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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

When are we getting Phase 2 info?

13

Comments

  • Firellius
    Firellius Member Posts: 5,470

    If the matchmaking is that loose, why would they lose 200 matches in a row? Surely on plenty of occasions, they'd be matched with newbies to stomp?

    Besides, it's not like this isn't a common occurrence. Any time an overpowered tool gets added in, people use it to inflate their winrate, then it gets balanced, and they lose their toy and have to tumble back down the MMR ladder. It's nothing folks can't handle.

    Also…

    People are complaining NOW about 2-3 minute killer queues. Imagine if every survivor had to wait 15 minutes to get into a match. 20 minutes.

    The alternative is bleeding away more survivor players and making those killer queues go up to 15+ minutes. Some adjustment is needed.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    "If the matchmaking is that loose, why would they lose 200 matches in a row? Surely on plenty of occasions, they'd be matched with newbies to stomp?"

    I'm sorry, but do you think occasionally winning matches against obviously bad players while losing the vast majority of the time is fun?

    And it's not the same as a new toy. The difference between the game now and forced 12 hooking is a lot wider than Made For This.

    We're not bleeding survivor players, though. Killer queues only ever get bad during events or new releases. Right now, I'm back to short queues and even had x1.5 BP bonus at like 8 pm last night.

  • Firellius
    Firellius Member Posts: 5,470

    I'm sorry, but do you think occasionally winning matches against obviously bad players while losing the vast majority of the time is fun?

    I mean, that's kinda where survivor is at, but slightly worse because you can easily lose, even against bad players, due to the tactics that are the subject of this thread…

    But also, it wouldn't even need to be a 'vast majority'. You could even keep a positive winrate while still declining in MMR. Remember that the way your MMR shifts is also based on the distance between you and your opponent. So if you win against lowbies, and then lose against lowbies, your MMR will overall still go down, even if that's a 50% winrate.

    And it's not the same as a new toy. The difference between the game now and forced 12 hooking is a lot wider than Made For This.

    You mean that tunnelling, camping and slugging are -significantly- more broken than Made For This was?

    And that's an argument to KEEP IT!?

    Killer queues only ever get bad during events or new releases.

    That's still a problem though. It's supposed to grow the community and it's getting stunted because no one wants to play survivor!

  • Reinami
    Reinami Member Posts: 6,610

    Right, so he described the game then, as in, it was originally designed to not have SWF.

  • JPLongstreet
    JPLongstreet Member Posts: 6,999

    i don't really know what to tell you. The statement saying SWF was always intended has been provided. So maybe we have to put that particular interview over there in a box somewhere, and focus on the reality of the situation then and now?

    Listen, I get that many players who primarily play killer and do so extremely well hate SWF with a passion. But the truth is without it there's no way this game lasts anywhere this long. It's existed almost all of the game's span, and the devs know they have to cautiously approach messing with how it works because we're talking around half of all survs here.

    And from what I can tell, the issues most players have is the insanely strong trio and especially quad teams, which are the absolute rarest to encounter. Should a killer truly get such god-like squads regularly (which I doubt) then congratulations you're in that mythical top MMR area have fun sweating with the sweats all day. But for the vast majority of trials, that's not the reality.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    That's a mighty fine strawman you've got there.

    I never said tunneling and slugging were "busted." I said that they were more integral to killers playing well than MfT was to survivors playing well. If BHVR goes overboard and just basically deletes every comeback mechanic that killers have, you'll see them just afk'ing after one bad chase. Because after one bad chase, you might as well throw in the towel if you can't reasonably pressure survivors anymore.

  • Reinami
    Reinami Member Posts: 6,610

    You are still misunderstanding. I'm not saying i hate it, i'm saying it causes massive balance problems with this game that affects solo queue players negatively.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited July 25

    No, it's not. Words have definitions, bud. If you get rid of tunneling and slugging, you'll either have to giga-buff killers in literally every other way, or you'll have to nerf survivors drastically. Otherwise, the game will be dead in six months.

  • Pulsar
    Pulsar Member Posts: 22,952
    edited July 25

    We really have no data on that besides anecdotal evidence.

    Once again, anecdotally, I think a few Killers would need buffs, in addition to the one's that need help now, but everyone from A-tier up isn't going to be affected all that much.

  • JPLongstreet
    JPLongstreet Member Posts: 6,999

    I'd say solo queue surv behavior hurts more than any balancing decisions then or now, with a more selfish playstyle much more likely to bring a team down.

    But realistically what could further be done to bridge the experience between SWF and solos? They cannot split the queues. They apparently will not do things like a team-action debuff. They certainly will not just yeet SWF. So they do what they've been doing, baby steps that somewhat close that gap, like the HUD did quite a bit to do.

    Imo the true power of SWF isn't directly comms, but midigating the randomness of solos in being able to choose your allies:

    You know what builds are being run sure, but more importantly you know if they're doing a challenge/daily whatever. You know they'll come back for you if possible. You know they prolly won't let you get to second stage. And over time you learn their strengths and weaknesses and tendencies.

    There's no way to get that to the solos as far as I can see it.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I'm sorry, if even the best Spirit in the world is out here having to tunnel and slug against some of these teams, then I think we should be really cautious about just nuking every macro strategy killer has.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    The highest 4k/3k+H is held by Remylea at 398.

    By the way, Hens and his team also had a 400+ win streak, all while playing comp rules where they limited their perks, items and addons. Surely that's where the power lies, yes? If survivors can win almost 500 matches in a row while actively heavy nerfing themselves, something needs to be addressed, right? Or is it only concerning when killers get massive winstreaks?

  • Pulsar
    Pulsar Member Posts: 22,952
    edited July 26

    found a higher one immediately.

    Can't find Hens' 400 winstreak. All I can find is his 219 game winstreak. 400 is significantly higher, do you have the link to it?

    The rules were also, "Every perk can be used twice" which is a big restriction, but I wouldn't call it comp rules. Comp usually either straight-up bans perks, bans them against certain Killers or limits them to a single use.

  • Pulsar
    Pulsar Member Posts: 22,952
    edited July 26

    Alright. I suppose that's an absolute winstreak.

    Hens' streak was a 3E streak, so I feel it would be fair to use the 3K streaks as well. They are wins by any metric.

    I did also edit my previous comment, as I said I would.

    Wild that even Clown has a higher streak than Spirit.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    If anything, Clown holding a higher winstreak than Spirit should tell you that win streaks aren't the end all be all of what's powerful and what's not. Surely we can agree that Spirit is better than Clown, right?

    My point still stands. Hens and his friends amassed a 300 winstreak while actively nerfing themselves. Surely, that's a problem if killer winstreaks are.

    But you've been carefully dodging my point. My point is that even the best killers in the world have to tunnel and slug when faced against survivors of roughly equal skill. Once you reach a certain tier of survivor, they're going to get gens done. You can't twelve hook them. You have to play strategically. Sometimes, you need to snowball for the win.

    I just finished a game where I had two gens done in the first chase. A third went in my second chase. Mind you, DMS was still procced on the gen hit by Pain Res from my first hook, so I wasn't over here getting ran. My hits and downs were pretty quick. I managed to tunnel someone out as the final gen went, got a hook in the back corner before the gates opened, then slugged the rest as they botched the save, then got too altruistic trying to save the hooked survivor. Ended up with a 4k, but I literally had to tunnel and slug to even stand a chance. If I hadn't tunneled, I wouldn't have gotten a single kill. If I hadn't slugged at the end, I would have gotten two. If the survivors hadn't have thrown the game at the end, I would have gotten one, maybe two kills.

  • Pulsar
    Pulsar Member Posts: 22,952

    Sure.

    Quite honestly, I care very little for .006% of matches, or whatever arbitrary percentage they make make up.

    We will not be buffing Killers prior to adjusting tunneling and slugging. Killers already control the flow of the game, no need to make them more powerful.

    Ideally, we'd do it at the same time, but I don't think BHVR can. That leaves two options.

    We either don't do it at all, which seems doomed to result in a slow death, or we try it and are prepared to make large adjustments to Killers or Survivors, whichever tips the balances in the correct way.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    "Killers or survivors, whichever tips the balances in the correct way."

    I'm sorry, in what universe will eliminating tunneling and slugging result in killers overperforming lol?

    Regardless, Behavior shouldn't make such massive adjustments to basic game systems without having appropriate reciprocal buffs primed and ready to go. If they do their normal, "wait, collect data, then start working on adjustments," then we'll be looking at 6 months to a year of an absolutely miserable killer experience. And that, I believe, will result in a very quick death. Overbuffing the "survivor" role is what killed TCM, VHS, Dragonball the Breakers, and most other games in this genre. It's been shown time and time again that making the "killer" role feel too weak results in a mass exodus of killers, which leads to massive survivor queues. Then, the game slowly bleeds survivors until the playerbase is a fraction of what it was. The devs try to make emergency buffs to the killer role, but it's almost always too little, too late.

    Don't forget, DBD almost suffered this exact fate prior to 6.1.0. Behavior needs to tread very, very carefully.

  • Pulsar
    Pulsar Member Posts: 22,952

    The universe where we can nerf certain Survivor abilities/items/actions instead of buffing Killers. That is an adjustment, like I said.

    BHVR shouldn't make such massive changes and not be prepared to look at what the changes actually do. You could be right, and it completely destroys the balance of Killers. You really want them to push out a weak buff because they underestimated it? Or I could be right, and it doesn't upset the balance a lot of A and S-tiers, but they push a huge sweeping balance patch that makes every Killer OP.

    No, if they do it, they do need to collect SOME data. Buffing and nerfing blindly is never a good idea.

    Yeah, you're talking out your ass on this last point. Here are the actual numbers. DBD was not "dying" or "almost dead" or "too little too late"

    DBD was doing better than it ever had prior to this. The game was actually fair, but not balanced, prior to 6.1. In which, we saw the last of the busted fun stuff being removed and the comp mindset truly take over. It also sent us into the last four years of, objectively, a Killer-sided game by design.

    Screenshot 2025-07-25 230639.png Screenshot 2025-07-25 230703.png

    Just for fun, here's when I first started.

    Screenshot 2025-07-25 230932.png
  • Raccoon
    Raccoon Member Posts: 8,170

    Still no updates on anti-camp/tunnel as of this post.

  • MoZo
    MoZo Member Posts: 772

    i think they are just gonna let us know in the dev updates right before the ptb instead of doing a big forum post like how they did with phase 1. bummer but at least we know there’s only 3 major updates left of the year (9.2.0, 9.3.0, and 9.4.0) so my guess is in each of these patches, we’ll get the anti- x feature. my guess would be the anti slug will come with this upcoming ptb for 9.2.0 and then it’s a 50/50 on if anti camping or tunneling comes in 9.3 or 9.4

  • tes
    tes Member Posts: 1,223

    probably another nerf to pig, while nurse or ghoul will don’t care about this changes at all.

    More A/S tier killers in lobbies then

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    At this point, it's just confirming what we already knew. That the changes will be slow, if they do come at all, and will likely be underwhelming (in my opinion).

    Correct me if I'm wrong, but I don't know that he's ever been very trust-worthy (also in my opinion). I think that incident with Hag is something that will linger forever.

  • Emeal
    Emeal Member Posts: 6,625

    ######### yes Ryan, thats what I wanna see and hear. NICE.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    Is BHVR planning on making additional major changes to the AFK crows this year? Hiding prevention was supposed to be one of the major highlights of phase 1, but I’ve literally never seen a survivor get 3 crows for excessive hiding, since the AFK crow nerfs.

    As in, I’m still in situations where the last two survivors are excessively hiding, but they just aren’t getting 3 crows because the nerfed AFK crows can be easily bypassed as survivor.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    "not a removal" so does that mean it will do nothing, like anticamp ? disaster incoming

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    The AFK crows are absolutely useless, even those phase 1 was supposed to have Hiding Prevention.

    There are still a lot of survivors ragequitting in ways that bypass the DC penalties, even though phase 1 was supposed to have Go Next Prevention.

    So it would be completely fair of the phase 2 changes were barely noticeable. Like the anti-tunnel change should just be a survivor losing collision for 10 seconds after being unhooked, so killers can’t bodyblock them in basements anymore. And the anti-slugging change should be an abandon button for survivors if they are slugged and only 2 survivors are alive. And the anti-camping change should just be the entire survivor team seeing the anti-facecamp meter.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    Because one thing is useless we make everything else useless ? That doesn't seem very productive, at this point anything they do could potentially ruin the game they have shown this multiple times already, I already know anti tunnel PTB is gonna be a disaster

    if i were them i'd buff DS nothing else, if you care about being tunneled just bring the perk

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    If the phase 1 changes are going to be barely noticeable, it's fair for the phase 2 changes to be barely noticeable.

    BHVR spent SO MUCH TIME AND EFFORT, making sure those AFK crows felt fair for survivors, and that literally no one was "unfairly" getting AFK crows. The same energy should happen for the phase 2 changes. Killers should never ever be punished for slugging, if the survivors forced them to slug. And anti-slugging should actually involve slugging. This Conviction garbage, where the survivor can activate it even when the killer is just trying to check the area to make sure it's safe to pick up the survivor, isn't anti-slugging because the killer isn't even trying to slug at all.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    I can confirm that we continue to keep an eye on discussion around this feature and pass it along to the team involved. If you don't mind me asking, what actions are you seeing Survivors take that easily bypass the AFK crows? I want to make sure this is shared with them if it happens to be something that's not already on my / their radar.

  • Dadeordye
    Dadeordye Member Posts: 466

    Anti Camp/Tunnel/Slug without Anti Gen Rush.
    It's SO TASTY just thinking about it. I can't wait!

  • cogsturning
    cogsturning Member Posts: 2,209

    There was nothing fair about the crows. I got them during this period and I never get crows. At no point was I hiding. In those cases, I was looking for hex totems and sometimes had to change my trajectory to avoid the killer, which the game read as inactivity, despite me marathoning around the map and leaving scratch marks everywhere. The only way to avoid this would have been to cleanse the dull totems I found, just to reset the timer. Other people were avoiding the crows by repairing a gen for a few seconds then going back to their hidey holes. A system that rewarded you for useless tasks while punishing you for actually trying to do something was deeply flawed.

    You also seem to think you're automatically entitled to every down you get. If that were the case, sabotage and flashlights wouldn't be in the game. Nothing is supposed to be "safe".

  • Lixadonna
    Lixadonna Member Posts: 691

    I wish the MMR Update came before the extreme hiding and go next measures since MMR is a cause of those issues. What are those people doing in lobbies they shouldn't be in? My MMR is suffering because of them.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672
    edited August 13

    TD;LR: Survivors are just crouch walking in a small area, and using things like chests, dull totems, or killer interactions like disarming a Trapper trap, to hide for 10+ minutes.

    Problem 1: AFK point gain is 25% if the survivor is moving at all, which includes crouch walking back and forth in a small area. It takes 8.5 minutes of being AFK, for a survivor to get their first crow, if they are just crouch walking in a small area.

    Problem 2: Opening a chest, or cleansing/blessing a dull totem, aren't important enough to fully reset AFK points. Cleansing/blessing a hex totem, absolutely should be worth a full AFK point reset, because there is an actual need for survivors to remove hexes.

    Problem 3: Some killer interactions aren't high-priority enough to be worth a full reset of AFK points. It's ok if high-priority killer interactions fully reset AFK points, like searching a Pig box, or solving a Pinhead puzzle. But disarming a Trapper trap, or looking through Springtrap's cameras, really isn't important enough to be worth a full AFK point reset. All the killer interactions should be reviewed, to determine how many AFK points each interaction should remove.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    If hex totems are a problem point for the AFK crow system, then the solution should be having additional (or modified) rules specifically when an active hex totem is in the game.

  • cogsturning
    cogsturning Member Posts: 2,209

    That's one example specific to me. I had a lot of people showing up to gens with crows at this time--many very early in the game--and I had no reason to believe they were hiding. Running Empathy let's me keep an eye on that sort of thing, so if you're injured and you're hiding, I will know.

    I had a killer match where I was holding down a 3gen and the remaining three players weren't hiding, they just couldn't preform any meaningful action long enough to not get crows. They were trying to get to the gens instead of doing usless activities like opening chests. They did not deserve those crows.

    And I've had recent matches where people get crows. It takes longer, but eventually I hear the cawing and find them. It does it's job. I have no tolerance for cowards regardless of which role I play but I don't want a system that punishes for no reason.

    But if you're advocating for this crow system because lots of time and effort were put into designing it, its a little hypocrital to be one of the loudest anti-fog vial posters, which obviously also resulted in a nerf and pretty much no one wants to use them anymore. And those being a new item and not just a redesign of an old system probably took much more time.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    Explain to me, why it's important for the AFK crows to never ever ever unfairly punish survivors, but it's perfectly fine for an anti-slugging mechanic to punish killers when they were forced to slug by the survivors.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    If there is only one hook within range, and it is broken by the Breakdown perk, then the killer is forced to slug any survivor that gets knocked to the ground in that area. Most of the anti-slugging suggestions on these forums, would punish the killer even if the killer was forced to slug the survivors.

    Fog vials are literally up to 4 times the area of fog crystals, and yet, survivors want fog vials to be really difficult to see out of…. even though they are literally up to 4 times the area of fog crystals? How is that fair? Why on earth are the fog vials this big?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672
    1. It's fine for survivors to force the killer to slug. I never said otherwise.
    2. It's not fine for the killer to be punished by an anti-slugging mechanic, when they were forced to slug.

    As in, it's fine for Breakdown to force the killer to slug. But it's not ok for survivors to get something like a basekit Unbreakable, that works when the killer was forced to slug. Anti-slugging should happen when the killer is purposely trying to excessively slug. Otherwise, survivors are just going to weaponize the anti-slugging mechanic, just like they did on the PTB that had basekit Unbreakable.

  • HeroLives
    HeroLives Member Posts: 3,233

    hopefully they’re accounting for any kind of hook denial if they plan on implementing anti-tunnel/anti-slug it’s only fair.

  • cogsturning
    cogsturning Member Posts: 2,209

    "Forced" is such a strange word to use. No one is forcing you. Unlike the person on the ground, you still have agency. You can at least act.

    But you're also missing the fact that it's unfair for the person who was slugged. The hook breakdown wouldn't have been that person's fault if they were the rescuer. Neither would a flashlight save or a sabo be their fault. It's the person who preformed the action's doing. That's who you should be pursuing. I cannot tell you how many times I've been targeted by a frustrated killer because someone else decided to save me in a soloq match. I didn't ask them to, they just did it. Many people in soloq will do things like flashlight saves and dangerous unhooks just for points or lols. And I personally believe killers are entitled to their [fairly acquired] hookings. And I shouldn't have to lay on the ground for mutiple minutes or get tunneled out because someone else did something.

    You're also arguing against a system that hasn't been implemented and that we don't even know anything about yet. Whatever the new system is, it's obviously not going to kick in if one person alone is on the ground for like five seconds. There are going to be parameters.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    If a survivor is on the ground, and the killer literally cannot hook that survivor, then the killer is being forced to slug that survivor.

    I literally don't care about your giant anecdote. It doesn't change the fact that killers can be forced to slug survivors.

  • cogsturning
    cogsturning Member Posts: 2,209

    It's pretty clear you only care about one side of this game. Hopefully whoever intakes all this feedback notices that sort of skewed bias.