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Let’s Talk About the Upcoming Anti-Slug / Anti-Camp / Anti-Tunnel Changes

1246

Comments

  • Nomade
    Nomade Member Posts: 329

    If your argument is "Not against S tiers" then you need to rethink your position because there are all of 2 S tier killers in the game, and the gulf in power between them and even the killers at the top of A tier is immense.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    The problem is there ARE still Killers, the weaker half of the roster especially, that might play dirtier because they simply can't keep up very well against the dominant chase-heavy Survivor meta. They will need serious buffs if their pick rates or kill rates begin to fall from this.

    The result, of course, of such a chase heavy meta when these "dirty tricks" are removed is to either force them to run stacked chase perks, buff the Killers, change generator perks and items for Survivors somehow (which might not be entirely fair), or allow Survivors who can beat these Killers when they play fair to only ever face those higher tier Killers and nobody else for the rest of their days. I don't think any of those options sound entirely fun for everyone except for, maybe, buffing the Killers themselves.

    That doesn't mean don't implement these changes, they are needed because tunnelling is quite common now. But it's also a symptom of a broader issue - we need to actually ask why it's being done in the first place and why Killers think it's necessary, and that's just not an answer that is so cut and dry. 9/10 times, it seems to be due to wanting to win, an MMR mismatch where these tricks seem necessary, or because of a Killer's inability to pressure another way and get results due to a weaker toolkit for their power. None of those are inherently toxic or intended to cause any frustration to Survivors, but they often do cause frustration anyway, and for good reason - the Survivor feels they don't get to play! And yet, for the Killer, they may feel if they don't do these on some Killers, they won't get very far. Not every Killer can inherently pressure the map hard enough with mobility or built in slowdown.

    It's easy to blame Killers for this. It's easy to blame Survivors for genrushing causing this, but neither are truly why. The real reason is that BHVR has for too long let this be a thing by not adjusting and making it harder while ALSO giving Killers something to make them not feel it is needed for whatever reason.

    I know it's easy to blame Killers. They're the game's antagonists, after all. But I beg of you, please see some sympathy for the other side here. Not every Killer player likes or even wants to play a super strong S or A tier. Not everyone is choosing Nurse, Blight, Billy, and Kaneki every time. For example, I'm out here maining Dredge, Ghostface, Pig, and Nemesis (when he's not killswitched) right now - none of them are A tiers, and three of them can struggle really hard in M1 chase against Survivors that are strong loopers.

  • Nomade
    Nomade Member Posts: 329
    edited May 2025

    Basekit BT + 10 seconds of endurance off hook, and now babysitter is at 15% haste for 30 seconds. Those 2 things alone ensure the killer can basically never catch someone right off the hook anymore unless they are a fool and decide to run back into the killer or go next. DS is also used as a get out of jail free card often when the survivors decide to weaponize OTR and bodyblock the killer or play other stupid games. In these situations DS which is supposed to be a defensive perk is also being weaponized because it prevents the killer for actually punishing survivors who do that and then go down as a result. And thats not even talking about how DS just flat out punishes killers indiscriminately for winning chase too quickly against another survivor.

    As I have said before, it literally does not matter that all the survivors are not on gens when you are playing against coordinated teams because they can consistently slow the killer down more than enough to make up for it.

  • jjb985
    jjb985 Member Posts: 71

    Just stop playing killer. Then when queue times are 30+ minutes maybe they will fix the core issues. I still have people hiding 40+ minutes every match refusing to give me 4k. When are they going to change crows, afking , locker hopping? They just don't care about killer at all.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    3s DS was good against every killer other than Billy, Blight and Nurse. Honestly if they just found a way for DS to be 3s while disabling killer's power for like 5-7s after stun animation finished, it would be much better way to make DS decent against S-tiers too.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    if you are actually so eager to use official data as an argument, why is average chase time of individual survivor in pubs 60s per whole match aka. 20s per chase when average should be 60s per single chase at least? You have 40s of time worth of 1 survivor per gen (80 per two, 120 per 3) literally thrown into water, and then there is still argument that it's balance in question, and not survivor skill when we know wasting killer's time is the most valuable thing survivor should do. I absolutely can't want to hear argumentation on average survivor getting 2-tapped by an M1 killer and then somehow blaming it on game balance.

    And why do worst killers in the game like Sadako have some of the highest killrates?

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 565

    the 3 second stun was useless. You made no distance and it didn’t make killers think twice about tunneling. The perk was so bad that killers just ignored it. Perk is supposed to be for anti tunneling and it didn’t do that. Quit lying to yourself

  • crogers271
    crogers271 Member Posts: 3,268
    edited May 2025

    So this is from the July 2024 stream, 1:00 all MMR, 1:06 high MMR.

    Except there are a couple of problems with how people view it because I think BHVR is using average to be the 'mean' and not the median (some of the following problems would apply to that as well)

    First, the chase timer itself. What people think of as 'in chase' is different than the game marking chase. Shift w away doesn't start a chase. Killers like Wraith can be 'chasing' the survivor without chase starting.

    Second, if the survivors stomp the killer, or the killer stomps the survivors, both scenarios would have a very low chase time. Example would be if the killer tunnels a target and then camps the hook, but survivors stay on gens (i.e. old Cannibal games). Even if the first chase was a great 2:00 minutes and then no other chases, well divided between the 4 survivors that's an average chase time of 30 seconds.

    Any game that is 'short' is going to have a low chase time.

    So you have killers that get fast downs, lowering chase timers, situations where the chase timer doesn't start even if people feel they are in chase, and then games where survivors dominate that also lowers the chase timer. And some of those scenarios are going to have survivors with a chase time of 0 or just a few seconds, and extreme scenarios like that dramatically lower the time.

    I suspect the overall time is not that different in comp, but starting/stopping a stopwatch every time the chase marker goes/stops would be pretty annoying (I know because before I started this post I tried that).

    Hopefully this doesn't become the new math thread topic that confuses what can be derived from an average number across a large sample size.

  • smurf
    smurf Member Posts: 979

    I honestly don't feel like Workshop Grease does much for Pig because I use Ambush primarily as a mindgame at certain loops. It can land hits against less experienced survivors, or against people who try to mindgame once I've taken a pallet.

    But I find that it's very effective at forcing experienced survivors out of weak loops. That lets me frequently get a hit if the survivor abandons the loop when I crouch and fake roar (since they often won't have time to get to their next resource). If they don't abandon on the first go, we get a match of rock-paper-scissors, giving me an okay chance of hitting with it. Some loops also aren't conducive to Ambush, but I often play those like an m1 killer with no antiloop at all, trying to force a survivor into a loop where I can push them into an easier hit.

    I guess I do agree that at certain loops, a survivor who picks ideal positioning can avoid it in situations where it feels like it should hit. I'd agree that a very slight buff to the Ambush duration would probably be healthy :D

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    DbdLeague statistics winter circuit

    Dark Lord    0:01:04
    Blight    0:01:11
    Wraith    0:01:17
    Lich    0:01:28
    Nurse    0:01:30
    Spirit    0:01:31
    Singularity    0:01:32
    Cenobite    0:01:35
    Hillbilly    0:01:43
    Oni    0:01:56
    Unknown    0:01:58
    Houndmaster    0:02:01
    Plague    0:02:12
    Mastermind    0:02:17
    
  • smurf
    smurf Member Posts: 979

    Can I ask what your approach is to finding hiding survivors? I ask because I've seen a few forum members say this kind of thing, but I've never personally had survivors successfully hide for such a long time before.

    The most effective way for them to hide is to get in lockers and occasionally get out to juggle their items or work on a chest so they don't get crows. But that means that as I search around rocks and in lockers, the survivors will eventually have to stop hiding when I search their location. They can also attempt to hide behind line of sight blockers and try to stay out of view as I make my way around objects, but then they're potentially visible and will often have to leave scratch marks to avoid the killer.

    My experience is that if I take a thorough approach to searching areas, a pair of survivors shouldn't be able to hide for more than a handful of minutes. I don't know if they've gone 5 minutes or 10 minutes on me, but I'm pretty sure I've never had survivors successfully hide for 20 minutes or more.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    yes, that's competitive, actual high skill matches between high skill survivors and high skill killers.

    In pubs you usually face mid skill level killers at best and people still last 20s per chase, which is catastrophic

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 565

    no one cares about comp. I bet you don’t even play that

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    This is all very true and needs to happen. If it really is the case that C and D tiers must resort to these tactics, and are struggling without them, the Devs can buff them later so they aren't languishing. But they have to prevent middling and strong Killers from abusing them first before they do something to help the weaker ones. They can't improve the game without removing things that ruin it and are acting as roadblocks to improvement, y'all.

    Even playing as some of the weakest Killers in my Roster, I don't need to camp, tunnel, or slug super hard from the word go. I don't need to tunnel someone out first thing to win as Pig, I don't need to hard camp a hook as Ghostface, and I don't need to slug people in the basement as Trapper. Nobody ever needs to do this. Now, pressuring with light cases of these? Perhaps. Leaving a down for a bit, chasing a weak link, or protecting a contested hook to get the unhooker? Sure. But not hardcore tunnels, camps, and slugs. Doing that loses you games as Killers like these.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    i played scrims because i didn't think i'm yet ready to actually play for one of teams.

    As for the fact that you care or not, it was never about that, it was about the excuses yall make when losing even to killers that are easiest to play against :)

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    why wouldn't we in something as trivial as chases. You'd expect someone not to be able to hold a 60s chase against Blight like pros can do, but being able to hold only 20s chases on average across all killers?

    DbDLeague discord server, dbdl statistics channel, they are pulling data from latest tournaments played.

    please tell me what exactly is off topic when you refused to properly respond to any argument i gave, especially about average chase length and how weakest killers have some of the highest killrates

  • Roco45
    Roco45 Member Posts: 344

    SWF should be in the game, they should just have limits since the game wasn't designed around the Survs having so much info. BHVR indeed won't touch them though, but their game will continue to suffer and no amount of other changes will actually do anything positive. Oh well though

  • buggybug
    buggybug Member Posts: 1,222

    This is true and idk if its just me but I been seen an uprise of ruin being used again. Yet killers say how useless it is.

    Can't tell you how some matches lately have been longer than expected worst if solo q cause ruin is in play and a strong Killer like ghoul is in play.

    It may not work as good for some killer's as not all killer's work well certain perks but it does. Surge is good since it always work from a down as well, not sure though if it procs work if ruin is in play though? 🤔

  • buggybug
    buggybug Member Posts: 1,222
    edited May 2025

    It is easy to know who you speak of but I wont call their name. I Had them blocked along with another for 3 to 4 years ago as they are the most biggest bias babies ever.

    A survivor can even start pre running as soon as they hear their terror radius and they qq about it lmao. I guess we are to stand still and be in their line of sight for them to get a quick hit on us.

    I think I vs one of their fan girl yesterday cause it was another streamer like myself and they was playing a pyramid head.

    They was busy chasing a Leon clearly good at looping and me and my 2 man ( 3 man swf) was ofc doing the gens.

    I decide at last gens since now they a wanted to tunnel Leon out so I took a down for free and they hook me instead, last gen pop and ofc it was the face camp.

    Sadly hero Leon came in pulls me off anf die ( when I got hit into stage 2 ) as one of my 2 man is still new and unsure on how team saves work lmao so we got a 3s. End game chat said streamer said quickly yall gen rush that is why I attempt to camp and tunnel immediately leaves chat.

    I kindly went in there and said maybe dont waste too much time chasing one person and gens will not go by so fast and left after they like ill ban you for that lol.

    I kindly left anyway without a another word. As killer streamers 100x fold hate survivor streamers anyway like said person I know your speaking about

    Yet if we ran head on and stun build they say oh bully squads who wont stay on gens. Idk can't win either way.

    Post edited by buggybug on
  • buggybug
    buggybug Member Posts: 1,222
    edited May 2025

    From 700 anti tunnel perks to 2mil anti tunnel perks. Can you kindly provide some of those, I would love to try them or see how they work?

  • crogers271
    crogers271 Member Posts: 3,268
    edited May 2025

    For @NarkoTri1er @Firellius and anyone else interested in the stats

    The poster of the stats for DBDLeague (Imitatia) did get back to me - "Hey there, im always referring to thr average first down time, as this is the easiest one to track. All times are added and then divided by the number of games"

    As I suspected, it's not the same as the number BHVR is posting, because

    A: It would be unreasonably hard to track manually

    B: If those numbers were the average the norm for DBDLeague would be games with a very small number of hooks (probably like 2 to 4), which just isn't true.

    Those stats are also from the qualifiers, and as I posted from the numbers above for Mastermind, an average like that can achieved from a combination of high and low times.

    Basically though, this number (first down time) is radically different than what BHVR is posting (average total chase time per trial).

    Not that I think he'll see it, but my appreciation to anyone with DBDLeague for taking their time to answer my question.

    Post edited by crogers271 on
  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 565

    yeah I can only think of 3 anti tunneling perks. These people exaggerate

  • buggybug
    buggybug Member Posts: 1,222

    Shockingly the only 2 I sometimes see is off the record and ds. I dont ever think I seen a single blood rush use even after its rework, shoulder the same thing only seen it when it was apparent people only was going for adept taurie. Don't see baby sitter or borrow time either which is shocking considering how strong baby sitter can be. The 3.0 overated duty of care is another perk I have not seen at all yesterday in my 8 hour stream.

    You know the obvious its too op on swf. Hence why I call duty 3.0 because like blood rush and shoulder the burden while potentially strong there is still way better perks.

    I know couldn't help but still ask for giggles lol.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited May 2025

    DS was supposed to be used in conjunction with a nearby vault/loop. Running out into an open area with nothing, yes, would absolutely have DS not do much at all to help you outside of buying your team a little time, but that's using the DS incorrectly. You're supposed to go down near a vault or pallet, so once you stun the killer, you're good to go at another loop to run. Nurse could of course entirely disregard this - I still feel nurse is fundamentally bad design since she can pretty much cheat every balance attempt in the game.

  • jesterkind
    jesterkind Member Posts: 9,572

    If you have to have something nearby when you go down, doesn't that make it fundamentally bad at its job?

    On top of that by no means being a guarantee since you easily could've been hooked in a deadzone, it also strongly implies you, the player, need to be capable of looping well enough to make that worth it… at which point you'd have less use for DS to begin with and the people who do desperately need it can't use it.

    Three second DS really was not a good perk at all, in my opinion. It was only somewhat useful for the people who need it the least, at best.