Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Killers Returning to Hook Every Match

coolgue1
coolgue1 Member Posts: 249
edited August 2025 in General Discussions

Killers returning to hook immediately after a survivor is unhooked has gotten way too common after 1 gen pops. It's in basically every game now. BHVR made it blatantly easy for them — the killer gets a free HUD notification the second someone is unhooked, and that’s all they need to just turn around and go right back. No guesswork, no risk, no strategy — just brute force abuse of the UI.

And the funniest part? These are the same killers who come to the forums crying about their matches being “too hard.” Maybe if they actually tried to chase and loop like the rest of us, instead of hook proxying and tunneling off the HUD, they’d learn something. But nope — just abuse the unhook info and play the most boring style imaginable.

BHVR, please — survivors are getting burned out. You’ve created a system where killers are rewarded for ignoring chases and skill, and just hovering around hooks to farm pressure. If you want the game to stay healthy, you need to fix this.

Suggestions:

Delay the unhook notification for killers

Add aura blocking or deterrents for hook returners

Even minus blood point gain so they can't farm for BP because it way to easy for killer to get max BP doing this and u can get max BP easily playing normal

Right now, the killer role is being babied with free info and no consequence, while survivors are punished for trying to play the game normally. It’s not balanced.

I understand it a strat yes but the fact the BHVR talking about trying to fix tunneling and camping is what this post is about if they are really that worried about it they should make killer only see how many hook states they have and a left to get not a giant come get the survivour thay just got on hook sign

Post edited by coolgue1 on
«1

Comments

  • etisatis
    etisatis Member Posts: 60

    FYI the match reward system doesn't work the way you might be thinking. Same applies to the “pressure”

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    Reward system? When I’m killer, I’ve got a clear job: kill. That’s my role in the match. I’m not here to play some “skillcheck” party with friends—I’m here to do my job. And y, the killer role means doing the dirty work. That’s just what killers do.

    Stuff that happens in a horror game with a killer role is just gonna get dirty. I mean, there’s a killer on the map — whether people like it or not, that’s just how it goes.

    The killer’s literally in the match to… uh… kill, right? Like, what else you gonna do?

  • NekoGamerX
    NekoGamerX Member Posts: 5,459

    don't understand the idea survivors have with killers playing nice and fair? a lot time it don't feel fair on the survivor side either (what survivor do to the killer)

  • oecrophy
    oecrophy Member Posts: 448

    Don’t get it either. Especially since most groups actually ask for it anyway. :D

  • JimbusCrimbus
    JimbusCrimbus Member Posts: 1,225

    This is bait. This has to be bait. Cause this is the most "I just installed DBD" thing I've read in literal YEARS.

    The game is the most survivor sided it's been in YEARS. Doesn't matter how many times you downvote, I'm correct. Period. Objectively.

    Get good.

  • KatsuhxP
    KatsuhxP Member Posts: 1,659
    edited August 2025

    Okay what I'm reading from this is three things:

    1. Ether the killer is near you and in a bad chase, so he drops it for you and goes for you instantly (valid reason because the chase is already bad, you're instantly a new target AND you're already closer to being dead, also the person that was in chase is not instantly on a gen and both of you under hook are also doing nothing - 3 people that don't do anything).
    2. The Killer was simply near you and didn't know about anything that needed more attention so he just goes back to you. (Again valid reason because at least he knows where you are, yet again you're also closer to dead AND if the other person tries to safe you he has pressured even two people).
    3. He was far away and didn't find anyone or anything that needed attention and just comes back for the same reasons like 2 xD

    2 and 3 are probably the most common and absolutely valid - 2 is mostly and 3 easily fixed by just not healing under the hook, he knows where you got unhooked not where you are exactly (of course floods and nurses excluded).

    1 is also perfectly fine, he was looped for a while by then probably, the longer he takes to drop the chase after the unhook the longer you have to run.

    Oh and guess what, I actually don't even look at the hud if I do this. I react to the explosion or sometimes to the turning of the hookaura (if unhook from the front perfectly you don't even see that, so if it bothers you just unhook like this lol). It would be awful to contantly have to look at the hud for this xD

  • oecrophy
    oecrophy Member Posts: 448

    Okay... I’m trying to follow you here. But like — what exactly do I get out of a fresh hook then?
    If I go into a chase with the unhooker right after the save, how does that give me any pressure on the team?

    Because when I’m chasing someone right off a fresh hook, the rest of the team couldn’t care less — they go full laser-focus on gens instead.
    So what pressure am I applying exactly? I'm down one hook trade, and the rest of them are zooming through gens like I don't even exist.

    my matches. what should i do?

    So I’m supposed to give up my early pressure, go off and draw some pretty little traps somewhere while they casually get a free gen, a free unhook, and reset for free?

    So I’m just supposed to watch one of the survivors chase me around while having fun removing my traps? And then what? My next down is a totally fresh hook… with maybe one gen left?

    Teach me how not to tunnel and still have a chance to win. Killers ready to learn.

    (And keep in mind, this was during the event — with all the crazy stuff like instant pallet breaks and whatnot.)

    Just curious — would love to know what Furtive Chase or Make Your Choice actually did for me in that match.

    Just curious

  • Brokenbones
    Brokenbones Member Posts: 5,698
    edited August 2025

    Think you got the wrong idea bud, I actually wasn't disagreeing with you. Tunnel if you want I really don't care it's your game

    i was saying even outside of tunnelling there's many many reasons a Killer could go back to a hook.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    I get it, there are lots of reasons to go back, and also plenty of situations where it’s tactically unwise. But if you keep going back for “many different” reasons, you’ll lose to strong groups.

    When you do go back, you usually have a clear goal and clear target— and that’s usually not the fresh hook. Survivors gotta expect that. The unhooked survivor should expect to be the killer’s prime target now and avoid showing up near the hook if the killer has pulled away far enough.

    The team has to be ready to cover if needed.

    And:

    Make Your Choice is kinda cute and all, but if it just gets you a fresh hook, you really gain nothing from it. You’re not stopping gens or putting any real pressure on the team. And the team knows you’re busy on that fresh hook — so the only things they’re focusing on right now are the gens.

    If you go straight back to the hook to chase the fresh hook, you haven’t interrupted gens or applied any real pressure—you’re basically letting the unhooked surv escpe for free, you get nothing while 3 survivors get free gens. Sure, you can hope for a quick down on that fresh hook, but you can’t build your whole round on hope.

    Good teams cover when you bring perks like Make Your Choice; they’ll double-team a critical hook in a dead zone and protect each other, so you won’t even get an easy down on the unhooker.

    Anything else OP wants is just a wild fantasy from the “survivor main only” community— thinking the killer should never come back and just let a free reset happen under the hook. That only works in lobbies where the survivor team isn’t applying any pressure and just lets everything “happen.”

    Against teams that actually fight back and work on gens, that just won’t work.

    If you go straight back to the hook to chase the fresh hook, you haven’t interrupted gens or applied any real pressure—you’re basically letting the unhooked surv escpe for free, while survivors get free gens. Sure, you can hope for a quick down on that fresh hook, but you can’t build your whole round on hope.

    Good teams cover when you bring perks like Make Your Choice; they’ll double-team a critical hook in a dead zone and protect each other, so you won’t even get an easy down on the unhooker.

    You also have to expect that the killer will check the hook before the phase change — even if they’ve left earlier.

    The hook is just as much a part of the game as anything else, and you have to expect the killer to use it to their advantage.

    And the smartest counter, btw, isn’t giving the killer a quick down (because of gen greed) and handing them a hook in a zone that actually matters to them — but rather in one where they have almost no control over the rest of the map.

    But most folks just straight up ignore that — they go down smack dab between 2-3 juicy gens, thinking “Gotta pressure those gens before the killer shows up,” and then get salty when you milk that hook value hard. Classic gen-greed move, and it’s handing you the advantage on a silver platter.

    Most of the time, it’s really on the survivors. So there’s not much “sympathy” to be had.

  • BrightWolf
    BrightWolf Member Posts: 602

    Same, I try to be as fair as I can be when playing killer, like going after the rescuer instead of the unhooked survivor. But if the Unhooked survivor is all I can find, because the rescuer decided to disappear faster than my paycheque after bills, then I'm sorry I'm going to be chasing the unhooked survivor again.

    I may not hook them again, but I will chase until I can down them or peel off onto someone else. Especially if Im down to the last gen, or Im low on hooks.

  • tes
    tes Member Posts: 1,223
    edited August 2025

    This silly fog vials idk frustrate everyone so much that’s my every game on survivor is simple fighting for life to not get tunnelled myself or help a teammate.

    I fought with a ghoul for 4 gens. Died anyway gg. Because the gen efficiency after this patch is sth with bugged streetwise and fog vials that helps with prerunning a lot. Killers simply lost every interest in playing normally because everything they see now is one guy with an infinite toolbox, another with heal meta, third juicer with infinite free finesse thanks to last stand and 4th is scene partner, dramaturgy, vigil and fog vial/flashlight.

    A lot of killers are buggy mess now as well. I feel pain because I realise I need relearn myself how to play on phead.

    U have fun until your opponent is baby killer or cheeky surv who does a lot of mistakes

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    And now.. I .. just try to not sound so harsh right now — because… to be honest… I’m so damn tired of this whole discussion:I’m genuinely sorry for always getting so involved in posts like this.But BHVR is planning future changes based on posts like yours.So many changes that, to be honest, I’m afraid of. Genuinely afraid.

    I know it can be super frustrating to have the killer come back to the hook.But… please, please, if you’d do me one favor before making demands like in your post: please try playing killer yourself.And not just once or twice. Play for a while. Play against good teams.Teams who know exactly what they’re doing, who know your limits and how to exploit every single one of them.Not people hiding behind rocks in dead zones praying not to be found.Not teams afraid of you — but teams that actively fight you.

    Then maybe you’ll understand what it is you’re asking killers to overlook.What you’re asking them to give up, all while good teams are using every single "goodie" BHVR gave them — thanks to posts like yours — against you.

    Do you think good survivors are happy and grateful when you ignore the hook?Nope.They’ll just keep their OTR or DS in reserve — to “thank” you later by throwing themselves into your next chase full-health with two bodyblocks, basically saying:“Come on, chase me — I’ve got DS. And if you don’t want to, no worries, I’ve got Unbreakable ready and I’m lying in a pallet anyway.”

    That’s the kind of “gratitude” you get for ignoring the hook.

    They’ll still play super aggressively against you.The only time you’ll see a bit of respect from many players is when they’re on dead hook.Then, maybe, they won’t sprint into your next chase with DH and Unbreakable ready.

    I know my posts tend to provoke a lot of people and usually end up farming downvotes.

    (Ye, I know — the evil killer is just trying to provoke people by showing how hard he tunnels, right?)

    But honestly? I don’t care.

    I still feel like… I need to speak up.To fight back, in a way.Against all these changes that are supposedly coming — anti-slug, anti-tunnel, anti-this, anti-that.Basically: anti-killer.

    And even though I understand the frustration survivors feel with certain things,I genuinely don’t believe we need even more “anti-killer” mechanics.

    I strongly suspect you’re not playing in high MMR,and what you experienced in your match isn’t some meta strategy used to stomp survivors —it’s often what weaker killers in high MMR have to do just to stay in the game.Especially when they’re not playing strong killers or are missing key slowdown.

    In your example, things might already look much less frustrating if survivors simply didn’t run directly to the hook after a person beeing hoked,or didn’t heal right under the hook(seriously, just take the time to run 30 meters into a safer area with better structures —suddenly the killer controls nothing there, and coming back to the hook is just wasted time).

    Once you expect the killer to maybe come backand prepare accordingly instead of healing under the hook and praying —it often stops being such a big issue.

    And in the lobbies you’re likely in, the killer often comes back to the hook just because they didn’t find anyone else.That’s not "proxy camping” or “tunneling” — it’s the result of failed info or pathing.You’ll notice all this the moment you start playing killer yourself.

    So please, please, I’m asking genuinely —before you go asking for more changes, try playing killer.Try it for a while.Try it against good players — the kind that make you feel powerless.Then you might see why killers do what they do, and what kind of pressure they’re under just to survive a match.

  • Memesis
    Memesis Member Posts: 747

    There's a lot more to it than how you're phrasing all of this, which makes me think you're new. But to address your suggestion to tackle tunneling, there is a huge flaw here.

    If you reduce the information that killers have about current hook status, (delayed unhook notification, no notification, aura blocking, what have you,) you will see a tremendous increase in killer's proxy camping hooks or at least stay within line of sight of the hook.

    That will undoubtably increase both camping and tunneling.

    And blood point losses? That won't change anything. Competitive players want to win, not farm blood points. That will change nothing.

    I hate tunneling too, I wish the game could be balanced without it where both sides can be happy and still have a fair chance to win, but it's way more complicated than just preventing it outright. You have to accept that the survivor role has its players eliminated from the match by design and that can happen early if the killer chooses and the rest of the team fails to finish their objective. If the tunneled survivor dies so fast that the rest of team repairs 1 or zero gens, that's probably a failure of MMR and not the design of the game.

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    Having the notification is unhealthy for the game if they're really truly concerned about fairness. Ideally there would be more to protect the unhooked Survivor as well, which is the main issue with it. When implemented too early (as is usually the case), the Killer is able to turn a losing trial into a 2 - 4k with minimal effort UNLESS they're greatly outmatched.

    As it stands, the odds of any of that changing are slim. But if Survivor had more catch ups of their own, it would be helpful in balancing the scales a bit.

  • TheGoone
    TheGoone Member Posts: 571

    We need more incentive to go out there then having to tunnel

  • DBD78
    DBD78 Member Posts: 3,622
    edited August 2025

    Survivors often go back to the same gen killer just kicked. It's almost as both sides wants to win the match sometimes 😢

  • Destaice
    Destaice Member Posts: 114

    As a killer the unhook is valuable information. If you haven't started a new chase yet you at least know where 2 survivors are.

    So if the killers are B-lining for the hook its likely that the other 2 were in hiding and never took chase.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    well killers will stop returning to hooks and proxying when not doing that will at least stop being punished by having unhook insta reset with various perks or getting hit by full value from StB and so on

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited August 2025

    there's enough to punish/prevent already and hardly anything to reward the opposite plays.

  • jesterkind
    jesterkind Member Posts: 9,776

    Returning to the hook in and of itself isn't necessarily the problem, in my opinion, it's if they chase the person that just got unhooked instead of the unhooker that we see problems. While I'm not against removing the unhook notification, per se, I don't really think it solves any meaningful issues.
    If anything, sometimes the killer kinda needs that information if everyone's stealthing or their chase didn't work out somehow. As long as they're chasing the unhooker I think that's totally fair gameplay.

    As an aside-

    When you say the macro has been "given basekit", what are you referring to? I can think of a few small ways survivor macro has been made easier to engage with, but I can't think of any examples where it's been made basekit to the point of no longer needing the macro skill at all.

  • BrightWolf
    BrightWolf Member Posts: 602
    edited August 2025

    I wish I could upvote your comment more than once. As a fellow killer main, I salute you, brave soldier. Good hunting in the Fog. <3

    ETA: Hey OP, it's a bad look to downvote every post to your thread because they disagree with your topic.

    Post edited by BrightWolf on
  • Mr_K
    Mr_K Member Posts: 10,466

    What do you mean? Tunneling is a staple thread around here. It didn't just become an issue or gotten worse.

  • Deathstroke
    Deathstroke Member Posts: 3,735

    Yeah same for me I run BBQ always so most of the time I find someone else sometimes even hook and then return but I go after unhooker.

  • cogsturning
    cogsturning Member Posts: 3,041

    In my experience, most killers actually do swerve on the recently unhooked. I've been keeping a notebook spreadsheet with various data on my survivor matches (as all completely normal people do) and egregious tunneling and/or slugging happen maybe once every 5 to 10 matches. I sometimes pretend to be AFK off hook to see if they'll hit me and most don't. Lately it's been a bit better than the last couple months had been. I feel like it's mostly newer killers who don't understand the game well (rude messages helped me understand early on) or experienced players who just adamantly hate skill improvement and good sportsmanship for some mysterious reason.

    There are also reasons where I get it. If an obnoxious team is taunting the killer mid-chase or swarming them, then I wouldn't even make a note of that. The only thing that sucks about it is when the killer doesn't note the unfortunate fourth soloq person tacked on to a toxic three-man because sometimes that's me, quietly doing a gen while I watch my teammates do flashlight saves and get ready to be slugged.

  • Abbzy
    Abbzy Member Posts: 3,175

    If you go against killer who has no mobility and no ifo about survivors (you dont know 100% he has some aura reading perk but through the game you can gues like when you hide near gen and he finds you after kicking that he has nowhere to hide etc.) then theres nothing killer can much do then play like 40 meters around hook and if the game is on 1-2 gens left and he has no preasure on hooks then he will stick there and if theres some last gens near hook or highly progressed ones then theres no reason why he should left. If the killer comes from the beginig to the hook then leave after saving and dont heal under (if you heals arent in like 4-8 seconds and you dont want to be chased). Most time survivors claim that I camp is when i break and kick some stuf near hook and Im leaving but some ninja just saves them and only one that makes scratch marks is usualy the unhooked one, savior just hides. Another thing is if i have barbecue and I dont see any auras on killer like huntress then I know everybody is 40 meters around hooked survivor, no way i will go further if i dont have chase.

  • cogsturning
    cogsturning Member Posts: 3,041

    Same. BBQ is actually a great anti-tunneling perk. I wouldn't mind something like it being basekit if they balanced that by taking away unhook notifications.

  • oecrophy
    oecrophy Member Posts: 448

    What I really don’t understand is:
    What’s so bad about accepting that in some matches, the killer… does killer things — comes back to the hook… and sometimes that results in a hard tunnel?
    What’s so wrong with accepting that at a certain point in the match, someone has to die?

  • jesterkind
    jesterkind Member Posts: 9,776

    "Hard tunnel" is a balance problem and also, separately, sucks to go against.

    Dying isn't the issue, it's having your agency severely diminished or outright removed because of a balance problem your opponent is leveraging.

    As far as things to get annoyed at in video games goes, that's one of the big ones.

  • oecrophy
    oecrophy Member Posts: 448

    I have a hard time understanding the point here. Where exactly is the supposed balance problem?

    I absolutely get that certain situations in the game can feel frustrating. But just because something didn’t go your way in a specific match doesn’t automatically mean it’s a systemic balance issue — and just because it bothers you doesn’t mean it’s objectively a problem.

    If we start labeling every subjectively frustrating experience as a balance problem, those terms start to lose their meaning. Not every (maybe for you) uncomfortable situation in the game is a design flaw — sometimes it’s just part of the core mechanics, part of the dynamic between two opposing roles.

  • cogsturning
    cogsturning Member Posts: 3,041

    People have argued with you enough about this. If you can't understand--after many efforts--why the CHOICE to exploit unbalanced game mechanics against other players in a silly video game you might just be taking too seriously is gross then I don't know what else to say. We can only hope the future measures fight the small amount of bad actors who are incapable of fair play.

  • Rulebreaker
    Rulebreaker Member Posts: 2,656

    Where exactly is the supposed balance problem?

    We'd argue its the fact that the killer has a basekit repeatable way to heavily stack a chase in their favor while the survivor has no way to migrate that without A: a specialized perk/build to counter that specific scenario, B: great coordination by the team, C: having much more skill than the killer trying to tunnel.

  • jesterkind
    jesterkind Member Posts: 9,776

    Happy to explain.

    When the killer chases someone immediately after they're unhooked - which is typically what is referred to with "hard tunnelling" but imo is just what tunnelling in general should be defined as - the following things are true:

    • The chase starts with the killer right on top of the survivor
    • The chase starts with the survivor already injured
    • The chase has a good chance (but not a guarantee) to start in a place that has fewer resources, since someone did just go down there

    These are all pretty big benefits, if you get to start a chase elsewhere in the match with one of those things being true it's a chase that tilts in your favour. All three (or even just the two that are guaranteed) and the chase is just noticeably easier than it would be otherwise.
    This, of course, doesn't inherently make it a problem. It's a problem for two main reasons: The killer didn't have to do anything skilful, smart, or even really anything at all in order to put themselves in that position, and the survivor player has extremely little they can do about it.

    If a killer successfully sneaks up on a survivor, or successfully makes a read on their pathing to cut them off, they get similar value and that's great, it's their skill being rewarded. Just returning to the hook gives them equal-or-greater value for free, and that's suspect as hell on its face.

    Similarly, what exactly can a survivor do about it? Setting aside specific perk choices, which is its own can of worms, the answer is… not much. They do have ten seconds of Haste and Endurance, which is definitely better than it used to be! But, at the same time… there are a lot of killers on the roster for whom that is barely a deterrent, and a lot of maps with spots where that's severely lessened in its usefulness- think the average basement, or any building with a chokepoint.
    If they were to have more options available, if it were closer to a regular chase with only one of those three bullet points being true, then it'd be different- they'd have agency and it'd be down to who the better player is and/or who plays this particular chase better. When they're tunnelled, the degree to which they have to be better than their opponent is pretty exponential, and that's not exactly fair or balanced.

    So, to recap: The killer gets a much easier chase, and the survivor gets a much harder chase, for zero effort or skill on the killer's part and with the survivor's only defence to be significantly better than their opponent in chase. That's a pretty clear balance problem.

    Put short: Something not going your way in a match doesn't indicate a systemic balance issue. If, however, the same thing can be engineered to not go your way across multiple matches in the same way every time, that does indicate a systemic balance issue.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    No, I genuinely don’t understand why it’s considered “gross.” Yes, sure.. when you’re up against a top-tier killer, you do need your team. And you need to trust your team. A good Blight will take you out quickly — that’s just what Blight does. He does Blight stuff. A short chase is to be expected. That’s something you simply have to know and accept.

    Decent players know that short chases are to be expected against Blight, and they position themselves on a gen near the chase in case cover is needed or the person in chase runs out of resources.

    If a killer successfully sneaks up on a survivor, or successfully makes a read on their pathing to cut them off, they get similar value and that's great, it's their skill being rewarded. Just returning to the hook gives them equal-or-greater value for free, and that's suspect as hell on its face.

    Cutting off paths, mindgaming, knowing how you deal with certain structures, beating people on specific tiles — that’s exactly what’s happening during a tunneling process by the killer (which, in my opinion, requires more skill than trying to sneak up on people). But a killer who tries to achieve that with “random stealth”? In most matches: nice try, sorry, you lose. In solo queue, maybe… (honestly, that annoys me even more than direct tunneling — constantly switching targets and hoping for an easy dead-zone snack where you don’t have to win a chase against me - and that just goes to show that different people find different things frustrating — personally, I find a full-on tunnel on me way less frustrating.)

    so y.. "sneaks up on a survivor?" On some maps you might get lucky, soloq, y maybe, but as soon as you’re in a team, that attempt is completely denied.

    Similarly, what exactly can a survivor do about it? Setting aside specific perk choices, which is its own can of worms, the answer is… not much. They do have ten seconds of Haste and Endurance, which is definitely better than it used to be! But, at the same time…

    I often manage to reach some decent structures with my free BT. If not? Team? Hello? Where are you? Bodyblock, please?
    If that doesn’t happen... I might die. Maybe even early.
    Maybe I’ll just be a useless insta-down if I’m not running any 'anti-tunnel' stuff like OTR or DS. Sorry team, I tried.

    Killer’s fault? I’m more wondering: where was my team?
    Especially on certain maps where you barely have any filler to connect structures (hi Coldwind, hi Haddonfield), you just know that the person in chase might need someone to cover them. Gens still fly anyway, usually.

    And then there’s the whole 'the survivor usually has a harder chase with no advantage' thing…
    Well… I am the only target.
    I know exactly where I’ve been.
    I know what resources I’ve used.
    I know what’s still up.
    I know which pallets are gone.

    If they were to have more options available, if it were closer to a regular chase with only one of those three bullet points being true, then it'd be different- they'd have agency and it'd be down to who the better player is and/or who plays this particular chase better. When they're tunnelled, the degree to which they have to be better than their opponent is pretty exponential, and that's not exactly fair or balanced.

    No options available? uuw?

    Having the map to myself is a massive advantage – I don’t have to guess whether randoms have already created dead zones.The trade-off is: one less health state going into chase and being a bit out of position.(For the first part, I’ve got DH. For the second, ye… sometimes I just need my team.)

    and yupp… sometimes, you just don’t get away.Things fall apart really fast, no matter how hard you try. It happens.Sometimes you die at 3 gens the moment the killer wants you dead.Sometimes it's just because I completely mess up my chase. (Sorry again, team.)

    But come on? I expect escaping to be hard. I expect the killer to be a real threat.And I expect every single mistake I make to be brutally expensive.

    So, to recap: The killer gets a much easier chase, and the survivor gets a much harder chase, for zero effort or skill on the killer's part and with the survivor's only defence to be significantly better than their opponent in chase. That's a pretty clear balance problem.

    y? I’m not buying that.
    Killer gets a slightly easier chase? Sure. But hey.. I mean… why not?


    But look at what survivors can bring to make "things easier for them": DS, OTR, Shoulder of Burden, Unbreakable, Dead Hard, (other exhaustion perks) Vigil, For the People + Buckle Up, Soul Guard + WGLF, Hope, Background Player with flashy or sabo box, red syringes...
    Survivors are loaded with tools to make things easier.
    So nah, nope. nope, nope, big NOPE. I’m not buying that argument.

    And yes… I play survivor enough too (super important to play both sides ):

    4545454.jpg

    (in case you don’t believe me)

    And y, still: as a killer, I still go back to the hook. I proxy camp if I think it makes sense, I slug if needed, and I tunnel hard when necessary or simple just when survivors make it easy for me.

    I play my role as best as I can.

    And as a survivor, I fight back and don’t make tunneling easy for the killer.

    defence to be significantly better than their opponent in chase.

    DbD isn’t rocket science. There’s a point in most matches where everyone is roughly equally stacked and has a decent understanding of the game. Sure, there are players who master their ability to the max — but DbD isn’t really a game that consistently rewards high-skill plays.
    Like, what’s the point of pulling off something really hard and impressive with your power if most of the time things like DS happen at a distance where the survivor just gets away again anyway? It´s fun, its meme. But nothin more.

    If, however, the same thing can be engineered to not go your way across multiple matches in the same way every time

    kay… but at that point, it’s really not the killer’s fault anymore.
    If players are consistently dying without being able to do anything, or feel completely helpless, then that’s not just a killer issue — that’s a matchmaking issue.
    It’s on BHVR to finally improve the MMR system and create fairer matchups, instead of putting all the blame on the killer.

    Because if going straight back to the hook/tunneling consistently feels that strong, the problem isn’t just that it happens — it’s who it happens to.

    But it can't always be the killer player's responsibility to compensate for or balance out every single in-game situation — at some point, the game itself needs to provide a fair foundation.

    The killer already has enough stress during the match. Even after a quick down, they have no idea how strong the rest of the team is (even the best players can have a bad first chase). They don’t know what second-chance perks the survivors are running or how coordinated the team really is.

    He doesn’t know what’s coming once he gives up the pressure he could have had. It’s not the killer’s job to make sure everyone else can keep up — that's simply not how competitive pressure works in an pvp game.

  • oecrophy
    oecrophy Member Posts: 448

    Wrote so much and ended up quoting the wrong people. My last post was actually meant for you.

  • oecrophy
    oecrophy Member Posts: 448

    Perks alone won’t save you once I start tunneling; they only help you reach certain structures. In the end, it comes down to your map knowledge, how well you use your camera, how cleverly you connect structures, and how strong you perform in the chase.

    Team coordination? Y... and on some maps it’s absolutely crucial.

    skill?

    Talking about skill in DBD is always tricky. It’s just... not a super hardcore game. At some point, the skill cap is basically reached by both sides, and everyone understands everything the game has to offer.

    You don’t have to argue with me — but I’ll keep doing it anyway. I won’t just sit back and watch while only one opinion gets to define what balance in this game should look like, and I’ll continue to share mine. I hope that’s still allowed.

    And as for so-called “unbalanced” mechanics… I don’t think it’s unbalanced for the killer to play around the hook. um.. , there are quite a few things on the survivor side that I personally find way more unbalanced.

    and.. Just like you’re sharing your perspective, I’ll keep trying to defend the killer side with everything I’ve got — to make sure things don’t get taken away that, in my personal opinion, are necessary and a legitimate part of the game. What BHVR decides to do with all these voices is ultimately up to them — not up to us.

    And what will I do if BHVR starts listening mostly to takes I personally don’t agree with?

    I’m willing to adapt.
    Uh… you’ll probably be seeing a lot of “Nurse only” from my side, with a heavy dose of “I don’t care about anyone else’s fun in this match.” idk.

  • jesterkind
    jesterkind Member Posts: 9,776

    You're missing the forest for the trees with a lot of that.

    This is the issue with the "quote a sentence fragment" approach, for the record. I had a coherent point that everything I was saying was attempting to support, not a series of disconnected statements that stood on their own.

    For instance, you talk at length about how sneaking up on someone isn't possible against good survivors, but that's not exactly relevant to my point. That was one example of a scenario where a killer had a similar advantage to tunnelling but actually did something to earn it- unlike tunnelling, where they return to the hook and get an easier chase for free.
    You can't dismantle a cohesive argument into component sentences like that. It doesn't really matter how feasible it is to sneak up on survivors when the point is that hypothetically, doing so would give you a fair advantage because effort and skill went into obtaining it, which is contrasted against the unfair advantage you get for free when you chase someone immediately after an unhook.

    Now, you're on firmer ground talking about the team coming in to help, but you're missing a few very important things there. Primarily, you're missing that this still doesn't address the advantage the killer's getting for nothing here; they're now managing to occupy multiple survivors without actually having to do anything other than take the easy chase in front of them to get it. They're still getting inflated value for what they're putting in.
    In addition to that, and building off it - this isn't a separate statement - this means that the counterplay to something the killer gets for free is locked behind coordination, which is something not every survivor has access to.

    At best, the conclusion you can draw here is "people on comms can overcome this balance problem fairly consistently but at significant cost to their efficiency", not that tunnelling isn't a balance problem to begin with.

    For everything else, it really feels like you're attempting to argue that tunnelling isn't a balance problem because you're personally fine with dying early because the killer tunnelled you out, and it doesn't really work that way. The relevant thing to consider is how much of a benefit is the player getting versus how much effort they're having to put in + how much effort the opponent is having to put in to stop them.

    For tunnelling, the answer is the killer is getting a lot (an easier chase, which leads to either a much easier hook or occupying the whole team for extra slowdown) for basically nothing (walking back to the hook when the unhook happens) while the opponents have to pull out all the stops to try and prevent it (massively outplaying in chase, pulling in teammates for coordinated bodyblocks, preparing ahead of time with specific perks).

    That's the important part. How much are they getting, how much effort does it take to do it, how much effort does it take to stop it.
    Saying "You might die early, them's the breaks" doesn't really support that tunnelling isn't a balance problem- at best, it suggests that it doesn't really matter if the game's unbalanced or not.
    Which, certainly, nothing wrong with that perspective, it just doesn't contradict my statement. I'd disagree with it, of course, but that's how it is sometimes.

  • cogsturning
    cogsturning Member Posts: 3,041

    As you can see from these responses (and past ones), plenty of people who play killer disagree with these methods. You're not defending the killer side, you're defending your personal tactics. Changes to slugging, camping, and tunneling will have little to no affect on my killer gameplay but they'll have a decent affect on my survivor gameplay. 80% of a match is survivor players. More of them are needed, they shouldn't be disadvantaged by the way certain people have chosen to play.

    As I've stated, I go after the rescuer, not the rescued. My experience as survivor is usually that same treatment. Most killers don't actively hard tunnel in my matches. Changes would be made to deter a smaller fraction of players.

    And if you're dying on the hill of hard tunneling and slugging, it doesn't sound like you're currently concerned with anyone else's fun anyway.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    Ye, sure – if the killer actually manages to sneak up, especially against a coordinated SWF: GG. But... the time they lose trying to pull that off is insanely costly, and the “sneak” usually just isn’t worth it. It’s a massive gamble, and if they lose that gamble, it hurts a lot. And you loose soo much time. And time is one of the most valuable resources in this game.

    You say that’s “deserved” in contrast to tunneling – because with tunneling, the killer “gets an easier chase for free.” But the real question I’m asking is:
    Is this chase really easier just because you tunnel?

    Yup, sure, one health state is gone – but now you’re dealing with a ton of perks that only activate post-unhook. You have to work through that first. (eat this ds or otr, or what else they bring) And the moment you tunnel, someone on the team is usually already moving in to help – perks or not.

    Isn’t that actually way more the killer has to “work through” than just a normal 2-health-state chase? So is this really "for free"?

    That survivor may have one health state less, but they come with a lot of other stuff – protection, buffs, and probably backup.
    So no, I don’t see that as a “free” or “gifted” easy chase. Not in my Pov.

    And back to the sneaking-up example:
    The advantage you gain from it often costs you so much time, that the investment in that play can easily lose you the whole match. It’s a high-risk move – and even if it works, you’re often thrown into a really disadvantageous position afterwards.

    So you pulled off a high-risk play… for almost nothing?
    Sure, sometimes you can snowball like crazy from those situations — but I don’t like building my gameplay around hope and coin flips.

    That’s the kind of stuff for people hunting funny jumpscare-into-team-wipe clips with plays that maybe work once every 20 games if they’re lucky.

    But when I load in, I usually play for the win — not for some flashy gamble like that.

    and..

    I get and agree with your point about the “advantage the killer’s getting for nothing here” — same deal for survivors, too; they get plenty of free advantages from all sorts of things BHVR hands out. So why is it suddenly “big bad evil” the moment the killer gets just a little bit of free advantage?

    and y, — you get this advantage u use the hook: you either get a 3v1 or keep multiple survivors busy at the same time.

    But.. That’s what you have to do. If you don’t manage one of those, you’re probably losing the match against good players. It is what it is. That’s what you need to do if you want to win, and you can’t just settle for “eh, I don’t need kills, a few hooks are enough, maybe I get two kills the moment i´m lucky.” (Or I end up with a 4K because the team totally messes up (ok to be fair, which happens a lot .. even good players tend to mess up sometimes pretty fast).
    So. . sure, other stuff can work too, but then you’re heavily relying on mistakes and misplays from the survivor team (and honestly, even a lot of strong teams do give you those mistakes, so you could easily play differently and win).
    But if you don’t want to rely on survivor errors, that’s just the way it is.

    I don’t want to rely on survivors making mistakes, hoping for misplays, or waiting for freebies. I go in to win.

    And yes… about the rest: The killer should be the power role. People should die in the match as soon as the killer plays well, no matter how good the survivor is at that moment. It’s asymmetrical — 4 vs 1, not 1 vs 1. (And still, survivors escape way too often even when the killer played really clean.) But you keep talking about “effort”? Do you know how much effort it takes to beat a strong group? How costly even a single mistake can be, or just one hit that doesn’t connect? You act like the killer just walks back to the hook and everything is handed to them from that point on. That’s simply not how it is.

  • Brimp
    Brimp Member Posts: 3,644
    edited August 2025

    70 second hook stages, free hook trades since no hook grabs so no more 2 manning a save required in a majority of scenarios, survivor UI, basekit BT, gen kick limit, anti face camp with a range that's not really face camping and more to come on the way. The game has never been more "gens before friends" than before because there just isn't that much pressure.

    That said, were all of these changes bad? No. Were all of these changes needed? No. Gen kick limit was made after the whole overbrine eruption meta was long gone.

  • jesterkind
    jesterkind Member Posts: 9,776

    I don't really see how any of those are relevant to macro skill save for the survivor UI, personally.

    Hook stages being increased, hook grabs being removed, and the AFC system were all to combat camping, not to remove macro skill expression from the game, for a start. Same with basekit BT and tunnelling, plus the gen kick limit and 3-genning. Those were flat balance changes, not aimed at making it so survivors don't need to pay attention to the macro.
    Hell, survivors still need to avoid 3-genning themselves, all the kick limit did was change the punishment from "the killer can stall the match as long as they like" to "the killer now has a serious positional advantage from the smaller play area".

    The UI did make the macro easier to engage with, but not really easier to execute on, if you understand my meaning. That encouraged more survivor macro skill expression, it didn't take any away.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    ”Abuse of the UI”? Maybe I’m wrong, but I’m pretty sure killers have had a way to know that someone was unhooked since the inception of the game with noise/visual notifications.

    Also, can we assume that since you’re criticizing the way other killers play that you yourself can easily win without ever playing this way? Would love to see some video and stats to back this up.

  • Rulebreaker
    Rulebreaker Member Posts: 2,656

    Assuming this one is ours yes?

    Perks alone won’t save you once I start tunneling; they only help you reach certain structures.

    That's sort of why tunneling is considered a "balance problem". Each and every killer can do this free and easy with no cost to them unless one of the given A, B, C points happens. Those perks don't help much but they are one of the few things that do help against it. It's a perk slot or 4 to impact tunneling vs basekit, no cost, nothing special. The rest of that paragraph is about skill, which is below 👇

    Team coordination

    Without coordinating, having someone survive being hardcore tunneled is pretty low less that one survivor is much better. More on that below. Without the team both being efficient and trying to buy breathing room to the tunneled, that tunneled is going down much quicker due to that metaphorical stacked deck. The rest of the team soon follows as 1: it's a 3v1 with who knows how many gens left (if you reach 3 on the gen count, your in trouble as survivors) 2: those 3 left probably have a lot less resources due to the tunneled probably trying their damnedest to survive making the next chases shorter.

    skill

    Let's put it this way: Who's more likely to buy more time for the team against a newbie killer, a newbie or a veteran? A newbie survivor isn't likely to live even against a newbie killer not tunneling. That veteran, while not really getting to do anything else but be chased, could probably last 4-5 gens if they're that good. The balance problem come from how much skill it takes on the survivors end to off set the killers tunneling which is a lot less effort. Even average player (skill wise) will have a difficult time against a tunneling newbie.