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A Thorough, Comprehensive Set Of Tunnelling Changes

jesterkind
jesterkind Member Posts: 9,559

The time has come for another one of these posts, where I attempt to fix or improve a specific part of the game as comprehensively as I can. This time, tunnelling!

I won't waste time with too much preamble about tunnelling as a problem. It requires little effort for potentially massive value, and requires a lot more effort + often specific perk choices to combat. This is bad, I want to fix it. At the same time, weaponising anti-tunnel is a problem that lurks behind every change, so I'll be trying to address and safeguard against that too.

I'll be splitting this up between basekit changes, and perk updates, starting with basekit changes.

Basekit Changes.

  • Survivors now gain 10 seconds of no collision when being unhooked (Was 10 seconds of Endurance)
  • Survivors gain 10 seconds of 10% Haste when being unhooked (Unchanged)
  • The timer for these effects is paused for ten seconds while entering chase for the first time (New)

Notes: Lumping these together because they're all around the same thing, and I wanted clarity on what exactly would be the end result. Bottom line: Losing collision means survivors cannot bodyblock, and it not ticking down for a short bit in chase allows for people who are truly, honest to god being targeted IMMEDIATELY after unhook to get a bit longer to ensure they get somewhere safe.

By the same token, it only pauses for ten seconds because survivors could otherwise force chase by sprinting in front of the killer to gain perfect safety on setting up some kind of save for their chased teammate. Speaking of…

  • For the duration of the basekit anti-tunnel protection, survivors cannot use items (New)

Notes: Somewhat self explanatory. You don't want survivors to set up a flashlight save or sabotage a hook when the killer's trying to target someone else and can't even smack the offending altruism enjoyer away. As this feature would disable on Conspicuous Action like the previous system, any survivor who brought a medkit to use (or Map or Key if they're chads) would just need to go find a gen to tap to get back into the swing of their build. That, or just wait it out, it's just ten seconds if the killer isn't nearby.

  • Successfully saving someone from the killer's grasp is now considered a Conspicuous Action (New)

Notes: And, if someone were to successfully get a save - with a pallet or a perk like Head On - there's no excuse for their anti-tunnel still working. Any edge cases that slip through the cracks after the previous changes should, at least, give you two valid injured targets to chase, not just one.

Honestly this should happen either way. It's an oversight, in my opinion.

Perk Changes.

Off The Record:

  • Endurance status effect changed to loss of collision.

Notes: This is functionally unchanged from how the perk's supposed to function, just extending the shield effect from being unhooked, but updated to reflect what that shield now actually entails.

Off The Record was, previously, the biggest offender for the sole source of anti-tunnel weaponising in the game, specifically Endurance bodyblocking. Losing access to this tool for bodyblocking will have an extreme domino effect on any other kind of weaponising even being possible, making this a bigger change than it may seem on the face of it.

All other OTR effects are unchanged, naturally.

Borrowed Time:

  • Endurance status effect changed to loss of collision.

Notes: Same as above. BT was a lesser form of OTR for bodyblocking as well, making this a healthy change on two counts.

As before, the Haste duration increase would be unchanged.

Babysitter:

  • Unchanged.

Notes: Included for completion's sake and for clarity's sake, Babysitter works in a way where it isn't affected by these basekit changes and can safely remain as it is.

Blood Rush:

  • Unchanged.

Notes: Same as above.

Decisive Strike:

  • Stun duration raised to 5 seconds (Was 4 seconds)
  • Now activates after both unhooks (Was once per trial)

Notes: Now that off-hook bodyblocking is a non-issue, there's nothing standing in the way of Decisive Strike being a genuinely scary deterrent for killers that want to rely on waiting out the basekit intangibility. There is truly no way of weaponising this perk if it's impossible to bodyblock, any non-tunnelling activation of DS would squarely, fully, unavoidably be the killer's mistake.

Do note, DS would still deactivate when the Exit Gates are powered, so don't worry about free escapes.

Shoulder The Burden:

  • Exposed changed to 15 seconds of aura reveal.

Notes: StB isn't strictly affected by these changes other than becoming that extra bit less necessary, but that's no excuse for not making it easier to use and less punishing while we're in the neighbourhood. An aura reveal still pushes the survivor that used it towards being the new target, but would require every killer to actually outplay the user in chase, instead of being given a free neutral-skip if they close the distance in time.

Power Struggle:

  • Rework: When a survivor is unhooked, Power Struggle activates until a Conspicuous Action is performed. While Power Struggle is active, any pallet can be dropped while carried by the killer.

Notes: Now, Power Struggle is not an anti-tunnel perk… but it is a very unhealthy perk, so I want to make it one.

With this rework, Power Struggle would be a sidegrade to Decisive Strike. Unlimited uses and no timer, as long as you are actually being tunnelled, but you have to go down under a pallet each time or else just hope the killer walks through one. As a bonus, it'd be a weaker sidegrade that can be obtained for free, unlike DS.

-

These changes are, in my opinion, the decisive blow that would knock tunnelling out of the uncontested most effective thing you could be doing spot, and make chasing someone who was just unhooked genuinely a questionable enough decision to deter most people from trying, without having any undue side effects outside of that context.

Comments

  • Zuiphrode
    Zuiphrode Member Posts: 525

    Jesus christ go away. It's yet another "survs should always get a safe unhook" thread.

  • sanees
    sanees Member Posts: 846
    edited May 7

    "Power Struggle:

    Rework: When a survivor is unhooked, Power Struggle activates until a Conspicuous Action is performed. While Power Struggle is active, any pallet can be dropped while carried by the killer.

    Decisive Strike:

    Stun duration raised to 5 seconds (Was 4 seconds)
    Now activates after both unhooks (Was once per trial)
    "

    OK, but here are the options for killers, noed is no longer a totem, active from the beginning of the game and immediately allows you to memento survivors
    considering your variation of Power Struggle, which simply allows you to fall under a palette at the end of the game and is guaranteed to escape, the Noed buff doesn't seem so crazy anymore

    You do understand that in addition to the 0.1% of the strongest nurses, there are killers like GF, trapper, etc., and for them these changes will be destructive ?

  • jesterkind
    jesterkind Member Posts: 9,559

    You know what, you do actually raise one good point- that version of Power Struggle should realistically disable when the exit gates are powered, just like OTR and DS.

    That was an oversight on my part.

    The rest of all that is exaggerated hyperbole, though.

    As an aside, everyone always has it backwards. It's not "Trapper is hit too hard by anti-tunnel", it's "Nurse isn't hit hard enough". It's supposed to hit killers hard, otherwise it isn't working.

    If there's any danger to an unhook, it should be to the person performing the unhook, not the person being unhooked. Survivors still lose overall if they're just trading hook states, they're only buying a little more time.

  • Lexilogo
    Lexilogo Member Posts: 788

    Forgive me, but I'm not sure where the disincentivisation of tunnelling is? It seems to me like tunnelling would be a bit stronger, because no endurance means Killers can immediately hit people who get unhooked again. They get 10% Haste instead, but a lot of killer powers can deal with that. By "no collision" do you only mean Survivors walking through Killers, or do you mean complete intangibility against all Killer attacks as well?

    One thing I will say that I don't think I need much clarification on: That Power Struggle buff is way overboard, even being generous and assuming by "when a survivor is unhooked" you meant "when you are unhooked". (if that wasn't a typo, this being able to activate on the whole survivor team at once is horrifying lol) It'd mean unhooked Survivors would just walk up to pallets and sit under them knowing they're invincible. I see the logic in trying to make it like a Decisive Strike sidegrade, but no timer & infinite uses is not an appropriate buff. TBH I don't think it needs a special bonus if this is the direction you want to take it, the ability to put a pallet between you and the killer when you break free is already a decent sidegrade bonus in exchange for consuming the pallet.

  • jesterkind
    jesterkind Member Posts: 9,559

    Happy to clarify: No collision means complete immunity to attacks and an inability to bodyblock because the killer can walk right through you.

    I think if all that happens is losing collision you'd still be affected by stuff like Doctor's Static Blast for Madness? But you would be immune to any source of damage.

    And yeah, I meant when you're unhooked. I don't think that would actually be all that busted, you'd only be able to use this if the killer's chasing you and if you actually go down under a pallet, which can't necessarily be guaranteed.

    I mean, you can go sit under a pallet and you're invincible… if you haven't done anything else between being unhooked and running to the pallet. If the killer takes that bait, it's on them, that's a neon sign saying "IGNORE ME! I HAVE POWER STRUGGLE!" lol.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 7

    So I'm down for something like this, honestly I'd go even further than you did, the problem is you only addressed the survivor side, which is why people are probably down voting it a lot. This stuff is not an isolated change. You needed to add massive killer improvements simultaneously to go with this, but there was..nothing.

    I'd like tunneling removed, but you need to also address why killers tunnel at the same time. You're essentially accomplishing the same mistake the devs are doing with a lot of their deterrents to tunneling/camping/slugging ect, which is addressing the symptoms instead of the core problem itself.

    Killers need incentive to play the way you want them to, not just punishing them when they don't. They aren't going to play in a way that loses them the game. They need to make playing "fair" the most efficient play style or at least competitive. Give killers a reason to spread hooks around.

    Less stick, more carrot.

  • jesterkind
    jesterkind Member Posts: 9,559

    The incentives and buffs that you're looking for there have been coming to the game steadily over the past few years and don't show any particular signs of stopping, so that's why I didn't include them in this post.

    At this point, tunnelling does frankly only happen because it's the easiest shortcut to value in the game. There truly doesn't need to be dedicated killer buffs that are linked to this change because every single killer basekit and perk buff that happens is the equivalent carrot you're talking about. If this were to reach a real patch, you probably would see some buffs… because most patches recently have had that kind of buff, because "that kind of buff" is literally anything you'd care to improve, "not tunnelling" is the entire video game.

    In short, I am addressing the reason why killers tunnel. I'm just not acknowledging the reason some players say is why they tunnel, because I don't think it's particularly reasonable or compelling.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 7

    "The incentives and buffs that you're looking for there have been coming to the game steadily over the past few years and don't show any particular signs of stopping, so that's why I didn't include them in this post."

    I don't agree with this premise. Very little has been done and what has been done has come along with simultaneous other nerfs counteracting most of the positive.

    "At this point, tunnelling does frankly only happen because it's the easiest shortcut to value in the game."

    As long as you have this mindset the problem will never be solved. There will always be exceptions, but the majority does not do it for that reason. Most killers would rather play in the more "fair" way just going for hooks and whatever chase they run into but they don't, and it's not because it isn't the easiest.

    "There truly doesn't need to be dedicated killer buffs that are linked to this change because every single killer basekit and perk buff that happens is the equivalent carrot you're talking about. "

    We've seen very, very little of any of this.

    "In short, I am addressing the reason why killers tunnel. I'm just not acknowledging the reason some players say is why they tunnel, because I don't think it's particularly reasonable or compelling."

    You're addressing a "why" that isn't the reason why.

  • jesterkind
    jesterkind Member Posts: 9,559

    I'm afraid I'm gonna need you to be a bit more specific, sorry.

    When I say that every (positive, at least) change that comes to the game is a buff to the killer playing fair, I'm referring to things like the killer's basekits being improved, which is very obviously geared towards those killers engaging with the fundamentals of the game and not leveraging balance issues for easier value. We've had a few of those at this point, is there a reason you'd say those don't count?

    Similarly, I'd point to the perks that get buffed. Sure, the egregious slowdown gets nerfed (and also some of the not egregious ones, tbf), but recently we had buffs to Alien Instinct, a perk that is very much designed to improve the killer's ability to spread their pressure. Perk buffs like that are what you'd see to encourage the killer towards playing fair, and we do see those relatively frequently too- same question as before, is there something else you'd be looking for there?

    If it's not improving the killer's baseline ability to engage with the game or a killer player's selection of viable perks for spreading pressure, what is it that we'd be seeing? Losing tunnelling wouldn't justify in particular really oppressive slowdown perks, and that's the only example I can think of for anything broadly getting weaker on the killer side.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 7

    The vast majority of all the specific killer improvements have left those killers still very bad. Like for just one example, did Myers get a rework/buff? Yeah he did. Did it realistically buff him much at all? No, it didn't. He moved a little higher up the F tier. You can repeat this for "most" of the killer specific changes, unless you have some counter examples to provide.

    If you're referencing more general killer improvements they have all come with counter balancing negatives. Like for almost every single general killer improvement you could mention I could mention a nerf they received around the same time if not the same patch to offset that. I'm not going to be disingenuous to say that things haven't overall improved, they have, but I feel like you make it seem as if they've improved way, way more than they actually have. We're talking a small, small number here.

    "Similarly, I'd point to the perks that get buffed. Sure, the egregious slowdown gets nerfed (and also some of the not egregious ones, tbf), but recently we had buffs to Alien Instinct, a perk that is very much designed to improve the killer's ability to spread their pressure. Perk buffs like that are what you'd see to encourage the killer towards playing fair, and we do see those relatively frequently too- same question as before, is there something else you'd be looking for there?"

    Provide more examples then because I completely disagree with this. Alien Instinct is still barely ran by anyone because it's not that great. Literally I think the ONLY example I can think of off the top of my head that fits this over the last few years would be Grim Embrace and even that got nerfed recently. I'd even go further in the opposite direction with examples. They've nerfed perks that were primarily only used on m1 weaker killers, which are the hardest hit by these types of changes. Sloppy and STBFL being two prime examples that should've never been touched.

    "If it's not improving the killer's baseline ability to engage with the game or a killer player's selection of viable perks for spreading pressure, what is it that we'd be seeing? Losing tunnelling wouldn't justify in particular really oppressive slowdown perks, and that's the only example I can think of for anything broadly getting weaker on the killer side."

    You add base kit regression bonuses for spreading hooks and then nerf regression perks simultaneously to compensate. This also has the added bonus of diversifying the meta.

  • Callahan9116
    Callahan9116 Member Posts: 402

    Theu don't need anti tunneling. They have 70 seconds on hook. If the killer is camping you can do like 3 gens

  • jesterkind
    jesterkind Member Posts: 9,559

    At this point it sounds a little less like we haven't seen any buffs to improve killers, generally, and more like you're not personally a fan of the changes we did get.

    Most of the killers who got buffs improved noticeably, Myers included. Is he perfect now? Hell no, there's still work to be done to modernise him. Did the buffs improve his ability to engage with the fundamentals of the game? Absolutely they did, his early game is significantly easier and that helps him get the ball rolling more smoothly.

    As for more examples, sure, I'll go patch by patch.

    This patch: Batteries Included, Furtive Chase, Game Afoot, Unbound all buffed, all perks that involve engaging with the fundamentals of the game over tunnelling. Oni was also given a change that I think was meant to be a buff, but jury's out on how effective that was. However, this patch did nerf Ghoul noticeably and Houndmaster slightly, for the sake of accuracy. Also technically Doctor but like… barely. Imperceptibly.

    Patch 8.6.0: Legion buffed considerably, Xenomorph buffed noticeably, Pig/Ghostface/Skull Merchant buffed lightly. Alien Instinct, Deathbound, Hysteria, Nemesis (perk) all buffed, all perks that involve engaging with the fundamentals of the game. This patch also adjusted Eyrie and added Dead Sands to the Foresaken Boneyard realm, which you could argue was a killer buff overall, though that is admittedly a bit reductive. Blight and Hillbilly had their terror radius increased, which… up to you how you count that.

    Patch 8.5.0: Freddy reworked. Beast of Prey, Fire Up, Remember Me all buffed, all perks that involve engaging with the fundamentals of the game to some degree.

    Patch 8.4.0: Demogorgon buffed lightly, Ghostface buffed noticeably, Vecna buffed lightly (albeit with a few nerfs as well), Wesker buffed lightly, Myers buffed noticeably. To be fair, this patch did also nerf Chucky, a few of these patches have been ups and downs with him so I've largely been leaving him out. Distressing, Dominance, Thrill, Human Greed, Languid Touch all buffed, though admittedly it's a stretch to say Distressing involves engaging with the fundamentals directly. Also to be fair, this patch did nerf Weave Attunement.

    Patch 8.3.0: Blood Echo arguably buffed (slightly shorter duration, but no cooldown, could go either way) and Dead Man's Switch reworked (again, I'd argue this was a buff but some see it differently). Deathbound, Genetic Limits (via rework but way less arguable), Crowd Control, Leverage (via rework, ditto), Machine Learning, Predator (via rework, ditto), THWACK! all buffed, all perks for the fundamentals, etc. This patch also reworked Zanshin Tactics, personal opinion how good that was. To be fair, this was also the patch that gutted Skull Merchant and contained some light nerf/buff combos for Hillbilly and Unknown as well as lightly nerfing Twins.

    Patch 8.2.0: Doctor buffed slightly, Dredge buffed slightly, Nemesis buffed considerably, Knight… QoL changes? Not sure how to count these. No perk buffs in this one, weirdly, but no nerfs either. I'll note this patch was the one that raised hook timers.

    Patch 8.1.0: Darkness Revealed, I'm All Ears, Trail Of Torment, Oppression, Dragon's Grip, Machine Learning (the first time lol) all buffed, you know the drill. Knight reworked, Singularity buffed. This patch also contained some Chucky ping-ponging, and it also was the addition of hooks respawning after someone's sacrificed.

    Patch 8.0.0: This patch did nerf Pain Res, Deadlock, Grim Embrace, and Pop, so fair enough. Those perks are hardly dead (save for maybe Pop), but that's besides the point of this list, they were in fact nerfed. Bubba buffed noticeably, Deathslinger buffed lightly. Wesker was nerfed lightly in this patch, and more Chucky ping-ponging.

    I'm gonna stop there because I'm honestly getting bored swapping tabs to double check all this stuff, but you get my point. It might be tempting to say you don't think these changes were helpful enough, but I want to be explicitly clear that doing so would be shifting the goalposts. The point is, killers have received a very high number of buffs aimed specifically at making engaging with the fundamentals easier and more appealing, and there's no reason to assume that's going to stop any time soon.

    Carrots are the norm, there's no reason to go out of your way to include bigger ones just because the stick's being brought a little closer.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 7

    "It might be tempting to say you don't think these changes were helpful enough, but I want to be explicitly clear that doing so would be shifting the goalposts. The point is, killers have received a very high number of buffs aimed specifically at making engaging with the fundamentals easier and more appealing, and there's no reason to assume that's going to stop any time soon."

    I think you're misusing the phrase of shifting goal posts because that's not what's happening when I point out those changes weren't enough. The changes quality of impact is what you are trying to support, that IS the goal post.

    What matters more, the quality of changes, or the number of changes? The number of changes is utterly irrelevant. The quality is what matters. Is Trapper now crazy buffed since he's received more buffs than any killer? No, he's still trash because the quality of those buffs were minor. I think measuring the importance of changes by the shear number is a flawed way of looking at balance. If most those changes were extremely minor and changed very little, why would we expect to see anything different going forward.

    "Carrots are the norm, there's no reason to go out of your way to include bigger ones just because the stick's being brought a little closer."

    We're fundamentally not going to agree. If we don't agree on what the problem is, we aren't going to agree on a solution.

  • jesterkind
    jesterkind Member Posts: 9,559

    It'd be shifting the goalposts when your initial position was that we don't see very many killer buffs and that for every improvement we get, there's an equivalent nerf. Buffs outweigh nerfs quite heavily here, that's what I'm trying to demonstrate. BHVR buffing killers and their perks specifically for engaging with the fundamentals is very much the norm.

    If you want to argue about the quality of the changes, I'm willing to do that, but we do need to acknowledge that wasn't what we started with.

    For the record, while the perk buffs can be pretty hit or miss, all of those killer buffs were noticeable to my recollection. Some weren't particularly flashy - there are a good few just cooldown/duration tweaks in there - but they all helped the respective killers.

    It's not as though killers are struggling right now, it's not 2019. There's a lot going for people who engage with the fundamentals skilfully.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    "It'd be shifting the goalposts when your initial position was that we don't see very many killer buffs"

    Because that was not my position.

    "Buffs outweigh nerfs quite heavily here, that's what I'm trying to demonstrate"

    They do not. I think I've supported this from my killer and perk examples.

    "BHVR buffing killers and their perks specifically for engaging with the fundamentals is very much the norm."

    They generally speaking have not. Which is why I asked for examples.

    "For the record, while the perk buffs can be pretty hit or miss, all of those killer buffs were noticeable to my recollection."

    The literally only killer out of all those buffs I can think of that even moved up out of their original tier was Freddy. That's not what I'd call "noticeable changes". Most all accomplished very little. Also, of all those perk buffs which are we seeing in the meta now or even just decently often for that matter? None. Nearly all of them went from bad perks, to less bad perks, but still bad. That's a failure.

    "It's not as though killers are struggling right now, it's not 2019. There's a lot going for people who engage with the fundamentals skilfully. "

    I'd very much disagree. Also, "a lot going on for people who engage with the fundamentals skillfully", I'd like even a single example to support that. I disagree again completely.

  • CrossTheSholf
    CrossTheSholf Member Posts: 868

    As a killer main..... This isn't that bad. Could use some fine tweaks but I'm interested in this discussion

  • jesterkind
    jesterkind Member Posts: 9,559

    If it's not your position, it's worth pointing out it is what you said. Everyone misspeaks sometimes so I won't drive that into the ground as a point if it is what happened, I'm just pointing it out, I was responding to what was in your post, which is that we see very little general improvements for killer and every improvement we see is matched with a nerf.

    That statement was wrong. If you meant something else, fair enough, sincerely, but I can only respond to what's actually said to me.

    As for what else you're saying, it sounds like you're holding things to odd standards. Killers don't need to move up a tier (for as much as that's actually arguable, considering how subjective tiers are) for their ability to engage with the game to be improved. Did Leatherface suddenly become S tier because of his buffs to tantrum and collision numbers? No, but it sure helped him a lot. Hell, those buffs arguably removed some counterplay from Leatherface, that's usually a pretty big deal in a vacuum.

    Same for, say, Myers, or Nemesis. Some would argue Nemesis did jump up a tier (though I'd argue he's always been underrated and a solid A tier candidate), but both of those killers just got noticeable, welcome improvements to their early game in particular and their ability to engage with the game in general. That's not a failure, that's a pretty noticeable positive.

    Similarly, whether or not a perk breaks into the meta is an insanely high and also weirdly skewed metric to use. There's plenty of good perks people don't use, for a whole variety of reasons; pickrate is far too affected by far too many things to be your sole metric for how good a buff was.

    Perks like Machine Learning, Trail Of Torment, and Furtive Chase are legitimately pretty solid right now regardless of how many people actually run them, and that's sort of what I mean when I say there's a lot going on for players who engage with the game outside of unbalanced cheese strats like tunnelling. The breadth of what's viable to tinker with right now, from killers to perks to addons (depending on the killer, admittedly), is wider in scope than it's ever been. You just have to be willing to let go of multi-slowdown tunnelling setups to start experimenting with it, and accept that your gameplay's probably gonna have to improve as you adjust.

    I'm not one to cite stats, typically, but I do want to at least float the notion that maybe killers are doing pretty well overall and performing about where BHVR wants them for the most part. I truly don't think it's a particularly reasonable position to say that killers aren't doing well right now without at least some examples of what you're even referring to.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    It wasn't a misspeak, you misunderstood. You can quote me if you'd like and we can dissect my wording. I even looked back in case I had, I did not. You interpreted my wording as number of changes even though you could infer quality just as much as number. I think it's weird to interpret number anyway though as no ones measuring balance that way.

    "which is that we see very little general improvements for killer and every improvement we see is matched with a nerf."

    As I pointed out, this does not reference the number of changes but the quality. Tic for tac wording does not directly imply number.

    "As for what else you're saying, it sounds like you're holding things to odd standards. Killers don't need to move up a tier (for as much as that's actually arguable, considering how subjective tiers are) for their ability to engage with the game to be improved. Did Leatherface suddenly become S tier because of his buffs to tantrum and collision numbers? No, but it sure helped him a lot. Hell, those buffs arguably removed some counterplay from Leatherface, that's usually a pretty big deal in a vacuum."

    This is more arguing semantics. Yes tiers are subjective, but the general point is did their power level change substantially. We could argue tiers but the vast majority of people would in general agree that no they are not "substantially stronger". Most all those killers in anyone tier lists are still give or take within the same range.

    "Same for, say, Myers, or Nemesis. Some would argue Nemesis did jump up a tier (though I'd argue he's always been underrated and a solid A tier candidate), but both of those killers just got noticeable, welcome improvements to their early game in particular and their ability to engage with the game in general. That's not a failure, that's a pretty noticeable positive."

    The vast majority of people would not put Nemesis above B tier and I don't think I've seen a single tier list ever put Myers at even B. Anything in DBD B tier and below is in need of buffs and is weak. Below B needs substantial improvements. Even B tier killers are generally not competitive and require substantial mistakes from the survivors to win regardless of how well you play.

    "Similarly, whether or not a perk breaks into the meta is an insanely high and also weirdly skewed metric to use. There's plenty of good perks people don't use, for a whole variety of reasons; pickrate is far too affected by far too many things to be your sole metric for how good a buff was."

    That's why I put even just decently popular, not just meta. I'd argue most the perks they buffed didn't even make it to just "good" status. I'm not using pick rate as a sole metric. I'm also measuring actual value you gain by running them. Most are very little.

    "Perks like Machine Learning, Trail Of Torment, and Furtive Chase are legitimately pretty solid right now regardless of how many people actually run them, and that's sort of what I mean when I say there's a lot going on for players who engage with the game outside of unbalanced cheese strats like tunnelling. The breadth of what's viable to tinker with right now, from killers to perks to addons (depending on the killer, admittedly), is wider in scope than it's ever been. You just have to be willing to let go of multi-slowdown tunnelling setups to start experimenting with it, and accept that your gameplay's probably gonna have to improve as you adjust."

    Those perks aren't as good as you act like. I don't personally tunnel at all, but many killers are so weak they are forced to tunnel in certain matches. Like a Pig or Myers is absolutely getting wrecked against a good 4 stack unless they tunnel. Those types of killers are too slow to properly pressure the map without stacking slow downs either. I would not blame killers like those for tunneling me in a squad, they aren't winning otherwise.

    "I'm not one to cite stats, typically, but I do want to at least float the notion that maybe killers are doing pretty well overall and performing about where BHVR wants them for the most part. I truly don't think it's a particularly reasonable position to say that killers aren't doing well right now without at least some examples of what you're even referring to."

    Then I'll provide examples. Citing Nightlight since it's realistically all we have right now 3/4 of the killer roster are underperforming per BHVR's kill rate goals. This isn't just recently either, these numbers have been consistently below expectations for years.

  • jesterkind
    jesterkind Member Posts: 9,559

    I don't really think there's much more to say here, all I can really hit back with here is that you're downplaying some of these things pretty tremendously and that's not particularly constructive. I guess I could point out that I'm not arguing semantics when it comes to the killers, I'm defining my point. None of those killers raised in power so tremendously it shook up the whole power rankings, but they all (for the most part) got either stronger or smoother and more enjoyable to play when it comes to engaging with the game on a fundamental level.

    See Leatherface again. It doesn't make him an S tier that he doesn't bump onto things as much and that his tantrum is so short you can't even reliably use lockers against him anymore, but it undeniably helps and makes him considerably better at engaging with the match. Same for Nemesis; his early game being dramatically improved and his already potent Tentacle Strike being bolstered, alongside reworking some of his addons to be genuinely powerful, really solidified his positioning and helped him engage with the game. They struggled before, the both of them, in ways they now do not.

    Beyond that, all I feel inclined to say on the matter is that nightlight has proven to be quite wrong about killrate stats in particular, since recently we got the real stats and they were noticeably different. Per real stats, and also just by taking a step back and looking at how much has improved in what ways over the past few years, it's pretty obvious that killers are doing pretty damn well lately.

    We're just going to have to agree to disagree, it seems.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    "None of those killers raised in power so tremendously it shook up the whole power rankings"

    That's part of my point. They're so bad they needed to have their power rankings shook up.

    "they all (for the most part) got either stronger or smoother and more enjoyable to play when it comes to engaging with the game on a fundamental level. "

    Better and smoother is good, but if they're still bad the goal still isn't accomplished. Making tunneling near impossible means bad killers need to be "good", not just better or smoother. Better or smoother can make a killer less bad, but still bad.

    "See Leatherface again. It doesn't make him an S tier that he doesn't bump onto things as much and that his tantrum is so short you can't even reliably use lockers against him anymore, but it undeniably helps and makes him considerably better at engaging with the match. Same for Nemesis; his early game being dramatically improved and his already potent Tentacle Strike being bolstered, alongside reworking some of his addons to be genuinely powerful, really solidified his positioning and helped him engage with the game. They struggled before, the both of them, in ways they now do not."

    I'm not asking for anything to be S tier. I'd even nerf the S tier killers personally. Bubba is still bad and could use buffs. I'm surprised you're using Nemesis addons as an example as basically all Nemesis mains will tell you that his addons are very bad and he is in desperate need of a huge addon overhaul. He has like 4 decent options with the rest being bad. Nemesis still needs buffs imo, just not around his tentacle. They both struggle less, but they still struggle. The goal isn't struggling less, it's not struggling. There's also a ton more killers I'd be more focusing on than these two though. Like half the roster is lower than them and needing help more so.

    "Beyond that, all I feel inclined to say on the matter is that nightlight has proven to be quite wrong about killrate stats in particular, since recently we got the real stats and they were noticeably different. Per real stats, and also just by taking a step back and looking at how much has improved in what ways over the past few years, it's pretty obvious that killers are doing pretty damn well lately. "

    The most recent stats we have for the lower performing killers from the devs generally supports this as well. I generally think kill rates are a bad metric for balance tbh, but just since it's what we're referencing. Seeing as the devs so rarely give us this data Nightlight seems the best we have to go on anyway though.

    "We're just going to have to agree to disagree, it seems. "

    I agree, we're not going to agree on this topic.

  • jesterkind
    jesterkind Member Posts: 9,559

    I'm not reigniting this debate overall, but I have to ask because it's been eating away at me all night - when you say anything at B tier or below is weak and not viable… how on earth are you defining the tiers?

    If B tier isn't the down-the-middle, baseline, decent-but-not-incredible tier for things that can get the job done, what is it?

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    Well of course since we're talking tier lists it's all subjective for everyone's list. My own personal tier list is based on how well that killer can compete if both them and survivors are all equally skilled and very good. IE if both sides are making very little, if any mistakes, what happens.

    Essentially anything B tier and below relies on lots of mistakes from the survivors to win. Meaning if it's a B tier killer or below and both sides play perfectly, the killer loses basically every time. B tier relies on multiple mistakes from the survivors and as we trickle down the tier list C, D, F the amount of bad plays you need to see from the survivors to win increases. B tier and below represents a lack of agency in the game. You can be on your peak game and still lose.

    To compare it to the polar opposite of this we can look at S tier killers. These killers do not rely on survivor mistakes. If both sides play perfectly the killer generally wins almost every time. They have agency. If I play well, I win. They can make plays happen whether the survivors mess up or not. Note that I would personally give some nerfs to S tier killers atm. In the same sense that killers B and below lack agency, survivors in this case lack agency, and that's not good for the same reason as the low tier killers.

    The prime goal is A tier to me. A tier killers still do require some mistakes from the survivors, but it's slight. If you play perfectly as killer you still have a good chance of winning, as opposed to B tier. However you playing perfectly as an A tier isn't just an, "I didn't make a mistake? I win", like S tier generally is. A tier is a fair chance of winning still for the other side even if you're on your peak game but you still have some solid agency. It's the slight tilt we see in how the devs want a slight tilt of 60% kill rate as opposed to say 50%.

    The key takeaway is how much agency the player has over the outcome, be that survivor or killer.

    I hope this answers your question. I can elaborate more if there's somewhere I was a bit vague.

  • jesterkind
    jesterkind Member Posts: 9,559

    My point is, isn't the B tier supposed to be the middle, not the start of the bad?

    The way you're describing the A tier should be the B tier, otherwise the scaling doesn't make any sense. A standard S/A/B/C/D tier would make most sense with B being the middle, the baseline you compare other things to.

    This isn't specifically about DBD, this is just how I've always understood tier lists to work. B is the middle, so it's the baseline, the standard, the "good enough but not incredible".

  • Blueberry
    Blueberry Member Posts: 14,459

    It should be, but it's not.

    If it makes it look better we can start our top tier at S+ instead of S.

    S+-

    S-

    A-

    B-

    C-

    Now it looks more in the middle lol

  • jesterkind
    jesterkind Member Posts: 9,559

    But like… why?

    Why not just define the killers who struggle to have agency as being below the middle? I just don't see the benefit of doing it this way, it seems like you're choosing the scale just to define weak killers as B instead of C or D for some reason.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    We can do it that way if you want, but what that ends up being is just semantics. If I made that B as C, as you're requesting it also confuses a lot of people looking at the list since people tend to use their metrics a bit different.

    IE current B for most people is middle of the road, but they're usually basing their middle of the road off different criteria than I am. So I'm generally using B in a way that confuses them less. If I was posting a tier list I'd place my metrics at the beginning for a reference point.

    If I adjusted my levels in the way you want people would see a ton of killers in C or D and be very confused as those killers aren't generally considered C or D tier because of peoples different metrics.

    It's kind of like using a word by its incorrect definition, but you use it that way because that incorrect way is how most people interpret and use the word. Using it "technically" correct, would cause most people to be more confused when you use it that way, even if it's technically correct.

  • jesterkind
    jesterkind Member Posts: 9,559

    Isn't that kind of the idea of a tier list, though? That you'd place things based on how you see it, and it might be different to how others see it, so that's where the discussion comes from? They're not objective, so "correcting" them based on how others see the things in question doesn't really make sense to me.

    This doesn't matter, to be clear, I was just very curious and confused.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    I mean while that premise is true, it's essentially just arguing for me to have the list shifted down once so that the top is now S+ as I demonstrated in my example. What does this accomplish? Basically nothing. Its only purpose is to support that "The letter rank in the middle of the tier list is middle of the road"

    However if my criteria placed at the beginning states that it's not, then "My point is, isn't the B tier supposed to be the middle, not the start of the bad?" is an unnecessary criteria to meet.

    Like if I state that B is the start of bad in my criteria, does it matter that B is the start of bad rather than C?

    I'm just not seeing why it matters I guess. I just see the tier list as more a trickle down of bad rather than a top, middle, bottom.

  • jesterkind
    jesterkind Member Posts: 9,559

    Like I said, it doesn't really matter, I was just curious.

    I do feel that you'd be more clearly communicating that you think a killer is bad if you use a low letter grade instead of a medium letter grade, though. If all you say is "this killer is X at best", and the X is C, I feel more people are gonna intuit that as "this killer isn't good", whereas B I feel like communicates "this killer is fine and not particularly bad".

    Letter grades aren't that useful for this kind of communication anyway, though, so c'est la vie.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 8

    I mean that's true. It's just that when I say a killer is B, I'm saying B because I agree with their criteria for why they're B, which is usually they can perform decently well in most matches. So by making it clear to them that I don't think B is well balanced as you're saying, they'd think I don't believe B tier killers can win most their matches, which isn't what I think.

    If I stated C, to communicate clearly, I'd be having to be giving my criteria every single time to make what I'm saying make sense.

    Essentially you're wanting me to use my letter grades by my criteria in every day speech which is technically accurate for my balance view, but would cause more confusion in every day speech by doing that. I think what I instead do, which is say B is weak and give my reasons why, is less confusing in conversation than just saying C tier. Since when I say C they are going to immediately assume a lot of other things that I don't believe.

    Sometimes speaking the way people understand is better than what is technically the correct speech in other words since the end goal is being understood more, not just being right.

    All this confusion just stems from people judging their tier lists by different criteria though. That's the core of the problem.