player base there. That would be the real way to lose a match, now you just wont get one.

  • Massquwatt
    Massquwatt Member Posts: 596

    I think the go to strategy for dealing with tunnelling in general should always be perks that disinecentivize killers from tunneling and ones that incentivize killers for spreading out their hooks a little more. I would like to put an emphasis on the incentivize part there because tunnelling should always be on the table and should be used at the killer's discretion depending on how the match is going. That you can't truly stop tunnelling outside of giving the unhooked survivor literal invincibility. I think that new survivor perk is a good step towards disincentivizing tunnelling and I'll be looking forward to giving it a try.

  • Atom7k
    Atom7k Member Posts: 399

    In Juliy 2024 there were around 100 k players on average and now its just 50 k.

    image.png


    So each chapter brings in a few new players but on the average it is in decline.
    On average the game peaked in 2021 and since then each new chapter gets a spike but the decline after release are happening faster and faster which foreshadows a faster decline then growth over time

  • Stroggz
    Stroggz Member Posts: 514

    gen regress nerfed, chases can be super long, gens fly you can't even do anything much before its 1-2 left. If you have a possibility to get 1 out to the time its 1 gen left you can possibly win. In the blood point mode those blood gens are like 5-10 seconds to complete with no way of stopping it. Kicking it does nothing. Survivors just pour non stop and its done.

  • NekoGamerX
    NekoGamerX Member Posts: 5,457

    DC penalty doesn't do anything anyway survivors can just by pass it anyways.

  • coolgue1
    coolgue1 Member Posts: 249

    Because it the strat that most people reily on it easy take verry little effort at all and TBH most killer have boosted MMR now a day with how dog do do the maps are and how most people rely on this 1 strat insted of getting better at the game they prositst to keep doing and boost their MMR TO PLACE IT CLEAR SHOULDENT BE then we have the introduction the the last 5 released should that BHVR IS leaning to more casual players than deticated player ever killer been that easy to play recently it just make DBD verry boring look at Ken legit playing him is a snore fest because u are guaranteed hits 😴 sure I all up for making killer strong but this is getting out of had

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366
    edited April 18

    there was literally free weekend in July 2024. and that's the reason it reached 100k. Game is fluctuating in terms of playerbase but nowhere near dead lol.

  • l0wNine
    l0wNine Member Posts: 4

    I dont really see tunneling as a problem as from my experience it happens rarely, and it feels like if one goes tunneling then the other 3's will just finish all gens in no time and you lost. Especially since you will be running in comedy loop near a pallet and when you destroy it, the wop perk will just tell in gps voice the survivor where is the next pallet to continue the benny hills music.

    Only time i was facing tunneling before kaneki was maybe once or twice, during kaneki release i got tunneled multiple times but besides hitting me for free with kagune mark they were awful enough to get lost after going into my no scratchmark boon range.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,307
    edited April 18

    I don't think the game is dying any time soon. It has always been hovering around 30-40k players on average for the past 4-5 years or so (and this is only the Steam numbers).
    This shows the averages over the past year, and the graph shows the average player count since 2016.
    The anniversary events always draws in more players, and just think about the major chapter releases we have gotten around that time as well.
    Right now, the game seems to be experiencing an upward trend in player counts, and comparing with April last year, we are seeing around 5000 more average daily players.

    The average numbers for 2020 and 2021 was definitely a bit inflated thanks to the COVID lockdowns, and people having more time to play overall.

    dbd player count.png