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When are we getting Phase 2 info?

Raccoon
Raccoon Member Posts: 8,159

The suspense is killing me!

I want to see what they're implementing for their anti-tunnel/camp initiatives!

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Comments

  • Choaron
    Choaron Member Posts: 818

    There was a phase 1?

  • SoGo
    SoGo Member Posts: 4,258

    I am just waiting for the s***storm that will come with them.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited July 22

    I'm very curious to know if these changes will manage to hit the high tiers, or if they'll remain largely unaffected, the main comcern is, do low tiers eat another shot to the teeth?

    Though given the AFC and the anti 3-gen changes, and the anti Go Next and anti perma hide mechanics are as they are, I feel like they'll likely be reasonably well measured and restrained.

    I don’t really see much point of getting hyped/panicked until we know exactly what to expect when the changes are announced.

  • LordGlint
    LordGlint Member Posts: 9,780

    Considering they did internal testing on the anti-slug and were able to say "hey look, we dont feel like this is in a good enough state to release it", im hopeful. You dont want things that are labeled as "anti-tunnel" or whatever affect the game as a whole so much that its affecting games where no tunneling was being done. It shouldn't birth new strategies.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    Pointless really, the PTB will have killers crying that it is too effective and it will get nerfed to oblivion before live. The usual survivor treatment.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited July 22

    the replies to the thread are such a clueless circle jerk lol

    these people unironically thinking the game will become better if they just massively nerf killer's macro skillcap like this and let it be and pat each other on heads for saying how silly killers dare demand alternatives for whole strategies devs plan to effectively make useless

    they dont realize that this is going to play out exactly as mandy said then - people will drop in mmr and will end up in lobbies where they can play without optimizing hooks and pressure.

    anyone with at least a bit of experience should know how fast chases in such lobbies can be xd

    this is gonna be fun for people who enjoy noobstomping and cheap ego validation, regardless of the role, everyone gonna get their piece

  • Raccoon
    Raccoon Member Posts: 8,159

    Maybe they don't have anything planned yet and are going to wing it at the last second.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553
    edited July 22

    According to them, everything is planned months to a year in advance. Do I buy that? Ehhhh… But I do think they have a plan this time. Unfortunately I also think it's probably not great, which is fair given their track record, and now they're too afraid of how phase 1 went down to properly implement it. So I'm thinking they'll either scrap it entirely, or we'll get some watered down version of it that is like "it's better than nothing, I guess?".

  • Raccoon
    Raccoon Member Posts: 8,159

    Who knows?

    I figured we'd have had more communication by now so that people could figure out potential problems or improvements, speculate on its success, etc.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    To be fair, I think that survivor egos are the root cause for killer egos. It's hard to remain chill about losing when it's rubbed in your face.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    It will definitely end up being something that stops someone getting tunnelled effectively in about 1 in 750 games and killers will get a load of sweeping buffs to "compensate" for this 1 in 750 game event but still moan that they can't 4k every single game in the first 4 seconds of the match and then BHVR will work on QoL patch that allows them to do that - All survivors start the trial exposed for the first 9 minutes.

    There is also a bond between survivors, if you down 1 the other 3 go down in the first 25mins of a game.

    Survivors can play an offering that reduces both of these effect timers by 0.25% per offering, so a whopping 1% reduction if they all play it.

    Obviously these are jokes but I did once make a joke about a survivor perk that once used for a small effect would result in you being broken for the rest of the trial and that became a rreality with invocations

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    It'd make the most sense, unless something internally has changed rapidly overnight.

    This is something that isn't reactionary though. I could agree that the attitude around individual game mechanics would be tied to that. But the expectation of winning effortlessly is ingrained in every game in the genre, as it is for Survivor-type players knowing that they'll likely die but expecting to play a reasonable amount before then.

    The issue with DBD is that they never should have made it easier for Killer to win, because that upset the balance entirely. There were a million and one things they could've done before that that would've made the game better. Personally I think the idea of the queue failing scared them and they made a bad decision to try to save it, but it's harmed the game more than anything. Phase 1 was another repeat of that, which was thankfully pulled but now has a ripple effect on phase 2.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    It's all delayed. Which means the big balance patch is definitely not what we were told it was. But that's to be expected.

    It's all rooted in truth lmao

    At the end of the day, most Survivors just want to play the game. Give us stuff to do that earns XP and feels engaging and rewarding and at the very least makes us feel like we might escape. Getting really lame perks that nobody wants to use and trials that feel like they almost require a magic wand to get through and no autonomy to do anything about it as if we've signed a legally binding contract to be a part of it no matter what is not what I'd call engaging or rewarding play. Certainly not hopeful.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    We need these changes in Phase 2, and the inevitable Killer buffs for lower tiers who no longer can rely on old unfun tactics that will inevitably come with the changes in Phase 2. I'm on tenterhooks!

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    It was apparently going to be tested in Chaos Shuffle for use in the main game. I assume they wanted to test the system while disabling any perks that could make it problematic, then address the problematic perks before pushing it to live.

  • jesterkind
    jesterkind Member Posts: 9,559

    Where did you get that information? I don't remember any communication about it being tested for the main game, but I might've missed something.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Iirc, weren't survivor queues at 10-20+ minutes prior to 6.1.0 in non-peak hours? If they hadn't done a course correction, the game probably would have died then and there.

    Killer mains don't have a social aspect to keep them playing even when it's miserable like survivors do. If I'm not having fun, I just log off for the night/week/month. I think I didn't play more than five games total over like a year between years 7 and 8.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I honestly don't remember, so take it with a grain of salt. It seems likely, considering that Anti-slug is the top item on the Phase 2 list, but it could just be community conjecture that I'm parroting.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    Therein lies the problem. Players want solos and SWFs to be more aligned, while getting upset over external comms and simultaneously stonewalling the idea of in-game comms. I think they're long overdue.

    That being said, BHVR has tried to bring the two halves closer together via kill rates but it doesn't seem like it's quelled any of the upset.

    Like everything with DBD, it was anecdotal. I've never had a queue that long on either side in my region. But that's not to say that it never happened to anyone (granted, I'm sure I'd experience that if I played 2v8 as Killer).

    I would argue solos likely make up the majority and it's the same for them as well. I play during events, maybe do my weeklies when the new rift tier unlocks, and that's it. I feel like DBD occupies a not-so-healthy place in a lot of player's lives, mine included. Best to keep it limited.

  • Reinami
    Reinami Member Posts: 6,609
    edited July 22

    I personally think it is a losing battle. The only thing that makes sense to me honestly is to create 2 separate queues, and balance them differently.

    For example, they can finally create that hardcore "ranked mode" and make it be 1 killer vs guaranteed 4 SWFs.

    Then in the "normal queue" you only allow people to queue up with 1 other person, and set up matchmaking so the match is always 4 solos, or 1 duo and 2 solos.

    Yeah, you lose out on the 3-man, but, the idea there is the duos can meet up with new people and potentially queue up for ranked. And its not much different than other games like League or DotA which need a team of 5 and one of the modes is relegated to ranked play and the other is solo.

    Then you balance the modes differently. For example, in the normal mode, survivors get all their basekit stuff, maybe throw in basekit kindred, or even DS or whatever else, make the gens 80 seconds instead of 90 etc. And in the SWF mode, you throw in a bunch of basekit stuff for killer, like pain res, or corrupt, make gens take 100 seconds etc. The numbers and ideas aren't relevant, but the idea is you can just balance each mode differently.

    Either that, or just accept that this game can't be balanced when its fundamentally designed around "lack of information" and you give a way for one group of people to communicate and share information, and don't give it to the other people for some reason.

    Post edited by Reinami on
  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    Quicker cooldown on successful attacks and for a long time STBFL was not balanced to address that

    Shorter speed boost when a survivor takes a hit.

    Anti face camp being nerfed in to the ground because you all cried.

    All survivors starting right next to each other but no changes to lethal pursuer.

    I love how you have tried to flesh out your list with things that never got implemented and unknown things that may happen in the future.

    Funny how you missed out some of the killer things they have been given too.... wonder why that is?

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I'm sorry, but if you have to bring up balance changes from three years ago, then I think you're fine.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58
    edited July 23

    You used multiple things from the future(don't even know what they look like) and things that hadn't been implemented yet to make your survivor list longer than the killer list. The only things that actually happened in that list were also from a while back. The survivor lost of things that actually happened was shorter than your killer list.

    Then you tried to hide multiple buffs killers have received and the survivors all starting together was not very long ago at all.

    It's almost like killers have been spoonfed for the last 3 years and still they want more.

    Don't forget gen times got increased too.

    Post edited by BoxGhost on
  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Oh, please. Yeah, the 3-4 man bringing nothing but meta perks and juiced toolboxes is "looking for a laugh." And even if you and your buddy are "just having fun," you get information that you wouldn't otherwise have access to, like "Yeah, he's chasing me around shack."

    Comms are the single most powerful thing a survivor can bring to the match. They are often used to gain an unfair advantage or to just negate entire killers/powers/builds. Comms negate stealth entirely. Comms negate the Blindness status effect entirely. You know that 2v8 thing where if the Scout had eyes on the killer, the entire lobby would see his aura? It's basically that, except for everything. If one person on comms sees your totem, then they all know where it is. If one person on comms drops shack pallet, they all know that shack has been dropped. If one person on comms sees you use Endfury, then all of them will pre-drop you the entire game. And none of these are "sweaty Seal Team SWF" things to say over comms, either. I'm not on a comp team, but if I see a totem, I'm going to say something like, "Yeah he has a totem upstairs in the Myers house." Boom. Totem gone 30 seconds later.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Lol. I didn't bring up anything. I'm not the original person you replied to, "babes."

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    It's all an unknown for now. But given how basekit changes to Survivor and Killer have gone down in recent years, it's not at all unreasonable to assume the changes will either be very minimal, very extreme to the point it gets rolled back, or introduce something that harms Survivor play while claiming to help.

    It's not a bad idea and it's something that's been requested for years and years. They've already implemented game modes, so I don't think this would be hard to figure out. In another thread, the idea of the second mode being a bit more like 2v8 with classes instead of perks was tossed around. I think that could work too.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    The problem is that I, like most killers, would literally never queue up for the "Play against SWFs mode." I would honestly rather them delete every slowdown perk in the game than play against someone on comms. I would play the no-swf mode even if they just took away all perks and all addons.

  • Reinami
    Reinami Member Posts: 6,609
    edited July 22

    So, imagine you hard tunnel that same person for 6 hooks to kill them, think about how much time that takes, just assuming that the survivors go down in even 20 seconds the amount of time it takes to. Down the person, wait for the cooldown, pick them up, walk to a hook, hook them, walk away, wait for a survivor to come and then do the same thing 6 times. You are talking about each hook being:

    20 + 2.7 + 3 + 8 + 1.5 = 35.2 seconds.

    Multiply that by 6 times, and thats 211.2 seconds. That is 2 survivors being able to be on gens uninterrupted, and a 3rd with probably half or 30% of that time. That's enough to finish 5 gens.

    And thats assuming that every chase lasts 20 seconds, which like, that's the bare minimum, assuming they just run into a straight line straight to the corner of the map.

    It'll be much better as the killer at that point to spread pressure to multiple survivors ,and activate your perks like pain res/DMS/grim etc.

  • cogsturning
    cogsturning Member Posts: 2,201

    I didn't realize just how many teams I thought were organized SWF on comms weren't until I went from exclusively playing killer to playing both roles. When I play with friends, we do worse, hands down. We're all too altruistic and concerned with one another. We take hookings and deaths on each others behalfs constantly.

    If I'm lucky and land a good group in soloq, I have matches where we work so beautifully together that I KNOW the killer thinks we're in a party. I wish the leaderboards would show you at the end who was in a party so everyone can get a nice surprise.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    You're still completely missing the point of why tunnelling is a problem.

    Yes there is the aspect of it making the game an easy win if you tunnel someone out early but the main problem is the game ruining aspect of it for the person being tunneled.

    This person in your scenario has been tunnelled off the hook multiple times now. Their points have already maxed out in that category. They have absolutely no reason to carry on running. They are getting nothing from the game all because the killer is pathetic af and still insists on trying to ruin the game for people

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    So your proof of it being a 4man SWF is meta perks and a toolbox with add ons? 🤣

    It always makes me laugh when people moan about survivor items. They have all been nerfed in to the ground compared to where they used to be. Why not just admit you think survivors should have no items, shouldn't be able to move at more than 50% speed and only get 1 hook state per match?

    All you want is to spawn in a game and win, that's your idea of "balance". You have deluded yourself to believe that any game you have lost is only because they are a SWF and I get it, you have been brainwashed to believe this by every other person like you in DBD who thinks they are the best killer in the game and they only lose to a 4 man SWF because it is "broken".

    The problem is, every time you get beaten. It isn't a 4 man SWF.

    Let's pretend though and say it IS a 4 man SWF every time you got beat, you are saying that it should be removed from the game, meaning that you never EVER lose a game. Is that balance? Or is that just you wanting an easy ride every single game because you clicked killer on the menu and that should be enough input for you to win?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    Survivor basekit changes:

    • Borrowed Time (incompatible with nearly every anti-tunnel perk)
    • Anti-Facecamp (useless)
    • Insanely generous regression limit
    • +10 seconds on hooks
    • Hook grabs removed
    • Bots added for a warm body the killer can freely ignore until they get hatch

    Killer basekit changes:

    • +10 seconds to gens
    • 10% faster action speed
    • Bloodlust buffs
    • +2.5% damage on gen kick
    • Flashlight clicking removed
    • Base kit lightborn on locker grabs
    • +2.5% more damage on gen kick
    • No insta-clicking to prevent regression (anti gen tap)
    • Smaller maps, entire realm reworks, more dead zones, pallets weakened, tile spawn logic reworked to prevent chaining
    • Healing nerfs to improve hit and run playstyles (CoH, medkits)
    • "Gen rush" nerfs (BNP deleted, Prove nerfed)
    • Survivors all spawn together (more gen rush nerf)
    • Individual killer buffs every chapter for 2 years, most of which made some add-ons partially or completely base kit
    • Bots added to allow perks to trigger even if the survivor disconnects
    • Anti-hiding (crows buffed, distortion deleted)

    FTFY

  • XDgamer018
    XDgamer018 Member Posts: 705

    is there a custom match improvement for game modes (like lights out and 2v8 in custom matches? since id LOVE to do them with friends