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My problem with the 60% kill rate target

13

Comments

  • tes
    tes Member Posts: 1,206
    edited August 5

    Killer stop queuing up entirely because their queues are longer and they can't afford “go next” abuse. That's clear point everyone knew, yet you trying to extract some value for attempting to to belittle a whole section of players. If u don't know WHY survivors go next, while killers quit completely or switch to survivors, maybe u are really not in charge of discussing killer role in not sentimental way

    That's not very nice, man. Your very words like “it wasn't that bad”, “it's not unfair, x group just fragile” just shows that you even don’t main that group. That somehow u just feel in the theft of superiority of being nice while they aren't, and sincerely believe it. Let me remind you that your teammates on survivors can also be killer mains, and at the same time they sincerely want to help a person like you (because they are playing by teamwork) not knowing that in another role you call them weak and asking special treatment. This is rude and unsportsmanlike, after all,

    About dh. Players played bad, lost distance and didn't have enough time to go to the palette, but they can press “e” and win chase anyway. Sure, that was bad only for trapper, yeah. And it wasn't lethal while in 4 vs 1 everyone had it. Especially in the old exhaustion system. Killers were about to be left without old Mori offering and soon was about to be deprived of from hook grabs, killers was consistently getting nerfed alonged that time as well. So, it was reasonable to rework hatch system or old dh, adrenaline. It wasn't sudden unfair decision, it was part of big game rework

    See above. It's not a personal remark, it's just the truth. Killer has to be handled a specific way or else the queue falls apart. It's true across all asymmetrical horror games.

    Calling people “fragile” while clearly not playing same as them consistently just builds “us vs them” behaviour. Nothing rational or “it works how it is” in your words, pure toxicity and that’s all

  • Anti051
    Anti051 Member Posts: 876

    The equivalent is all the ways endurance (invincibility) can be obtained. Also, anti-tunnel features can punish the killer even if they don't tunnel.

  • Firellius
    Firellius Member Posts: 5,445

    PSA: This is 100% incorrect, as this model also predicts a full 0% winrate off a 50% killrate. RPTheHotrod is aware this model is incorrect and is simply trolling by regurgitating this at every opportunity.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 5

    Maybe if you came at it with this attitude from the start, nobody would've assumed otherwise.

    Nah, I... I can’t anymore. I’ve read too many things I probably shouldn't have.
    Maybe I’m just tired. Maybe I’m mad. I don’t even like “fighting” —but i have the feeling I have to fight.

    And I don’t feel the need to speak for Survivors.
    I feel like I constantly have to fight for the Killer side.

    What are Survivors about to get?
    Better MMR.. all the other upcoming stuff

    Anti-slug.

    Anti-tunnel.

    More “basekit protections”… more restrictions.

    What do Killers get?

    Nothing. Or worse — the same restrictions, but turned against them.

    It feels like everything is slowly turning into anti-Killer.

    And I know exactly what many of my matches will look like once I'm not "allowed" to slug or tunnel anymore.

    (I assume tunnel will still be the most efficient option in many cases — so people will continue doing it anyway, just while being punished harder by design.)

    But what I do know is:
    Against strong, well-coordinated groups?
    A 4K will be impossible, unless they mess up badly.

    And yes — I go into my matches with one goal:
    I want my 4K. That’s what I fight for.

    Y.. I`m the evil Killer. I know ..

    but..

    Survivors fight too. They sweat. They don’t give you anything for free. And that’s fine. That’s how it should be.

    But when anti-slug, anti-tunnel, and eventually 50/50 balance people ask her for becomes the norm…

    Then it feels like Killers are being forced to accept:

    "If your opponents are really good — you’re not supposed to win."

    Meanwhile, those same top-tier SWFs?
    They always have a reliable win — as long as they play clean.
    4 out, 3 out, doesn’t matter. They control the game.

    And to make the stats look “balanced,” I’m supposed to enjoy stomping bad soloQ, casual SWFs, or random lobbies just to keep the average win rate in check?

    Just to make the 50/50 charts work?
    Even if that means I never have a real chance against the coordinated teams?

    That’s what this is heading toward, isn’t it?

    Anti-slug.
    Anti-tunnel.
    And on top of that, 50/50 balance?

    but.. BUT:

    I don’t want the satisfaction of dominating bad groups.
    I don’t care about those matches.

    I want a shot against the groups where every single player has thousands of hours and knows what they’re doing.

    That’s where I want to be challanged.
    That’s where I want a chance to fight — not a guarantee to lose.

  • Firellius
    Firellius Member Posts: 5,445

    What do Killers get?

    Nothing.

    Killers have gotten so much in 6.1 and onwards. Hatch nerf, Medkit nerfs, toolbox nerfs, improved gen regression, shorter on-hit sprint, shorter on-hit cooldown, quicker actions, smaller maps, hiding nerfs, updates to weaker killers...

    But the second the devs turn their attention to survivors, 'killers get nothing!'.

    After almost a decade, the one biggest complaint from the survivor side might finally get addressed, and forum killers pull out the 'I am feel uncomfortable when we are not about me?' meme.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 5

    It’s not about me feeling “uncomfortable” when it’s not all about me.
    It’s about having basically no chance against some groups with the upcoming changes — and right now, it’s already a damn tough fight.

    I agree… some maps are just way over the top — not because they’re big, but because of the missing pallets and lack of filler tiles.
    But just because 2 or 3 maps are bad for Survivors, that’s no reason to call everything 50/50 or to sugarcoat all upcoming changes.


    And smaller maps? Survivors actually benefit from those sometimes just as much as killers do.

    (It’s always nice to have at least one teammate on a gen nearby — for a bit of cover, a fast bodyblock, a quick flashlight save, or just turning a situation into a "down into a palli moment. " That kind of support is something you really miss as a survivor squad on those still overly large maps)

    Hiding? What good group even does that in 2025 anymore?

    And gen regression?

    "Back in the day, gens took about 10 seconds difference

    But old slown perks were significantly stronger — like, way stronger


    You can definitely feel the negative impact on killers today.

    Survivors got a huge buff here too — let’s not pretend they didn’t.

    And the biggest difference: that all came with MMR or shortly after. MMR doesn’t work perfectly, has a lot of flaws and issues, but do you know how easy rounds were compared to now? Against many groups it was just “chase someone else.” That was the main advice back then.That strategy basically died around the time MMR was introduced.

    It can still work today, but it’s a huge gamble.
    Back then, average groups were way, way, WAY more mixed.

  • Firellius
    Firellius Member Posts: 5,445

    It’s about having basically no chance against some groups with the upcoming changes

    Earlier you mentioned that it's a benefit to killers that they are 100% in control and don't split responsibility 4-ways with strangers.

    Counterpoint: It also means that when things go south, the only things left to blame are A) yourself and B) the game.

    And no one likes option A. Which is why the developers can openly state that the game is balanced in favour of killers, why the stats constantly show killers coming out ahead, why we've got winstreaks in the hundreds (Sometimes thousands), and killers are STILL insisting they just can't win at all.

    that’s no reason to call everything 50/50 or to sugarcoat all upcoming changes.

    Certainly not a reason to call it 50/50, since killers got considerably more over this stretch, but even more is it a reason to NOT claim that killers got "nothing", wouldn't you agree?

    Hiding? What good group even does that in 2025 anymore?

    The counterpoint for a tactic getting butchered is to point out that no one uses that tactic since its butchering anyway. Love that.

    But old slown perks were 

    significantly

     stronger — like, way stronger

    Yes, I know, like 80% winrate stronger. But if that's your benchmark, you really do need to just quit, because you're not getting auto-wins like that back and you'll forever be 'UP' in comparison.

    But we're not talking perks. We're talking -basekit-.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 5

    Earlier you mentioned that it's a benefit to killers that they are 100% in control and don't split responsibility 4-ways with strangers.

    Huh, did you not get the math? If every survivor in a group puts in their 25%, they reach 100% together (even a bit more, which is fine) — while the killer gives their 100% solo. To me, that’s almost a balanced scale, maybe even slightly tipped in favor of survivors. Which is okay, so the balance in 3v1 situations doesn’t completely break in favor of the killer

    And no one likes option A. Which is why the developers can openly state that the game is balanced in favour of killers, why the stats constantly show killers coming out ahead, why we've got winstreaks in the hundreds (Sometimes thousands), and killers are STILL insisting they just can't win at all.

    I also have a really high kill rate. I’ve tried to explain why — because the 100% vs 100% between both sides… it’s like: many survivor groups don’t play at full strength. One person doing “whatever” is already a 75 vs 100 (from my side, the moment I go all in) for me. And yes, I can win. I win very often. I have a chance against super strong groups. But that’s only because I have lots of tools survivors want to take away. I have my 80+ kill rate because I don’t always get those 100 vs 100 situations, where both sides play at full strength, but instead 1-2 survivors drop off and it becomes like 50 vs 100 while I’m still going all in and give form me side the full 100 percent… and because of all the tools I can use — like slugging, tunneling — all the stuff that’s supposed to get taken away with the changes.

    But if that’s taken away, .. (anti slug, anti tunnel, more balance into a 50/50) then you have nothing left against strong teams... so basically, you’ve got really nothing.
    With most killers, you’ll just be standing there watching this team win — nothing you can do about it.

    The counterpoint for a tactic getting butchered is to point out that no one uses that tactic since its butchering anyway. Love that.

    Nah, that’s not what I meant. That tactic just isn’t the most efficient. Back then stealth was easier because two people could carry the round while the rest did stealth stuff. But even then, pure efficiency and a more aggressive playstyle were the strongest way for survivor groups to win fast and clean. There were already super efficient teams .

    Today, most teams understand this — whether good or bad — pure efficiency wins the round, and sometimes it’s even necessary with the pallet count now. Back then you could still compensate stealth (because you had double or triple the resources, better tiles, better windows). That playstyle was never strong and always meme imho. (but more possible because of the unbalanced amout of reccources u had)

    But I was talking about good, efficient groups — not meme playstyles that waste so much time. (because of the strong loops, good tiles, and the abundance of strong pallets, you simply had time for everything back then — all kinds of things. Including a lot of stealth.)

    But we're not talking perks. We're talking -basekit-.

    Smaller maps are usually an advantage for survivors in the base kit — good teamwork can really hit hard there, good teamplay, nice blodyblocks.. which is also needed given the amount of pallets we have today.

    And y.., back then survivors in the base kit were way stronger if they were good and used everything on the map right. But you gotta remember how unbalanced that was...

    But killers also had strong basekits.. like the pre-nerf Spirit (or prayer beads (but we dont have to talk about the addons, basekit was much much MUCH stronger too), Huntress with multiple one-shot hatchets, insta-saw Billy, the old Nurse... even Trapper was way more favored on the old maps with the old grass.

    edit: but yes.

    survivor basekit used to be way stronger — so strong that the game felt more like a 1v1 in chase rather than a 4v1, where the killer actually needs strong advantages, downs, and hooks to create pressure on the whole team.

    I mean.. survivors were just super boosted in the old days. A lot of groups simply didn’t understand that, and instead enjoyed other aspects of the game — they played more stealthy and never fully used their potential or all the tools they had available.

    so idk.

    Should we really be using some of that wildly unbalanced stuff from th past as an argument for today’s issues in the game?

    The moment we are lookin in the past:

    I mean, back in 2016 I could literally see straight through shack — it was so full of holes that you always knew if and when the killer turned around. With some old builds I could fully heal before the killer even finished wiping their weapon. With the old Brand New Parts, we could pop 4 gens in 30 seconds and then all escape through hatch as a 4-man 1-2 minutes in match.

    A lot of stuff back then was super broken. Unfair. Totally unbalanced. And it got removed for exactly that reason.

    Then MMR came along, and they finally the devs realized how broken their game actually was. (the loops, the tiles, the maps) With update 6.1, the necessary balance changes finally began.

    but… beside this: DBD had a completely different pace back then i n most of the matches — different playstyles, different tactics. You really can’t compare it all that easily.

    It’s never that simple to look at things from just one side or to idealize one side over the other.

    Nostalgia is nice, I feel it often too.
    But idealizing the past is dangerous.

    Post edited by oecrophy on
  • oecrophy
    oecrophy Member Posts: 448
    edited August 5

    And since 6.1, survivors have seriously improved — because they had to after all the killer buffs.

    Things that teams used to just “endure” are now actively being countered, even in solo queue.
    Tunneling gets much harder more often through good bodyblocking and smart covering.
    The reduced number of pallets gets compensated by better coordination and team plays.

    And with all those unsafe 50/50 filler pallets (which exist a lot, by the way), plus the smaller maps (which honestly aren’t just killer-sided),
    more and more survivors are watching chases closely, ready to jump in for a clutch "down in pallet" moment, a bodyblock or something else if needed.

    … all the killer buffs pushed survivors to level up hard.
    A lot of people got way better at the game — and it shows.

    Would be funny to see today’s “strong teams” try a short mode with old-school maps, with the old base stuff, and all of the other old things..

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    "Quit as in stop queuing up entirely. The only thing that has made Survivor do that in the last 3 years is the go next prevention, ironically. Unless you disagree that Killers were queuing much less in year 6, to the point devs had to intervene with the meta shakeup."

    Survs have been quitting for a long time, just because most kept requeuing to only quit again the next match. I don't see why they have to full stop playing if they are still mentally checked out and no longer want to play. Leaving the game if its no fun is a good choice, continuing to q up even if your not having fun is addiction and is very unhealthy.

    "Dead Hard wasn't exactly free either, though. It was probably the most unfair against Trapper and it could've been tuned down to make pallets more of a toss-up. But that also would've required changes to how Killer works with pallets too. Instead, they just heavily nerfed it twice. The only reason we still see it, in my opinion, is because it's one of the very few skill expression perks for Survivor and players really take to that element of it. MFT I don't even wanna get into."

    Dead hard allowed you to doge EVERYTHING the whole roster was effected and that is if you even use it like that the most common and smart way to use it was to dash for distance to make it to a pallet or vault and extend the chase beyond when it should of ended all because of E. I would say it still very strong today I use it when the killer has to swing to extend the effect, like just making it to a pallet the killer has to swing and if not I still extend chase by dropping the pallet.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 5

    Precisely what I'm talking about.

    If you lose as survivor, there's three other survivors you can blame, before you have to resort to blaming the game, or yourself.

    As killer, if you lose, you can blame yourself, or do exactly this: Just insist there was nothing you could've done about it, and it's the game's fault.

    .. just wanna say first: as a survivor, I always look at myself first before blaming teammates. And at the overall situation.
    Yup, it’s easy to just blame the team or the killer, but I know that a lot of it often comes down to me — like overextending loops, being greedy, the classic “one more loop” or “I can definitely make that pallet” stuff. So yea, lots of sloppy plays on my end sometimes.

    That's caused this particular argument to take shape where a bunch of forum killers are insistent it is physically impossible to win, with none of them having the skill to back such a claim up. And it's really tiresome to see this argument regurgitated over and over and just drilled in like dogma.

    It's Option B: Blame the game. And then demand it gets validated.

    hh— uhm... big um,
    Why does it always turn into a “you just suck, just get good” thing the second you lose as killer and say there was nothing you could do?

    Like, ye— as killer I’m apparently supposed to play at 100% perfection at all times.
    Never miss a shot, hit validation always flawless, can’t lose a single 50/50, gotta win every mindgame...

    Meanwhile… how many “I misplayed but got bailed out by X” mechanics do survivors have again on their side?

    Yeah, killers have strong tools too right now…
    And sure, some matches feel straight-up unwinnable — no denying that.
    But most of the time, you still have some chance — even if it’s just a tiny one.
    And still, you need survivors to make mistakes. That’s just reality.

    But if we’re really talking about 50/50 balance, and it’s always like
    “we need this, and we need that to make it fair,”
    and then you stack on anti-camp, anti-slug, anti-tunnel, anti-everything…

    Come on. Seriously?

    Are killers just supposed to stand there and watch every halfway decent group that understands the game escape… and just be okay with that?

    So why did it cop so many nerfs, then?

    I’m not on the dev team, obviously, but based on my experience, I can make a pretty strong guess as to why:

    It’s probably just in favor of healthier overall game balance.

    Against a stealth group, you always had way more time. Those matches were usually the easier ones.
    Because let’s be honest — if you're hiding, you're not doing generators.

    The most efficient thing in DBD is constant progress: gens, gens, gens.
    Stealth players are often the ones who are just kinda “doing nothing” while the killer applies pressure elsewhere.

    And as killer, I know where my pressure comes from — I’d rather get someone hooked and immediately start a tunnel than waste time checking bushes, lockers, and dark corners.
    That’s where the hook into the direct tunnel comes in.
    And if that’s happening, and the rest of the team is still deep in stealth mode with no gen pressure or proper support, that group basically dies because of stealth.

    That was always the case, even back then. You always had the option to just ignore overly stealthy teams and not get pulled into that pacing.
    The only difference was: there were just way more resources back then. Like, a lot more.
    Sometimes triple what we have now — I remember counting 32 pallets on one map once.

    So, the person getting chased for their life used to have way more tools to actually last in that situation.
    But with all the killer buffs, all the pallets slowly getting removed, the strong windows being permanently shut (or literally replaced by open doors),
    stealth kinda got nerfed indirectly too —
    Because with every patch leaning more and more toward killer-favoritism, it became more important than ever that every survivor contributes efficiently to the team’s objective.
    Everyone has to bring their 25%. And up, sometimes that also means sacrificing your own hook stage — because even hook states are a resource.

    And especially in solo queue, that became a huge problem.
    The more stealthy the match was, the more likely you'd have people doing the “super stealth for personal escape” playstyle…
    …while the rest of the team slowly dies.

    Yes, I know, that's the only thing you guys ever talk about. The 'literally unbeatables', the top 0.01%, the Team Eternals. Screw the rest of the game, let it all burn down, but If I, as a dead-average killer player, have to lose one match? That's awful, and survivors should lose more to compensate.

    But yup, I’ll say it too:
    It’s physically impossible to win if the survivor team plays perfectly.
    Zero mistakes.
    But… nobody does that. No one.
    Not even Team Eternal, since you brought them up as an example.
    Too much happens in a single match, and people are human. Humans make mistakes.

    And that’s exactly where killer have their chance — they have stronger tools to capitalize on mistakes.
    I’m totally fine admitting that if a survivor team plays 100%perfect, , I’ve got no shot.

    But that just… doesn’t happen.
    Everyone makes mistakes. I make them as killer — and so do survivors.

    So yipp I'm pressing Ready against Team Eternal on the current state. (Yep, I’m from EU too.)

    (cuz i knew, - mistakes can happen. and atm i can caitalize)

    But with all the stuff that’s being asked for lately —
    more 50/50 balance, more comeback mechanics, more of this, more of that…
    and then throw in anti-slug, anti-tunnel, and whatever else is coming…

    Like, how?

    And it’s not even about the top 4% .. (or like u said 1% .)
    if we change all this thinks like asked: It’s about your average groups — the ones who understand the game just enough and can run in a straight line for more than 3 seconds.
    Even those start becoming a problem under these kinds of proposed changes.
    Even when they misplay a lot. Even when they play badly.

    But hey, we keep that survivor-side escape rate stat alive by matching killers against super weak, insta-down lobbies…
    So the numbers still work.

    Yeah... "just play better."
    I know the line.
    I’m tired.

    No it didn't! Yeah, they had faster gens, but they also lacked a lot of protection that they have now. Swivel hooks, +10 second hang time, basekit BT, gen kick limit. Survivor basekit didn't use to be 'way' stronger at all, they've sidegraded more than downgraded.

    Killers got way, way more powerful with a series of deliberate basekit buffs and nerfs to survivors.

    But all of that, the entirety of this text:

    Uhh... but like— every map, every window, and every pallet was part of the survivor base too, right?
    And… what did we actually have back then?
    Sorry, but I had so much "stuff" that protected me as a survivor, I could literally hold the killer for 5 gens sometimes— if he actually tried.
    (Those days are just gone now… well, at least once the killer knows what they're doing.)

    Back then, survivors were way stronger in their basekit.
    There were massive nerfs over time — especially to pallets, windows, and the overall structure of tiles.
    That alone heavily nerfed the survivor base.

    And yeipps— killers were made weaker too, for a while.
    But then MMR hit and get involved… and it showed very clearly:
    The moment you get a few good and efficient people together in a match, those 5-gen games stop being a rare mixed-lobby fluke — and start becoming the norm.

    So … all these changes were honestly healthy balance decisions.
    They just made it more and more obvious how broken the game used to be in favor of survivors in old DBD.

    Is all a distraction from how wrong you are to claim that killers got 'nothing'. You can't say 'Killers got nothing', and then when I point out a washing list of improvements made to killers, retort with 'remember when survivor was strong?'

    Is all a distraction from how wrong you are to claim that killers got 'nothing'. You can't say 'Killers got nothing', and then when I point out a washing list of improvements made to killers, retort with 'remember when survivor was strong?'

    Huh? I never said killers got nothing. They’ve received plenty of buffs — and many of them were important to actually bring the game into a more balanced state.
    You're taking things out of context here.

    What I did say is that with things like anti-slug, anti-tunnel, etc. coming, killers are getting nothing to compensate.
    Not that they’ve never received anything in the past. (Same goes for survivors, by the way.)

    But what we got were necessary balance changes. That has nothing to do with the fact that what’s coming next is about to throw the whole thing back into a completely lopsided state — unless killers also get something in return.

    You were referring to that like:

    Killers have gotten so much in 6.1 and onwards. Hatch nerf, Medkit nerfs, toolbox nerfs, improved gen regression, shorter on-hit sprint, shorter on-hit cooldown, quicker actions, smaller maps, hiding nerfs, updates to weaker killers...

    But the second the devs turn their attention to survivors, 'killers get nothing!'.

    After almost a decade, the one biggest complaint from the survivor side might finally get addressed, and forum killers pull out the 'I am feel uncomfortable when we are not about me?' meme.

    I am feel uncomfortable when we are not about me?' meme

    And I responded that it’s not about feeling uncomfortable — it’s about the fact that even with all the balance changes that favored killers, we still can’t create a situation where upcoming changes or calls for “more 50/50 balance” don’t end up pushing the game back into a state where, as killer, you just can’t do anything again.

    You were the one that tossed in CoBruption meta to claim that killers' gen regression hadn't improved.

    Yup... so what do we even have today? Scourge Hook? You need hooks for that. Only top killers get those quickly and consistently. Good teams don’t give them to you that for free. (Sure, in weak lobbies you’ll get Scourge value after Scourge value while they keep feeding you...)

    Buthalf decent players? They hold first chase longer, don’t rush for instant unhooks, and keep the pressure going, denying you tons of perk value that only bad or casual groups hand over.
    Dead Man’s? Good players don’t just instantly drop every gen. They tap an “unimportant” gen somewhere to block some irrelevant one for 30 seconds, giving the team breathing room.
    Deadlock? Casuals just sit next to the blocked gen for 30 seconds... while efficient teams just rotate and push another gen 30 meters away.
    Pop? Got massively nerfed.

    etc..

    Did they, or did the fodder just quit?

    Because what I started to suspect after killers got buff after buff after buff, only to turn around and become MORE insistent that the game is unwinnable, is that the game didn't actually get harder…

    There's just fewer weak opponents left. The party petes were starting to quit. So killers go up against better opponents.

    And do the killers then adapt to better opponents by, themselves, improving their gameplay?

    Or…

    With most killers, you’ll just be standing there watching this team win — nothing you can do about it.

    Did they pick Option B?

    Y, on this journey, a lot of casuals have either quit or gotten way better. It’s a good thing because survivors now actually have to improve their gameplay—no more easy rounds. Makes it harder for killers, but the game’s more balanced and skill-based overall.

    Did they pick Option B?

    And … about Option B — how exactly are killers supposed to win when matches are already super close, and then all these changes people want (anti-camp, anti-slug, more comeback mechanics, 50/50 balance) get added? I’m genuinely curious.

  • crogers271
    crogers271 Member Posts: 3,250

    If you lose as survivor, there's three other survivors you can blame, before you have to resort to blaming the game, or yourself.

    As killer, if you lose, you can blame yourself, or do exactly this: Just insist there was nothing you could've done about it, and it's the game's fault.

    Yep. It's general human nature to try and shift blame away from oneself, and DbD's nature of not knowing for sure what is going on in the rest of trial makes that very easy.

    I have a lot of respect for the CCs who when they lose are actually willing to look at their matches and be like 'here's where I messed up'.

    Because its pretty rare to see people say

    1: I lost, but really I made mistakes.

    2: I lost, but I made a couple of wrongs guesses on 50/50s. I thought they were going to be working on gen A, but they were actually working on gen B (the survivor equivalent would be making a wrong call on what you think another survivor is doing, but then just blaming them for making the bad play).

    3: I lost, but both sides played really well. Sometimes you win close games, sometimes you lose them.

    When some combination of those 3 probably account for a lot of game losses compared to 'broken game' or 'incompetent teammates'.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    No offense, but you're too in your emotions to talk about this.

    Again, genuinely no offense, but same here.

    I don't have the capacity nor the desire to shift the conversation in that direction.

  • tes
    tes Member Posts: 1,206
    edited August 6

    “No offence, but…”

    No need. U already said enough, and that “but” doesn't work. Your only argument revolves around belittling one part of the players.

    You were the first to shift the topic from statistics and the game to an attempt to characterize an entire group as worse than another

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    Going next is the equivalent of lobby dodging, just during the trial because it can't be done before the trial for Survivor (proportionally as far as avoiding your opponent I mean). The queue is still rolling and trials are still playing out. When the queue stops moving, it's a different story entirely. And that is what happened with Killer.

    But was it free? No. Was it game-breaking? No. It could be baited out, which was part of its interactivity. A lot of Survivors picked it to gain an advantage and would blow it too early or bump into walls as well. Using it to bait a whiff wasn't the ideal play after hit detection favored Killer. That's why I mention pallets because that's what the biggest complaint over time became. Much like how the community decided that DS was finally in a healthy position as THE anti-tunnel perk, but then on a dime had to be nerfed because using it to escape the trial was considered free and unfair when it was far from being either.

    This is where I get hung up ultimately. Is that for the longest time it's been generally accepted that the difficulty goes Solo Q → Killer → SWF. So naturally, you'd want to find some way to draw Solo and SWF together and then go from there right? But instead we've focused so much on trying to bring every Killer to an average level, without any variation in between, and then make them viable at every skill level against SWFs without much regard to Solos. And any time that shifts, we have to snap it back.

    It's what makes these discussions very difficult to have, because how can we really agree that the role that never suffered quite to the same extent as one portion of players is the most important while that portion of players continue to suffer? Even while the KR proves that SWF is starting to get knocked down a peg as well, the conversation stays the exact same.

  • oecrophy
    oecrophy Member Posts: 448

    I sent you a private message because I don’t want the thread to go too far off-topic. But.. Maybe you’ll reply and let me know how I’m allowed to talk to you—or how I should express myself—so that my perspective isn’t immediately dismissed, but at least given a chance to be understood?

    Maybe you’ll reply, maybe you won’t—that’s up to you. But I’m more than willing to change the way I express myself (if I knew how...) if it meant that maybe the things I’m trying to say would be heard a bit more.

  • emetSdidnothingwrong
    emetSdidnothingwrong Member Posts: 337

    The problem is that every game is a giga-stomp, you either stomp or are stomped and neither of them are fun, imo. All of my best games are typically 3k with all gens done and a survivor getting out, sometimes 2k but rarely 4k and obviously not 0k. I think the matchmaking is terrible and also playing the game at a high level is to stressful to have fun, I'm not sure there is a fix for this other than just playing a custom match with all friends.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    "Going next is the equivalent of lobby dodging, just during the trial because it can't be done before the trial for Survivor (proportionally as far as avoiding your opponent I mean). The queue is still rolling and trials are still playing out. When the queue stops moving, it's a different story entirely. And that is what happened with Killer."

    No its not it going in to the match you queued up for and going "Im not having fun" leaving ruining everyone else's fun, in any other PVP multiplayer game this behaviour would get you banned I dont see why we have to people should have to tolerate it here. When you start the game I think its the bare minimum to expect someone to play the game they queued up to play and if they want to wase everyone's time they should get banned. If a game is so bad you quit all the time stop playing its unhealthy.

    "But was it free? No. Was it game-breaking? No. It could be baited out, which was part of its interactivity. A lot of Survivors picked it to gain an advantage and would blow it too early or bump into walls as well. Using it to bait a whiff wasn't the ideal play after hit detection favored Killer. That's why I mention pallets because that's what the biggest complaint over time became. Much like how the community decided that DS was finally in a healthy position as THE anti-tunnel perk, but then on a dime had to be nerfed because using it to escape the trial was considered free and unfair when it was far from being either."

    I assume this is about Dead Hard. First when talking about balance who cares about the people who cant use it properly, why would anyone want feedback on dead hard from someone who always misses? No when used at a competent level it was always used for mainly for distance you could cause a wiff but the main purpose was to DH for distance and was uncounterable and always led to chase time being massively over extended all for what pressing E was about as close to FREE as you can get.

    Using DS to escape a trial was not unfair for you? Im sorry but if there was any evidence you don't play killer much if at all its that. Why should you get to escape just because you have a perk and that's it, do you really feel like you deserved that win? All you had to do was get off hook and now your invincible for 60sec and can just leave and the killer cannot stop you, even slugging would not work as you can still crawl to the exit gate.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 254

    Didn’t you just say like two posts before this that everything the killer does is deserved? Stop being a hypocrite and sit down.

  • crogers271
    crogers271 Member Posts: 3,250

    It's a motte-and-bailey.

    A correct callout of the motte-and-bailey fallacy? Wonders will never cease.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    Well, it's good for you then that going next is out of the game but lobby dodging for Killer is still in. Despite them serving the exact same function, as I said.

    Also bad takes on the perks so I'm not going to bother replying to that.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 6

    Now apply that to killer.

    sure, happy to

    It’s really not that hard, right?
    If I play badly as survivor — go too YOLO, misjudge something, get too greedy or take risky plays, mess up my chase — then yup, the consequence is that I’ll probably die that round.

    Sure, I can still try to recover, give it 100% in the next chase, especially if I notice my team is actually trying... but in the end: I don’t know how long I’ll last. I don’t know how long I can keep playing clean. If I make a mistake — it happens. Sorry, team. I just hope I bought you enough time.

    Same goes for killer:
    If I misjudge things, mess up my chases, lose too many mindgames, fall for dumb stuff — the natural consequence is that I’ll probably lose that match.


    That’s just how it is, right?

    But you don't. You're happy to demand better from your survivor gameplay, but NOT from your killer gameplay. So you instead resort to the argument that you -cannot- win, even though you obviously can.

    I’m not demanding anything — who am I to make demands? I don’t expect anything from survivors or killers. Play however you want. Go for it. Have fun with whatever works for you.

    But you also can’t expect to win if there are a lot of misplays — whether you’re playing killer or survivor. That’s just how it is.
    I mean, at the end of the day, DBD is a PvP game.
    I’ll still give someone a headshot in tarkov or hunt:showdown even if they’re clearly memeing.

    One.

    The hatch.

    Everything else has nothing to do with 'misplays'. Getting tunneled, camped or slugged are not things that are in the survivor's control, and therefor they cannot be their 'misplays'. They are things that the killer unilaterally decides.

    And no, going down is not a 'misplay' either. You are not supposed to hold chase indefinitely. That's why infinites were removed, why Bloodlust is still here.

    kinda sweet that you brought up hatch… <3 because, well… hatch is actually one of the few things I do still have quite a bit of control over as killer.
    Hatch is something I can deny you in most matches. If I want it, it’s usually mine. That situation tends to lean heavily in the killer’s favor.
    I was more thinking about other stuff, though.

    But yup, totally agree:
    If I tunnel you, it means I want you. I’m not half-committing.
    You can’t really control that — you’re gonna go down, just like in any regular chase.
    The only difference is, you’re starting that chase already injured (which sucks for you and benefits me),
    and the tunnel just keeps dragging you closer to death hook.

    So at that point, it’s super important your team is doing gens — or at least trying to take hits or do something.
    It won’t fully stop what’s happening, but it can buy a lot of valuable time.
    And your team really needs to use that time while you’re the one getting tunneled.

    Slugging and proxy camping, though?
    You can usually deal with that a bit better — there's more you can do in those situations compared to tunneling.

    In the end, it’s a matter of how much your team pushes forward, because the timer is ticking.

    Gu... I've seen the whole 50/50 balance and more comeback mechanics thing mentioned multiple times in this thread already — and I was specifically referencing that in my comment.
    (You can scroll through the replies I was responding to if you're unsure what I meant.)

    For example,..

    “Fully agree with you, there should be catch-up mechanics implemented to prevent the easy snowballs.”

    Or this line:

    “In theory, these snowball matches would be much less frequent if the kill rate target was a fair 50%.”

    xcept 50/50 balance, comeback mechanisms and 'more of this, more of that' aren't on the menu.

    The devs blatantly came out and stated that they balance the game to make survivors lose more and this is, what, the second thread in YEARS, and it's not even arguing for 50/50!

    The only thing people have been asking for is anti-camp, anti-tunnel, anti-slug, to limit the way in which the killer can just bar people from gameplay and ruin the game for everyone else. Survivors have been losing for ages, and the only complaint is about HOW they lose, not THAT they lose.

    I keep hearing that survivors have been losing for years.
    But whenever I ask people for their stats, it often turns out they have a solid 50–60% escape rate.
    I mean… maybe I’m just asking the “wrong” people, I don’t know.

    But yup, i mean.. as i said already.. stats don’t tell the full story in my opinion — they don’t show what actually happens during the match.

    And sure… anti-camp, anti-tunnel, anti-slug — I understand the desire for that.
    But then… where is the killer supposed to get their pressure from?
    Or is pressure only allowed in insta-down lobbies now?

    t's a motte-and-bailey.

    First you try to take the more reasonable position that the game is unwinnable when survivors play absolutely immaculately. But then you try to swap out the 'immaculate survivor team' for a 'halfway decent group'.

    And that's where your argument becomes fallacious, because while the top 1% of swiffers can be argued to be unbalanced, possibly even 'unbeatable', you can't make the same argument for 'halfway decent groups', since the vast majority of them get routinely stomped. We -know- survivors, across the board, are losing the majority of their matches. Even the high MMR 4-man swiffers of nightmares do not average an escape rate over 50%.

    But you don't need them to, because you set up the perfect DBD gods in a hypothetical 4-man team of doom and then go on to suggest that Bucko & Pals with 300 hours between them are exactly as problematic.

    It's a motte-and-bailey. Flipper between two different positions and pretend they're the same.

    The 'halfway decent group' is not a problem for a competent killer.

    First you try to take the more reasonable position that the game is unwinnable when survivors play absolutely immaculately. But then you try to swap out the 'immaculate survivor team' for a 'halfway decent group'.

    That’s not exactly what I said.

    what I said was (to quote myself):

    But yup, I’ll say it too:

    It’s physically impossible to win if the survivor team plays perfectly.

    Zero mistakes.

    But… 

    nobody

     does that. No one.

    Not even Team Eternal, since you brought them up as an example.


    And that’s exactly where killer have their chance — they have stronger tools to capitalize on mistakes.
    I’m totally fine admitting that if a survivor team plays 100%perfect, , I’ve got no shot.

    But that just… doesn’t happen.
    Everyone makes mistakes. I make them as killer — and so do survivors.

    So yipp I'm pressing Ready against Team Eternal on the current state. (Yep, I’m from EU too.)

    (cuz i knew, - mistakes can happen. and atm i can caitalize)

    But with all the stuff that’s being asked for lately —
    more 50/50 balance, more comeback mechanics, more of this, more of that…
    and then throw in anti-slug, anti-tunnel, and whatever else is coming…

    I also said that I’d currently hit ready against any team. For now. In the current state of the game.
    Because — and I’ve said this before — killers can still heavily capitalize on team mistakes.
    But that includes all the stuff a lot of survivors don’t like: tunneling, camping, slugging.

    And my final point was this:
    If these upcoming changes really go through — where killers can’t tunnel, camp, or slug effectively anymore, and they don’t get anything in return — then killers will be powerless.
    And we’ll be forced to just sit there and watch even "mediocre, average teams" escape.
    Maybe hope for 1–2 kills at best.

    your answer to this was just:

    But the second the devs turn their attention to survivors, 'killers get nothing!'.

    That's still a terrible argument, because the entirety of the past couple of years, that massive care package IS the compensation for the upcoming changes.

    Prior to 6.1, it was generally considered acceptable to buff killers in exchange for getting rid of tunnelling, camping and slugging. Then 6.1 rolled around, we got the killer buff part, and we never got the compensatory anti-tunnel, anti-camp, anti-slug that was supposed to come with it. We got slap-on-the-wrist basekit BT and a NERF, of all things, to what was at the time the ONLY anti-tunnel.

    The entire washing list of killer buffs were supposed to be balanced out by anti-slug, anti-tunnel, anti-camp, but those changes were delayed. Now we're finally (potentially) getting the compensation that survivors were supposed to get.

    It's like two kids both being promised a present, kid A gets theirs a week early, and then when kid B finally gets theirs, kid A throws a tantrum that B got something and 'they never did!'

    You're the one ripping things out of context. You can't argue that these changes are being made against a blank slate and just ignore multiple years of shifting the balance further in favour of killers, just so you can demand extra goodies when survivors finally get parity.

    Uh, what you’re waiting for has already happened a long time ago?

    all of that actually happened—just like BHVR promised. They never said they would completely remove tunneling, camping, or slugging. BHVR delivered what they said they would.

    Patch 6.1 came out in July, and pretty early on, the promised anti-tunnel change arrived in the form of free bt. Later on, the anti-camp mechanic—the self-unhook near the hook—was added as well.

    This already happened ages ago.

    Everything that was promised at that point has already long made its way into the game.

    That is proven by literally nothing, and all data and statistics point in the opposite direction. What you're talking about is forum killer dogma. It's a story with nothing to back it up, and no one is allowed to question it.

    proof 1:

    normal "not this good average" group.kinda meme perks,.. No impressive chases, no top 1% player performance you like to lean on. Michaela makes a huge mistake by giving insane double pressure with a down right near the hook.
    Yup, slugging not allowed, right? Camping neither? And tunneling definitely not. Yup. how so?

    2.)

    good SOLOQ lobby..

    Not many mistakes on the survivor side, but got heavily hit by the killer-sided event mode + a really, really bad survivor map + in the end an overcommitment on the cover on the Sable.

    3)

    Super close draw. It would’ve been a win if David hadn’t wasted so much time with the whole “I chase you, killer” stuff and instead focused on gens after a certain point.

    That means the game didn't get harder at all, you're just not left with any survivors at your own skill level because they all got 'balanced' out of the game.

    Skill level? DBD isn’t rocket science. Eventually, almost everyone in the lobby knows the important stuff, just hopes for a good map + good RNG, a lucky win or loss in a 50/50, some advantage for their side—and just grinds it out.

    By improving.

    Or, potentially, by going up against survivors of their own skill level again once they return to the game.

    Either way, you may have to deal with losing the occasional match. But at least it won't be as bad as the devs saying you -should- lose the majority of your matches, and people on the forums then telling you that you should lose -even more-.

    Sure… you can always improve.
    But skill in DBD just isn’t rewarded that much.
    What’s the point of perfecting Huntress crossmap shots if you get no real value out of them and the survivor is already back on their feet by the time you get there?

    DBD, on both sides, is more about efficiency and pressure than raw "skill".

    I’ve been playing pretty actively since almost the release — +10,000 h —
    so what kind of survivors am I supposed to face that truly “match my skill level,” just so I’m allowed to have an opinion on whether anti-slug, anti-tunnel, anti-camp, or a general shift toward a more 50/50 state is good for the game ?

    At what point do I have the right to form an opinion about the fact that the stats are difficult — not because of lack of “survivor goodies” — but rather because of what I personally see as the core issue (which I’ve already outlined in this thread): the matchmaking system being far too lenient or in some cases outright non-functional?

    Like I already tried to explain in my post about the 25+25+25+25 vs. 100 from the killer's side...

    and no one is allowed to question it.

    Sure, anyone can ask. Go ahead — why not? Just ask.
    But if you say “It’s a story with nothing to back it up” … then what exactly do you want from my side? What are you expecting? Just ask. Ready to share.

    Mind showing me how you win against people who kind of understand the game — without using any pressure tools whatsoever?

  • oecrophy
    oecrophy Member Posts: 448

    If you can tell me the exact context and the specific post you're referring to, I'm happy to respond.
    I'm just having a hard time figuring out what exactly you're referencing — I've written a lot.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    I think giving people free wins is horrible take. And lobby dodgers are not the same not even close to people who dc in the middle of a game to claim otherwise is pure delusion.

  • GeneralV
    GeneralV Member Posts: 12,666

    To be fair, my friend, I think DH did need the nerf. Probably one of the only good things to come out of patch 6.1.0, as most of the other stuff was pretty bad.

  • oecrophy
    oecrophy Member Posts: 448

    Oh, I know you were. But none of the stuff you're thinking of actually has anything to do with bailing you out of your mistakes, and they all have to do with counteracting something that is entirely within the killer's control.

    is entirely within the killer's control.

    fight back?

    Sure, slugging could’ve been an option — but I would've just ended up lying under the pallet.
    I had already checked for Lightborn earlier, so I knew I could greed the pallet, and one of the randoms was nearby in case I needed help.

    (Could’ve played way more efficiently and just pre-dropped the pallet, but nah, gotta be greedy as always)

    Or were you thinking of chasing my duo partner? He mains there. You're not catching him that easily, even injured.

    The time that buys is enough for me to get back up.

    Yuh, you could try baiting and then doubling back, hoping to get a quick down on the random out in the open — but the pallet’s still up.

    → And if I do get away: ou’ve already lost two gens.

    But y, I know the killer knows that too.
    And we both know: I’m not getting out this game.

    So at that point, my job’s just to buy as much time as I can for the team.
    This round, I’m the one who’s gotta go. It is what it is.

    (And I know you know that I’m about to say this.
    I think you might be living in my head a little at this point :D)

    Yes, you have. Again, you are grasping at anecdotes, cherry-picking a small handful while ignoring the overarching datasets. The last time BHVR released stats, they were absolutely dire, with the top 5 killrates, both in all MMR and isolated high MMR ALL being 65%+. The highest average escape rates were for 4-man swiffers in high MMR, and they only got to 48%, with the overall high MMR escape rate being 42%.

    You getting a handful of higher escape rate folks on the line doesn't change the overall reality that survivors are losing far more than they are winning.

    Well… it’s not intentional.
    I’m just sharing what I can — my own small, humble perspective.

    It’s not like I’m deliberately cherry-picking a few examples.
    I’m just trying to look at things from a different angle, beyond just raw stats.
    (My stats are way too high anyway, I know that.)

    But the question I keep asking myself is: Why?
    What’s causing that?
    Is it really because we need all these anti-everything mechanics?
    Or is something else going on?

    I just don’t like looking at statistics all that much —
    I prefer looking at what actually happens in the matches.

    I already tried to explain that on page 2...
    (here’s my short “intro” to it)

    for me: I know where the survivor role struggles. I do.

    DBD has changed a lot. The devs are pushing it hard into a direction where it’s actually a true 4v1.
    No more 1v1s, no more “2 people carry and the rest do whatever.”
    Sure, you still get those matches – bad MMR, new killers, killers playing super soft – but once the killer actually understands their role and plays somewhat seriously, DBD turns into a proper 4 vs 1 against a lot of killers.

    It’s 25 + 25 + 25 + 25 vs 100.And BHVR keeps balancing the game more and more to make that scale work.

    and on the way to that goal, a lot of survivor groups fall apart.

    Why? Because the killer just has the more stable position at that point.
    Ye, it sucks being solo as killer sometimes – but at least you can fully control your own 100%.
    As survivor, you only ever control your own 25%. And that’s where the problem lies.

    I’ve played since release, both sides, and .. um.. honestly – for me (only for me, only my option, only my pov) : I know why groups break.
    I also know I’ve got a super high kill rate (way, way way above 60%, which ye, is kind of dumb),
    but that’s exactly why I don’t really care about stats.


    What matters is for me is what actually happens during the match.

    And most of the time, survivor teams don’t bring their full 100%.

    Most groups have at least one person who’s already a -25 from the start.
    Sometimes it’s two people, and the team is basically starting at -50%.
    Like that one Huntress match I had where two survivors went for some random sabo plays right at the start – and they weren’t even good at it.
    So I’m playing 100 vs 50 before I even get warmed up.

    But you probably have an idea where this post of mine from page 2. in this thread is going:
    I see things differently on this topic than most others

    That said, it’s hard for me to change my opinion without also checking out perspectives from other rounds,
    where I can analyze stuff like:
    When did things start going downhill, and at what point did this group break?

    For me, it’s not really about anti-slug, anti-camp, anti-tunnel, or anti-killer stuff (not at all). "lookin at the stats and after those numbers we have to balance everything stuff..

    It’s mostly about the crappy matchmaking we have, which in very rare cases actually ensures that every survivor can deliver their 25%.

    Not because they don’t have the tools for it — in most cases they do — but because they often simply lack the experience. They just dont know how to use them.

    I mean, yes, maps have gotten worse. Insta-downs happen, even to good groups.
    But how the group handles it, and how quickly they break from it — that mostly comes down to way more mistakes on the survivor side.

    And if 1 or 2 players are overwhelmed by the killer they got, it always ends up with the killer playing at full strength against a team that’s basically half weakened.

    This doesn't fix your problem. You're still leveraging the idea of the immaculate survivor team being unbeatable to try and argue that the average joe can't be bested without tunnelling, camping and slugging.

    If anything, it worsens your argument, because you have to admit that you're going off into the hypothetical, meaning you have even less ground to stand on.

    This claim that killers will be 'forced to just sit there and watch even mediocre teams escape' is based on absolutely nothing, and goes against all statistical indicators. Worse, it has already been effectively disproven by a number of content creators.

    Why do you always twist my words like 500%?
    Do you even read what I’m writing?
    I’ve already addressed this.

    Yes, I said: flawless teams are unbeatable
    but literally in the same breath, I also said: NO ONE IS FLAWLESS.
    (And I even quoted myself in my last reply, where I pointed that out — including how the “Team Eternal” example you brought up isn’t flawless either.)

    These flawless teams don’t exist.
    We’re not machines. We’re human. And humans make mistakes. Everyone does. Even the best.
    Perfect groups don’t exist. That’s just a fact.
    And I’ve never claimed otherwise.

    You brought up the top 4% and Team Eternal.
    All I said was: those are also just people who make mistakes — and killers can always capitalize on that. That was simply my counter to your claim that I keep talking about top 1% teams.
    Which I don’t.

    Not because I’m scared of those groups —
    but because they aren’t the standard. They’re not the norm.

    Standard matches look more like the POVs I’ve been sharing.
    And yes — POVs do matter, because they let you analyze what actually happens in a match.

    Most groups have one or two players who just can’t perform at full capacity against a given killer.
    (Like the Michaela who runs straight into me near hook, gives me a free down, and just stays there…
    Or the David who chases me instead of doing a gen.)

    And no — this isn’t about saying players should be flawless.
    People make mistakes. On both sides.
    That’s human. It’s natural.

    But when a match spirals out of control, it’s never because of just one thing. It’s a lot of little things adding up:

    • Two people don’t go for the unhook in time.
    • No one trades early.
    • Michaela stays on the ground instead of crawling away, letting me bodyblock and keep the hook.

    And look at how close these matches are.
    Now tell me — how are these supposed to go if you take away my tools?

    Even with these major survivor mistakes happening, if I didn’t use camp, tunnel, or slug, I’d have zero pressure.
    Where is it supposed to come from?
    Tell me how I’m supposed to play it “better.”

    That’s why I kept asking:
    What happens in matches where those big survivor mistakes don’t happen?
    And I’m not allowed to do anything?

    Those teams would get outbecause of their own mistakes
    if I weren’t allowed to do the stuff you don’t like.

    Why are we always pulling at the balance rope,
    always full focus on stats —
    instead of just watching what actually happens in matches?

    And for me, the answer always, always, always leads back to one thing: matchmaking.

    As long as we keep messing with balance back and forth,
    and only stare at stats instead of asking why things happen in the actual rounds,
    it’s never going to change.

    You feeling sorry for yourself is not grounds to leave everyone else stuck in the muck. Survivor gameplay is in a dire state and it needs help. This particular problem, of camping, tunnelling and slugging, has been rotting at the game's core for ages now, even hindering killers, and it just kept getting kicked further and further down the road.

    Wait, but they did happen?
    The changes that were promised with 6.1 were never delayed — they were actually patched into the game relatively quickly back then
    All the promised changes have already been implemented:

    Free BT has been in the game for ages,
    and the anti-camp radius too.
    These changes have been live for a while — they’re already in the game.

    steer the game's overall design with it.

    as u do too?

    You're allowed to think you can't do anything against Joe Schmoe without tunnelling and camping and slugging, but I'm, in turn, allowed to disabuse you of that notion.

    Absolutely, always open! Share your POV, share your matches — I’m more than happy to go over every single situation where a match starts to fall apart and analyze it together. Always open for that, always, seriously.

    Something more than conjecture. Run it, try it, get stats, expand scope, put in the work. Don't just play a match and cross your arms in a huff when things don't immediately go your way. You need scale to make the kind of point that you're making, and that's not gonna work off a small handful of matches with one or two killer players.

    Since stats seem so important to you — oky, ouuf, here you go:

    2323232.jpg

    But what’s the point of all these stats if we can already see and experience in so many matches why these stats come together — and most of the time, the answer to everything is: the MMR is bad.

    Survivor groups rarely play anywhere near their full potential. A lot of people treat this game like "a bit of TeamSpeak, some skill checks, and time with friends" — meanwhile, the killer is going all-in. People make major mistakes because they’re overwhelmed and didn’t belong in that lobby to begin with.

    In so many of my matches, I can honestly blame MMR. And on some maps, it’s just downright miserable for survivors — dead zones into nothing, into maybe one strong structure, into nothing again...?

    But most of the time, when I ask myself why things go the way they do (just from my perspective), it all comes down to bad MMR and RNG/maps. Not "survivors need way more buffs" or "killers shouldn’t be allowed to...

  • oecrophy
    oecrophy Member Posts: 448
    edited August 7

    But for some reason people mistakenly think that camping and tunneling are also optimal pressure. It's pressure on one person, yes, but not on the team. The camping or tunneling killer isn't leaving the survivor in time out on a hook and going to push someone off gens, they're standing around doing effectively nothing and hoping that the survivor team is either uncoordinated or inexperienced and panics.

    Are you talking about the matches I shared?
    Which specific situation are you referring to?

    Do you mean the Trapper match when you say “standing around”?
    The one where the slug was near hook?

    Leave the hook and the slug? For what, exactly?
    A free unhook and a free pickup — just to kick a gen once — all while letting the full team reset?

    That would've been a guaranteed loss.

    or how do you see the chance to turn this into a win?

    And how exactly are you supposed to win without using any of those pressure tools?Genuinely open to improvement tips here.

    and..

    Sure, things were different back then.
    The answer used to always be: "Just chase someone else."
    That used to work really well.

    But that strategy basically died with the introduction of MMR.

    Yea, MMR doesn’t work perfectly — not even close. It’s not as strict or accurate as it would need to be (that’s what I talked about in my previous post),
    but it does make sure that you don’t get the same kind of lobbies we had back in the day anymore.

    Like, those full-on 100-hour-lobbies from the old days? Those are pretty much gone.

    MMR isn’t great at separating casuals, stealth players, PvE-focused players, etc...
    But it does broadly prevent completely new players (like under 1000h people, the true newbies) from ending up in your lobbies.

    So in that sense, they now have their own little "protected bubble" — something that just didn’t exist at all back then.

    But all in all, this is really only indirectly about slugging, tunneling, or staying close — it’s more about the point of how much these tools actually keep a lot things stable

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    The former is a lie based on your sentiments about DS and the endgame. The latter is one-sided.

    Now, not that I think you care, but the ideal situation would be a stronger endgame for both sides (instead of shutting off everything for one and not the other to encourage consolation kills) or conversely a weaker one where everything is shut off for everybody. Likewise, to combat dodging before the trial since we've made it impossible to do during the trial, the wise choice moving forward would be to rework the lobby screen so that you're locked in and can't abandon. Maybe even lock in your builds so you can't change them around. Personally, I think that would be frustrating for many, but it would be fair.

    For me it's more that I think its influence was overstated. Not that I don't think it could've been worked on, but that gutting it the way that they did along with everything else to chase was a bad call. Although I guess it's neither here nor there since its pick rate hasn't gone down much despite what they've done.

  • Firellius
    Firellius Member Posts: 5,445

    I had already checked for Lightborn earlier, so I knew I could greed the pallet, and one of the randoms was nearby in case I needed help.

    Alright, so what was the mistake that you got bailed out of, then?

    Because this all sounds like you had a plan and executed it, not like you made a mistake.

    Well… it’s not intentional.

    I’m just sharing what I can — my own small, humble perspective.

    Whether it's intentional or not doesn't matter. It's still a very small perspective that disregards the game at large.

    But the question I keep asking myself is: Why? What’s causing that?

    Is it really because we need all these anti-everything mechanics?

    Or is something else going on?

    What's causing what?

    It's not really a big mystery. Tunnelling, camping and slugging are bad for gameplay and they should get addressed. They're obstructive to game balance as well, as there's lot of things you can't do because of the impact it'll have on these tactics.

    I prefer looking at what actually happens in the matches.

    But that's leading to cherry-picking. Browsing through a vast collection of matches to pick out the handful that -might- support your point.

    That's what I mean with 'scope'. Three matches is a drop in the ocean, and is not representative of general gameplay. It won't push the needle if those three go from wins to losses, as there's thousands of matches per day.

    Why are we always pulling at the balance rope, always full focus on stats — instead of just watching what actually happens in matches?

    But you're not looking at what actually happens in matches.

    You're looking at what happens in a very select, hand-picked number of matches.

    That's not reflective of how the game actually plays out in general. That's cherry-picking.

    Yes, I said: flawless teams are unbeatable

    but literally in the same breath, I also said: NO ONE IS FLAWLESS.

    But you are still treating them as one and the same. You have still not put forth any argument as to why the average team would be unbeatable without tunnelling, camping and slugging.

    You are happy to admit that even the best players in the world will make mistakes, but at the same time, you expect to pass the notion that these will be identical in outcome to teams that make no mistakes.

    I don't think you understand how extreme of a claim it is to say that something is 'unbeatable'. To claim that killers will be left 'standing there, watching them escape'.

    Now tell me — how are these supposed to go if you take away my tools?

    YOU are supposed to figure that out. YOU are the one making the claim that you -know- how these will turn out. But there's no evidence to support that, other than your conjecture. You just assume that you will lose. You don't look into things you could've done differently, you don't look into all the tools you still have at your disposal even when you don't camp, tunnel and slug.

    You just take a situation where one of those tools helped you win a match and go 'well, now it's unwinnable', when you don't know that at all.

    You're just building up hypothetical scenarios that assume everything goes exactly as you planned it out.

    It's like… (Not paraphrasing, just using an example)

    'Well I was tunnelling this match and two people got out, so if I hadn't tunnelled, it would've been a 4E!'

    Or perhaps if you hadn't doubled back to the hook at a certain point, you could've pushed someone off a gen and that generator would never have gotten done, swinging things to a 4K.

    You get what I mean? Using matches in which tunnelling, camping and slugging were used immediately invalidates them as proof of what happens when you -don't- tunnel, camp and slug.

    You can't prove what happens without a certain factor by pointing to things that happen with that factor.

    Me standing outside, in the rain, with a pink bucket on my head does not prove that the absence of said pink bucket would make it stop raining.

    Wait, but they did happen?

    Already addressed it: They didn't. Anti-tunnel got a counterweight nerf, and we got no anti-camp (it's anti-facecamp, not anti-camp), and no anti-slug.

    The closest thing we've gotten to anything to deal with this issue is +10 seconds on hook timers.

    Which is compensatory for the +10 seconds on generators being a direct buff to tunnelling and camping, so it's returning to the status quo after having spent a long time in a nerfed state.

    These issues have not been addressed. They've been dragging their feet but can't afford to any longer.

    Since stats seem so important to you — oky, ouuf, here you go:

    Wow.

    These stats are -painful-.

    First off, I hope you understand how difficult it is for anyone to take seriously an argument of 'I'll never be able to win again' from someone with an EIGHTY-FIVE PERCENT kill rate, right?

    But secondly, this also makes these tactics look horrendous for game balance. If relying on them slingshots you to the single most busted killrate in the game's entire history, then surely we can agree that these things -desperately- need to be nerfed, right?

    I mean, I'm pretty sure that's a higher killrate than the CoBRuption meta used to have.

    Survivor groups rarely play anywhere near their full potential.

    Yes.

    This also goes for killers, though.

    And that part is consistently glossed over.

  • oecrophy
    oecrophy Member Posts: 448

    Ok.. i understand what u mean, but:

    Just to clarify one thing up front:
    The "perfect survivor team" scenario wasn’t something I brought in to support my argument or strengthen my own position. That example was introduced by someone else — not me — when they mentioned (multiple times) the top 1% teams like Team Eternal.

    My response wasn’t meant to say “see, this proves my point,” but actually the opposite: I was trying to take that whole idea off the table. My point was that this kind of perfection doesn’t exist, and that we shouldn’t base balance discussions around it. It’s not a realistic standard — and I was hoping to move away from that kind of framing, not use it for leverage.

    Now how the argument starts to drift

    That's exactly why I feel misunderstood at that point… because that was never MY argument. I never brought that up — someone else did. I was just responding to it, and more in a way where I was kinda distancing myself from it rather than agreeing with it.

    You're saying you are okay with something happening that never will. Every player regardless of role will make mistakes. The idea that the killer is capitalizing on survivor mistakes is also a bit iffy, if the survivors take the killer on a long chase is it because the survivor was good or did the killer made a mistake?

    And then we get to the Bailey, the more controversial position arguing against something.

    Ok. From that point on, I’m with you. That was a statement I made — that one’s on me. But of course the killer does not only react to survivor mistakes. That’s nah..

    The example you're giving also needs some nuance. If a survivor keeps me in a long loop, that's usually on me — in most cases.

    1. I failed to recognize dangerous RNG early enough from a distance and committed to something that’s now costing me hard.
    2. I took a loop I know how to play properly, but messed it up. That’s on me. Misplayed — my bad.
    3. I couldn’t see that right next to the loop I thought I could win, there’s an OP jungle gym into another OP jungle gym chain. I couldn’t have known. Not my bad, just bad RNG — unlucky. Nothing I can do, just gotta deal with it. Costy again.

    /Same way survivors sometimes just have to accept they spawned into a dead zone. Nothing they can do either. It’s just one of those ‘unlucky’ situations

    so um…
    1. If my macro at that point sucks — that’s on me.
    2. Still on me.
    3. You *!xs!!"xsxs! game... better maps and RNG fix when?

    And this is where that point really comes into play.:

    The idea that the killer is capitalizing on survivor mistakes is also a bit iffy,

    ...I never said: ONLY. But the moment survivors make mistakes, I, as killer, benefit from that — a lot.
    Look: the moment I misjudge something, like taking a chase that ends up being too costly, or making mistakes during that chase... for me, that just means: reposition and move on.
    Sure, if I don’t recognize it early enough and stay in that situation too long, the next mistake kicks in. And stacking too many of those — that’s how you lose the match.
    But if I do catch it early, then as killer, it just means: reposition and try again.

    The moment when a survivor makes a mistake that leads to a down, I can capitalize on that way more than survivors can on my mistakes.

    For me, overcommitting or misjudging a chase usually just means repositioning and trying again.

    on the other side: for survivors, one bad read or a mistimed vault can already mean a hook state, pressure on the team, and a major shift in momentum. It’s not just “reset and move on” — it’s a whole new problem, cuz.. that turns into a team-wide problem now.

    The moment this point is reached, it gets super costy now — that’s when the killer really starts to maximize profit from the situation. If they capitalize on it.

    That’s what I meant by the killer capitalizing on survivor mistakes. Many groups give you plenty of those opportunities, and every mistake after that — bad pathing, unsafe unhooks, whatever — just adds to the survivors’ problems and costs them dearly.

    A mistake by one of the 25% usually drags the whole team down and often causes a bunch of new mistakes on the survivors’ side. And suddenly, the whole team isn’t playing at 100% anymore

    At that point, I as killer get the unfair leverage to put not just one, but the whole team under pressure

    Survivor mistakes are exactly what you need. That’s how you win.

    That’s why I’m not a big fan of these ‘stats’ or making balance decisions based on them as long we dont see a better mmr. Because one mistake from survivors often leads to so many more mistakes that can quickly crumble the whole game for the survivor team. And most of those are totally avoidable in many cases.

    But that’s exactly how it goes in a lot of matches.

    Thing is, DBD has a huge playerbase that doesn’t see it as a real PvP game, more like a chill, casual ‘after-work’ thing — a few skill checks here and there, some fun with friends on voice chat. Because of that, survivors end up stacking a snowball of mistakes… and yeah, they often get mad when they run into a killer who’s actually serious, playing properly, and punishing every little opening they give

    kill rates are high cuz of this ..

    Huh? Different? There’s been a bunch of stuff thrown around in this thread that I’ve already argued against (even quoted some of it a few comments back). Some say survivors need more buffs and a shift to a 50/50 meta, others want more comeback mechanics, and then there’s the usual “slugging, camping, tunneling are the real evil bad problem” ...
    So yea, I’ve pushed back on a lot of these points already. Not sure what exactly you’re referring to though—care to clarify?

    32323.jpg

    or do you mean my general point where I cautiously voiced some criticism (about things coming with phase 2), while the discussion — which somehow almost always pops up in a bunch of different topics — suggested that tunneling is actually the root problem? Also, are you talking about my last disussion with Croger?

    So y, which changes do you mean exactly? The ones that are pretty much guaranteed to come from BHVR, or the “fictional” (out-of-some-post-here) suggestions I’ve been trying to argue spezific against from a killer perspective?

  • oecrophy
    oecrophy Member Posts: 448
    edited August 7

    Whether it's intentional or not doesn't matter. It's still a very small perspective that disregards the game at large.

    whether it’s intentional or not, that doesn’t matter. It’s still a very small perspective that ignores the game as a whole. … Yeah, safe, safe, 100%. It’s my own small, narrow perspective. But honestly, I think it’s really dangerous to look at the game only as the “big picture.” Small perspectives matter. And I don’t mean that I think my little perspective is so important that I want to blow it up or that I want to be heard just because it’s me. No, what I mean is that many small perspectives are important — from all sides.If we always only look at the big picture, then all we get are stats. Numbers. Without asking: what’s actually happening? And how does that really come about?Otherwise, it always ends up like the stuff we keep seeing — where BHVR looks only at the “big picture” and ignores the small perspectives. They change something based on stats or numbers that nobody asked for. Things nobody wanted come in. Stuff gets changed that didn’t need to be changed. And things that really need changes get left alone.All because the focus is always exclusively on stats and numbers and never beyond that...

    (only my opinion)

    It's not really a big mystery. Tunnelling, camping and slugging are bad for gameplay and they should get addressed. They're obstructive to game balance as well, as there's lot of things you can't do because of the impact it'll have on these tactics.

    uwm.. … I know some people don’t like it. I know. I’m doing it anyway.
    I can’t just shut it off — doing things where I’m like:
    “sorry, but this just has to happen right now.”
    Give me more ways to play

    But that's leading to cherry-picking. Browsing through a vast collection of matches to pick out the handful that -might- support your point.

    That's what I mean with 'scope'. Three matches is a drop in the ocean, and is not representative of general gameplay. It won't push the needle if those three go from wins to losses, as there's thousands of matches per day.

    hw… yupp, sure — if the community does that alone, every voice individually, then ye, it starts looking like cherry-picking. But that’s exactly where the responsibility should shift to the devs. It’s not the community’s job to build the full picture. People are allowed to share their small, personal perspectives. It’s then BHVR’s job to take all of those small views and create a broader, balanced perspective from them. Not the community’s.

    As soon as the community tries to do that, it always ends in cherry-picking. Yeah, it’s a more complicated and time-consuming process for the devs — but honestly, I think it’s a way healthier approach than just: “We looked at the stats and changed something.”

    The way BHVR handles it is what frustrates me the most: They just stare at certain stats or go by what the loudest voices are yelling — the screaming “majority” — instead of seriously reflecting and asking deeper questions.

    It’s always the loudest, the biggest, or the most inconvenient opinions that get the reaction. And then they rush something out — like we’ve seen with so many killers, or now with the Fog stuff. BHVR often refuses to take a deeper look at what’s actually happening in the game itself. Sure, that takes a lot of work, especially evaluating all these different perspectives — but it’s necessary.

    But you are still treating them as one and the same. You have still not put forth any argument as to why the average team would be unbeatable without tunnelling, camping and slugging.You are happy to admit that even the best players in the world will make mistakes, but at the same time, you expect to pass the notion that these will be identical in outcome to teams that make no mistakes.I don't think you understand how extreme of a claim it is to say that something is 'unbeatable'. To claim that killers will be left 'standing there, watching them escape

    I’ve shared a lot of perspectives from matches with you. You’re the one who’s basically implying that I can win without camping, slugging, or tunneling. So tell me—how exactly? Like, take the Trapper match for example: how do I play better without camping or tunneling? Or what about that Sadako match? (wasn´t even a win there, was a draw) And please don’t say, “Just leave and pray they mess up hard...” I’m serious, tell me how to play differently and win without those tactics. Not “Yup, 1-2 kills are enough.” — when I go in, I’m playing for the 4K. (Survivors also hit ready with the intention to win, not with the mindset of “2 escapes are enough.”)

    YOU are supposed to figure that out. YOU are the one making the claim that you -know- how these will turn out. But there's no evidence to support that, other than your conjecture. You just assume that you will lose. You don't look into things you could've done differently, you don't look into all the tools you still have at your disposal even when you don't camp, tunnel and slug.

    You just take a situation where one of those tools helped you win a match and go 'well, now it's unwinnable', when you don't know that at all.

    You're just building up hypothetical scenarios that assume everything goes exactly as you planned it out.

    It's like… (Not paraphrasing, just using an example)

    'Well I was tunnelling this match and two people got out, so if I hadn't tunnelled, it would've been a 4E!'

    Or perhaps if you hadn't doubled back to the hook at a certain point, you could've pushed someone off a gen and that generator would never have gotten done, swinging things to a 4K.

    You get what I mean? Using matches in which tunnelling, camping and slugging were used immediately invalidates them as proof of what happens when you -don't- tunnel, camp and slug.

    You can't prove what happens without a certain factor by pointing to things that happen with that factor.

    Me standing outside, in the rain, with a pink bucket on my head does not prove that the absence of said pink bucket would make it stop raining.

    ye, because it’s not that hard to analyze a round, like that Sadako match for example: The first flashy safe was risky, but how was I supposed to avoid it? Slugging? Okay, that costs time. They probably wouldn’t try to unhook, and the person nearby would just bodyblock or pallet-stun. I had to risk going for the unhook.

    And the chase they gave me after that wasn’t that long—almost 3 gen done. That’s normal when people play efficiently. That’s just how it is at high MMR

    So then what? How do I continue without tunneling onMarigold?

    You can break down the same stuff for the Trapper match. How do I play it differently? Please tell me. Should I just give up the slug and the hook at the same time? Then what?

    lready addressed it: They didn't. Anti-tunnel got a counterweight nerf, and we got no anti-camp (it's anti-facecamp, not anti-camp), and no anti-slug.

    The closest thing we've gotten to anything to deal with this issue is +10 seconds on hook timers.

    Which is compensatory for the +10 seconds on generators being a direct buff to tunnelling and camping, so it's returning to the status quo after having spent a long time in a nerfed state.

    These issues have not been addressed. They've been dragging their feet but can't afford to any longer.

    Can you share the dev logs/streams about that? Like from 6.1 where they promised more than what came?

    This is the only thing I have. Nothing about ‘more things’ that we haven’t already received

    Wow.

    These stats are -painful-.

    First off, I hope you understand how difficult it is for anyone to take seriously an argument of 'I'll never be able to win again' from someone with an EIGHTY-FIVE PERCENT kill rate, right?

    But secondly, this also makes these tactics look horrendous for game balance. If relying on them slingshots you to the single most busted killrate in the game's entire history, then surely we can agree that these things -desperately- need to be nerfed, right?

    I mean, I'm pretty sure that's a higher killrate than the CoBRuption meta used to have.

    I knew this would coming. That’s why I didn’t want to share it. But you started so hard with stats, and I said before: I’m ready to share everything. So here it is. I knew this would come up. :/ But.. but? BUT… maybe if we don’t just look at the kill rate, but at the why and the how? Maybe it’s not that we need more anti-everything measures… but maybe the gap between those who try everything to win and the “we’re just here for fun, memes, and whatever” crowd is huge. And the people who play efficiently will always dominate the “just wanna have fun” folks — no matter the side. Because efficiency usually wins. And as a killer, you’re solo with the mindset “all in, no matter what.” Survivors need four people to come together with that same mindset to really push for the win.

    And DBD is kind of a big exception compared to all the other PvP games I play (Hunt, Tarkov, etc.)… because in those, a lot of people — seriously, a huge number — never go in with that ‘I want to 100% win with everything I’ve got’ mindset. In DBD, though, people tend to play more laid-back, chill, . .

  • crogers271
    crogers271 Member Posts: 3,250

    I was trying to take that whole idea off the table

    Okay then, I'll move onto the rest of the post.

    Survivor mistakes are exactly what you need. That’s how you win.

    For the sake of space I'll quote that part, but I'm referring to what leads up to it.

    You explain, pretty well, how a single mistake can doom the survivors while the killer can get into a mistake and still reposition and recover.

    Why is that a good game design?

    Compare this to one of your comments from the first page of this thread

    I want to play super bad, make tons of dumb mistakes, feed the killer early, misplay everything so that the killer even gets the chanceto snowball...

    ...but I still expect built-in comeback mechanics to save me from the consequences.

    Free of charge, handed out generously by BHVR.

    This was an exaggeration of a person's desire for a comeback mechanic into an over the top take on what they were asking.

    It doesn't create a lot of goodwill for reading your takes later in the thread.

    Back to the concept though, why is it good game design? Even if we say the killer should win more than they lose, which is its own argument, why should one side be so heavily penalized by a mistake while the other has opportunities to recover?

    So y, which changes do you mean exactly?

    Which ever ones you want to talk about.

    The goomba fallacy got brought up in the forum recently and being we're doing fallacies I'll throw that in. Lots of people have ideas on how to improve the survivor role, if you want to lump them all together then yes, it would probably make an unfair game. But not all of them are going to be done and no one is suggesting that all of them be done.

    Something like anti-slug could be too powerful, it probably won't be, but we won't know for certain until we actually see the design or, at a minimum, are discussing a specific suggestion.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 7

    quick clarification to the quoted stuff :The quote wasn’t about smaller, isolated mistakes that a killer can quickly recover from by repositioning early and not committing to costly plays.

    Of course, in those 'I play super bad, make tons of mistakes' situations, get mindgamed, messed op to many loops, lost to many messing up my ability on top multiple times, yup I should lose 100% if the survivor team is decent — no question.

    I’m alone in my role. It’s on me. Survivors have it harder at that point. -

    not collapsing as a group and avoiding snowballing. They need to stay organized and focused — simply because they have to coordinate a bit.

    I only gotta keep only myself organized and focused.

    You explain, pretty well, how a single mistake can doom the survivors while the killer can get into a mistake and still reposition and recover.

    On survivor side, it’s not just one mistake. It’s a chain reaction of fails.

    One down is just one down, one hook just one hook.

    more stuff need to happen that a single hook snowballs into a real 'snowball moment

    It’s only when chaos breaks out and new mistakes escalate —unsafe unhooks, poor pathing around hooks, too-early unhooks when I’m clearly proxy camping, neglecting gens too soon, too many people rushing the unhook, no sense of when or how to trade if necassary —

    Compare this to one of your comments from the first page of this thread

    I want to play super bad, make tons of dumb mistakes, feed the killer early, misplay everything so that the killer even gets the chanceto snowball...

    ...but I still expect built-in comeback mechanics to save me from the consequences.

    Free of charge, handed out generously by BHVR.

    This was an exaggeration of a person's desire for a comeback mechanic into an over the top take on what they were asking.

    It doesn't create a lot of goodwill for reading your takes later in the thread.

    like I said, y. If you want to flip my comment to my side:

    as the killer, I should just as much lose if I play super bad, make tons of mistakes, and mess everything up. Sure. I don’t expect any comeback mechanics from BHVR if I fail to apply early pressure. I’m not asking for gens to suddenly slow down just because I’m struggling. I don’t expect to get a free Lightborn because some flashy safe denied my first hook even though three gens are already done. Or that my first hook in that situation gets automatically locked from sabotage attempts by survivors just because it’s the first hook and gens are already progressing. I’m not asking for comeback mechanics on the flip side. No.

    Back to the concept though, why is it good game design? Even if we say the killer should win more than they lose, which is its own argument, why should one side be so heavily penalized by a mistake while the other has opportunities to recover?

    y but you are playin a 4 vs 1. no 1vs1 . Thats it.

    The killer has to be the power role in this battle.

    A lost 50/50 for the killer just means repositioning, but for the survivor it’s an immediate costy hit. - 1 health stealth.

    Survivor mistakes have to be costly — not just to punish the individual who messed up, but to put real pressure on the entire team. That’s how asymmetry works. One player slipping up creates ripple effects, forcing the team into chaos and bad decisions.

    If survivor errors only hurt the player who made them, the rest of the team could just carry on, and the whole 4v1 tension falls apart. The killer’s strength lies in exploiting those chain reactions, breaking the team’s coordination.

    So making survivor mistakes costly isn’t about punishing one guy — it’s about maintaining that fragile, high-stakes dynamic where the killer’s pressure forces survivors to constantly adapt or crumble.

    In asymmetrical games like this, the killer needs more tolerance than the survivors. If killer mistakes were punished as harshly as survivor mistakes, the game would lose its balance: the killer wouldn’t be able to apply enough pressure, and the 4v1 dynamic would collapse. Asymmetry means uneven roles, and the killer needs to be the “power role” as a solo player—not just putting pressure on one person, but exerting control over the entire team.

    The goomba fallacy got brought up in the forum recently and being we're doing fallacies I'll throw that in. Lots of people have ideas on how to improve the survivor role, if you want to lump them all together then yes, it would probably make an unfair game. But not all of them are going to be done and no one is suggesting that all of them be done.

    Something like anti-slug could be too powerful, it probably won't be, but we won't know for certain until we actually see the design or, at a minimum, are discussing a specific suggestion.

    I know. It’s not about treating all suggestions as one big package — I’ve pushed back against individual ideas too.
    (And yeah, it’s just my opinion, other people can see it differently.)

    Everyone has different ideas and proposals. Some people will like one, others won’t. I’ve made suggestions myself — ones that don’t directly punish the killer.
    Not every suggestion has to be “anti-” something.

    And y, I’ll p keep pushing back against these “anti-killer” suggestions.

    Unless one comes along that genuinely convinces me — then sure, I’m open.

    But too many of them aim to strip away pressure tools, one by one.
    They slowly chip away at what makes the killer feel like a threat — until you’re just some presence on the map, not the danger you’re supposed to be.

    In my view, the killer should be the power role.

    Post edited by oecrophy on
  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    "The former is a lie based on your sentiments about DS and the endgame. The latter is one-sided."

    If you cannot accept that DS giving a free escape was a bad thing then just peak delusion.

    "Now, not that I think you care, but the ideal situation would be a stronger endgame for both sides (instead of shutting off everything for one and not the other to encourage consolation kills) or conversely a weaker one where everything is shut off for everybody. Likewise, to combat dodging before the trial since we've made it impossible to do during the trial, the wise choice moving forward would be to rework the lobby screen so that you're locked in and can't abandon. Maybe even lock in your builds so you can't change them around. Personally, I think that would be frustrating for many, but it would be fair."

    First if you want end game perks adrenaline and hope are far more fair that old DS was as the killer still has a chance and was not free so there is stuff for both sides for an easier endgame.

    But the match has not started yet why would you lock someone in? Locking in perks and items in lobby that sounds like a miserable idea and if you want right now you can switch last second to the build you want to trick the killer if you wanted to. The whole point of a pregame lobby is to make final adjustments to your build, to lock people in is just insane why even have a pre-game lobby then?

    To fix your problem with killers dodging lobby's you want to make the game miserable for an issue so small is just insanity.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 7

    And that's all well and good, but that also means that tainted perspectives need to be called out.

    Your opinion on these tactics will always be skewed by your extreme reliance on them. People who don't overly rely on it might have a clearer picture than you do. And that needs to be called out, too.

    Y, but let’s be real — that tactic has proven to be the strongest, most efficient, and most reliable option available. And even then, it’s not a guaranteed win. It’s just the best shot you have in a game that’s stacked against the killer in coordinated settings.

    Its not just "my opinion" at this point:

    J

    That tactic has proven to be the strongest, most efficient, and most reliable option available. Just look at any comp game from the past few years — camping, slugging, and heavy tunneling are basically standard practice. It’s not even subtle anymore; that’s simply how killers stay competitive at that level. And all of this happens despite strict survivor perk limitations — no Dead Hard (or just one per team), no Decisive Strike, no Off The Record, shoulder, red syringes, no double Exhaustion perks, a limited map pool, and no medikits, flashys or BNP allowed.

    I mean, ye, we didn’t want to focus on comp games or the top tier stuff, only "the normal matches" but in these matches it’s clearly shown that this is the strongest tactic.

    They really don't, they certainly pick who they listen to and don't just jump on the majority bandwagon. Often to the forums' chagrin, like sticking with the Clown changes, or refusing to killswitch Streetwise.

    But this 'seriously reflecting and asking deeper questions' also seems like a deflection, like a stalling tactic. If they come to a conclusion you don't like, you can always claim they 'didn't ask the deeper questions'.

    Maybe they did, and you just don't like the answer.

    t’s not about who asks the “deeper questions,” but about the fact that certain patterns only become clear when you actually analyze matches properly. And there are plenty of recorded games that provide meaningful data for this — allowing you to ask: What options does the killer have in this situation? What about the survivor? Are the gens being done too slow or too fast? Are the chases too short or too close? Has the player ended up in a zone where they can’t do anything at all? And in the early game — when that really shouldn’t happen — are there areas with no resources available?

    I can open a Kill Your Friends lobby in 3-4 tries today with Window of Opportunity equipped, and my mate joins as Billy. After a few attempts, I’m pretty sure I’ll have a recorded game where there’s literally no useful resource nearby (yay, insta-downs thanks to RNG). Meanwhile, my mate rushes me down as lethal Billy.

    It’s not that hard to analyze rounds and situations and say: This is bad design and can’t be countered. Sure, both sides get stuck in uncounterable situations sometimes — that’s part of the game. But in the early game, which is always the most decisive phase, these things can be identified and addressed.

    I mean, the devs knowthe killers and their limits, the survivors and their limits, perks and their limits. They could easily realize — not by opinions, but by simple analysis and math — that some things are just flat-out broken.

    Take the Hag match for example. One thing that immediately springs to mind for me is that it takes you much longer to get your second down because two survivors are blocking you in order to try and take the heat off of her. They likely wouldn't be doing that if you weren't tunnelling, giving you access to quicker downs. Which in turn means you can rotate faster, which means Nicolas Cage is gonna get less free time on a gen.

    might have gotten the faster down in that specific situation. But on a macro level, an early 3v1 is exponentially more efficient than a slightly faster down on a fresh hook. You trade a few seconds’ advantage on that down for removing a player from the match much sooner, which slows the overall pace of the game significantly. A fresh hook means "nothing".

    and the team in this moment?

    the fresh hook surv is further away from the death hook, so the team feels less pressure — they know it’s their first hook. Everyone can freely push gens… they know they have some breathing room. No need for cover or accepting that we lost a player yet.

    Thirdly, again: A match that includes camping, tunnelling and/or slugging cannot be used as a basis for arguments about how matches would go without these tactics. Every decision you make causes survivors to react, which in turn causes your decisions to change, which in turn causes survivors' reactions to change, resulting in a domino effect that ultimately massively changes the match's landscape.

    You can often still win, of course. In many rounds, you could “slow down a bit.” Normal lobbies are just normal lobbies. But there’s always this expectation from survivors that the killer should “go in less hard” than they actually can… and for what, really? You can think, “Oh, super casual lobby, I’ll play chill early on” — only to still face all those ‘survivor fun’ perks that you can actually counter pretty well by applying strong early pressure.

    Sure, you can “slowly and friendly” pick apart some teams, but the moment you do something that those typical casual lobbies don’t like — even if it’s just coming back for a hook when someone blindly rushes to unhook right in front of you — the reaction (especially in casual lobbies) is exactly the same as if you went all-in right away.

    And honestly, what’s the point? I mean, you’re the killer, not a teammate. You pick and use the strongest tools you have, just like survivors do on their side.

    Sure, I’d rather just play my round normally and chill than constantly facepalm over what’s happening again and who’s feeling “totally unjoyed” this time. And if it’s not something really nasty from the killer kit like slugging or tunneling, there’s always some “evil” perk popping up that’s supposedly totally wrong and unfun.

    but all in all:

    but often you just have to.

    just play more M1 against better players, then you’ll see for yourself where the limits really are.

    Post edited by oecrophy on
  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    Call it what you want, but at the end of the day it boils down to whether you consider tunneling in the endgame "real" tunneling or not. We already know that BHVR does not.

    So, in a 1v1 scenario: is it "free" for the Killer to camp/tunnel a player during the endgame with very little resistance and no comeback strong enough to go toe-to-toe with them? Or is it "free" for the Survivor to save the single use anti-tunnel perk for the instance where they are being tunneled to be able to escape through the gate or hatch (that was already open) that their opponent was dragging them away from?

    My answer is that neither are free but one is less fair than the other. Personally I miss when the endgame was everything but the kitchen sink. It's when everyone pulls out the stops. The idea of shutting perks and mechanics off runs counter to that. So the more the merrier, as long as it's on both sides.

    Again, call it what you want. But Killer doesn't lobby dodge for any different reason than Survivor went next. Going next is no longer part of the game, to the point where they were willing to ban players for it. So I think logically the next step would involve removing the ability to lobby dodge or change loadouts. At the very least, it doesn't ban anyone.

    We can play this game of inconsistency where we need to change things that affect one side more than the other, but that's what it is at the end of the day. Either we look at this from a fair approach or we don't.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 8

    This is really not the argument you want to be making here when trying to defend tunnelling, camping and slugging, after showing up with an 85% kill rate while averaging not even 6 hooks.

    It's the strongest, the most efficient, the most reliable, it is head and shoulders above all competition.

    In other words, it is long overdue for a nerf.

    I’m maybe, maybedown if they nerf some stuff on the survivor side too? Like, slow down genspeed a bit, and make those crazy perk synergies impossible? Ged rid of some survivor fun perks then? If we gotta nerf the killer’s most efficient strat, then the same treatment should go to survivors’ best strats. OTR; DS; SHOULDER; Unbrekable, conviction, babysitter, ftp, bu, sg, deli, reassurance?

    all this “anti-tunnel/anti-slug” stuff can leave the game forever then, right?

    Yes, but BHVR making decisions you, personally, don't approve of, is not evidence that they haven't done that.

    In some cases it's obvious, like the Clown changes, but in some cases, it's just something you'll have to swallow.

    There are no 'big questions' left to be asked about tunnelling, camping and slugging. All of them have been on the table for years now. We've been over them, again and again and again, and there's simply no way around it anymore: It has to change.

    But… we do have an anti-camp. How big is that supposed to be? What if someone’s getting chased right next to the hook like here? Then the killer turns back to the hook, and someone just rushes the unhook right in front of me?

    Am I just supposed to stand there and watch in situations where survivors are playing super open and straight-up dumb? And if suddenly everyone is running around me, am I not even allowed to slug anymore… even though literally everyone’s right on top of me and thinks it’s smart to run around a Nurse in the open?

    Chase near the hook, then even back towards the hook, then an unhook right under my nose… and I’m not allowed to tunnel? And if suddenly everyone shows up, I’m not even allowed to slug? Even though everyone’s running all around me?

    Why am I supposed to just overlook stuff like this and let it happen, even if I’m playing strong?

    The benchmark isn't 'tunnelling Hag', it's the opposing team.

    The benchmark is simply that the game is an arms race on both sides. Survivors bring the strongest stuff they’ve got — same as I do.

    So what, then, is the problem?

    I can often win in different ways, but it’s not my job as the killer to spot every little mistake survivors make and just slide through. Survivors don’t do that either — they bring everything they’ve got. And thats totally fine. It’s a PvP game.

    If the killer’s struggling and can’t get a hook for ages, survivor groups don’t care — they’ll still sabotage, deny the first hook with flashy plays, bodyblock, and all that. Even if the killer hasn’t gotten a single hook after 4 gens, survivors won’t just hand over free stuff. Zero chance. They’ll still go down for a pallet safe, they’ll still hit the killer right in front of the gen and keep working on it while the killer wipes the weapon.

    And that’s totally fine. Survivors don’t owe the killer anything in that situation — and that’s okay.

    Why is the killer always expected to hold back, but survivors never have to

    Or just look at endgame situations. Even when there’s a hook in the endgame, survivors still run in, bodyblock, and do everything to secure the full 4-man escape. They don’t just hand the killer that one kill.. Thats the game.

    You really don't. The vast majority of teams you go up against will not be of such a high level that you 'need' to tunnel, camp or slug. This one has actually been proven.

    But the problem here is, again, any match that you win with these tactics will immediately be considered a match that you couldn't have won without, even though you don't know how the match would've gone if you hadn't used them. It's a form of confirmation bias.

    The only way to confirm your claims about the game being unwinnable in the absence of these tactics is to play without them. And since this attitude:

    A lot of matches I simply wouldn’t win without it — you can calculate that pretty easily. Past a certain point, you mathematically need an early kill with most killers, otherwise the time available in the match just doesn’t add up. And with many killers, it’s simply not mathematically possible to achieve that goal through only fresh hooks — there just isn’t enough time in the round.

    You can take a first chase from match, analyze it, and check whether there was any mistake the killer made that could’ve shortened that chase. If the answer is “no” and the first hook still happens at that time, you’ll quickly realize it just doesn’t add up mathematically.

    i mean.. look, against a efficent squad it goes like this:

    Survivors need about 450 seconds to pop all 5 gens. With 4 people, that’s around 110 seconds per person.

    If you get a kill, there’s only 3 left, so those 450 seconds get split between 3 — about 150 seconds each, which means roughly 40 extra seconds per player.

    Sounds nice, right? But here’s the catch: the first chase usually takes like 30 seconds, plus 5 seconds to get the hook up — so about 35 seconds before that hook’s done.

    That leaves you with around 40 seconds bonus time per survivor after the kill. If you don’t tunnel, you’re basically handing them the time they need to keep gens moving.

    If you don’t keep the pressure up and tunnel, they just use that extra time to finish gens faster than you can catch up.

    So ye, tunneling isn’t just some toxic “cheap” play — it’s straight up necessary if you wanna keep up

    And..

    just out of curiosity—would you call what I do in my Nurse rounds ‘camping’? Like, I stay near the hook because there’s a survivor trying to save, and instead of peeling off and running, they even turn back toward the hook? like … they’re playing right into it

    is this already campin for u?

  • oecrophy
    oecrophy Member Posts: 448

    Are you joking?

    You expect a balance change specifically designed to curtail the overbearing power of camping, tunnelling and slugging to do away with anti-tunnelling, anti-camping and anti-slugging measures?

    I've said it as a joke before, but you're actually bringing it out here: 'Anti-tunnel measures are fine, so long as they don't hinder my tunnelling'.

    Yeah… I do!
    You know why? Guess what: I still get hit with all those perks the moment I don’t tunnel. You hook someone, walk away, and boom — the freshly unhooked survivor runs straight into your next chase. DS and Unbreakable locked and loaded, blocking you in the middle of a chase with someone else… and then what?

    • Pick them up? – Sure, enjoy eating my DS.
    • Leave them on the ground? – No problem, Unbreakable. And if not, then anti-slug measures will just pop them right back up.

    End result: you’re stuck in a “I can’t pick up, I can’t slug, I can’t do anything” situation.
    Or you just have to eat the DS — as a thank you for not tunnelling.

    So tell me… what’s the point of these perks if they just get used aggressively against the killer the second I’m not tunnelling/camping/slugging/whatever?

    Anti-FACEcamp.

    Camping is still perfectly doable. It's why anti-camp doesn't kick in at all if there's other survivors near the hook. All this measure really accomplished was teach people how to camp more effectively!

    And that's part of the problem of your opposition to these measures: They haven't even been outlined yet! You don't know what you're agitating against, you're just afraid that your time is up!

    Ye, I’m scared of the changes – but not because my “time is up.”
    People have always demanded stuff, changes came, people adapted… or they quit. That’s just how it’s always been.

    If BHVR goes all-in the way you want – making tunneling basically impossible – that just means: no M1 killers for a while. Nurse only. (Which, btw, most killers in my MMR are already doing.) You think people are gonna like that? Guess what? They won’t. And BHVR will eventually walk it back once they see it’s not working.

    ’(Cause a lot of groups just turn basically unkillable if tunneling, slugging, and camping are completely off the table, but everything else stays exactly the same.)

    And honestly, I don’t think you’ve watched much of the dev streams. What we’re probably getting is more like no-collision after unhook (which would actually be a good thing – no more blocking with free BT) … plus something like free OTR or DS or whatever.

    My guess? Once “anti-tunnel” drops, you can still tunnel just fine – it’ll still be the most efficient way to play. Killers already chew through those perks right now. We see them constantly. All this will do is give survivors more slots for “fun perks” … and survivors will bring them.

    That’s just gonna make even more killers play in ways survivors don’t want. And if they somehow remove camping and tunneling completely, the way you’re dreaming of… how long do you think it takes before everyone sees it doesn’t work? How many players will leave or switch to the “only top” killers?

    And if that were truly a problem, we'd probably get adjustments to that, too, but there's barely any complaints about that stuff! It's always, always, always just a generalised complaint of 'I lost, fix it'.

    I'm absolutely on board with nerfs to hook denial, but I also feel like I'm the only one on the forums that has that stance!

    It’s not a problem right now — and that’s because the killer actually has the tools to deal with it. The exact tools you want removed.

    If someone tries to sabotage me — just look at my Huntress games:
    I can slug. I Proxy.
    I can take out the sabo player with direct tunneling whenever the opportunity arises.

    Right now, what survivors bring to the table isn’t that bad, because the killer’s base kit — independent of perks — includes counters for all of it.
    It only becomes a real problem if everything you want gets removed.

    You can already kinda see what a problem that could turn into in matches with people who, no matter what happens, still try to be “super nice and friendly” and just take everything that’s thrown at them. Always playing by the “rulebook.” And when they finally complain about feeling powerless, the answer is always the same: slug… tunnel.

    And those complainers get quiet again. Because right now, that stuff works. But what if it really goes 100% how you want it to?

    Show me your math then. Let's see you compile

    every

    single

    factor

    in your 'calculations'.

    The examples you want me to include just don’t work…

    the penalty for having more people on one gen? Survivors know that. That’s why nowadays people do single-gens. And my math doesn’t even include toolboxes, brand new parts, etc. Healing? When? Why? With most killers, you stay injured. Healing is often not efficient because of the time loss.

    People are whining right now because they want to bodyblock and cover during tunneling, or because someone’s on a dead hook. But if you play on fresh hooks, most survivors won’t heal anymore against the majority of killers. Why would they? They only heal if the killer is putting insane pressure (which usually comes from tunneling or proxy camping), so they can take hits or trade.

    and say it again:

    The examples you want me to include just don’t work…

    You can’t just throw inefficient stuff into the calculation. By that logic, I could also say, “what if the group clears all bold totems before touching the first gen…”

    You gotta base it on the situation that the team plays efficiently.

    I mean..

    If I start adding inefficient stuff into this equation, I might as well include: “What if the killer just strolls around the map for 30 seconds checking RNG, then casually drops by the survivors to politely ask if their little squad is ready to slowly start the whole kill process?

  • oecrophy
    oecrophy Member Posts: 448
    edited August 9

    This just seems to be jumping to extremes.

    Gens have slowed down. 10 seconds were added to them because they were going too fast and killers were struggling.

    Lots of killer players will talk about flashlight saves being too easy. I don't presume they want them eliminated entirely and the suggestions they make about certain perks / playstyles can be discussed on the merits of those suggestions.

    And if a flashlight save stunned the killer for ten seconds we could all, hopefully, agree its too egregious and wouldn't be fun (call back to the insta blind days which were changed as they should have been).

    It's about trying to find the right spot for game elements.

    Y. Flashlight saves have become super easy compared to before, when you still had to master perfect timing within the animation (that used to take some practice in KYF). And you always had to think about your positioning. Today, you just bring BGP and it gets even easier. But damn... flashlight saves are an interactive part of the game.

    Whether giving background player + flashlight too strong a synergy is debatable, and I’d also say: yeah, it is — it kind of cancels out the need for smart positioning and takes away a lot of counterplay options from the killer.

    But even with BGP and all that stuff: currently, all these “survivor toys” are fine. And that’s good. BECAUSE: As a killer, you have their tools too.

    Here’s how much value I get from background players… So no, I don’t think Flashy plays are too strong right now. Because yeah, I can sometimes put a safe hit on the killer that maybe they can’t deny. BUT — the killer has their tools.

    And honestly, a lot of my games end up being “fun times” with the killer not because the item or perk is too strong, but because the killer isn’t using their tools properly.

    I actually expect the proxy camp and the direct tunnel. If that doesn’t happen? Sorry killer. If I were the killer, I’d never give myself that much breathing room to actually have the luxury to play like that.

    Nope. I’d be applying crazy pressure from the start so survivors don’t get the chance to “play too much.”

    Against good killers, I just die as a survivor if I try to overdo it—and that’s a good thing. Proxy camp me, tunnel me, I don’t care. I’m not gonna go to the forums and ask for “anti tunnel... pls? :,(((”. (I know I’m gonna die against good killers if I overdo it with my little pew pew. :D )

    Good killers don’t even give you the chance to overplay it in the match. But that’s just because they have their “kit” to work with.

    (This doesn’t mean flashlights are useless, but against good killers you can’t just go flashy YOLO all the time. A good save can often turn things around situationally. It helps in “down in pallet” situations and often a flashlight save can win the round.

    So y, I don’t think flashlights are too strong—only in rounds where the killer just lets me get away with it. Doesn’t use slugging or tunneling.

    Everything Firellius is asking for is stuff that just shouldn’t happen (I, as a killer, don’t do that or I just bring Lightborn if I don’t wanna worry about it).)

    ..

    Y, but just because a tactic is too strong against a lot of groups, what about the groups that actually need those tactics to even have a chance? Right? Should we always just watch them escape? Should some teams just become unbeatable? We’ve had that era already. I don’t want it back. Do you?

    And he’s not even talking about weakening those tactics — he wants them completely gone from the game. We’ll get some nerfs in Phase 2, sure (he’s hoping for a full removal, but that’s not gonna happen). But even with those nerfs, there are so many groups that are already hard to catch. Those groups will still benefit a lot from the “nerfs,” because they get new perk slots to stack super strong survivor perk synergies.

    The balance is already razor thin.

    It’s always the solo queues, the casuals, and the “super chill” players who get the short end of the stick. The mixed lobby folks. The “ez snack” matches. But… do we really need these anti-killer measures right now? Or isn’t it about time for way better matchmaking, buffs for solo queue, and debuffs for SWF?

    Especially considering how a strong group can stack so high they create basically “we’re unkillable” perk synergies? Come on. When was the last time you saw a Shoulder of Burden in solo queue? That’s just an SWF toy. A Deliverance? SWF tool. Babysitter in solo or mixed lobbies? Nope. Reassurance? BU? FT? Or the new Conviction? These perks are pretty trash on their own, but they help SWFs make crazy strong synergies.

    Why don’t we tackle that first? Why does it always have to be anti-killer measures? Why not fix matchmaking first, then deal with these insane survivor synergies? The typical solo and casual lobbies wouldn’t even be affected—they don’t run these perks anyway, mostly because they suck solo. They take other stuff instead.

    I’m notwhining here. I get it and I live with strong SWFs stacking perks. It’s a hard arms race. But that’s only because I have the tools I have. So why not start with matchmaking? See how rounds go, then decide which balance changes are really needed based on that?

    Post edited by oecrophy on
  • oecrophy
    oecrophy Member Posts: 448

    Based on what though? Are we discussing game design, as in what would be the best elements for the game, or we discussing desires to win all the time?

    What I really want to say is: It’s not about wanting to win all the time. But I want to keep the chance to WIN — even against efficient groups. (forgot to quote u my last post)

    And it doesn’t even have to be the really good SWFs. Even average players squeeze every bit of efficiency out of the round. Everyone gets it: it’s about maximizing efficiency wins — survivors included.

    If you think the stuff killers have is too strong from a design perspective, what about the efficiency tools survivors have?

    And no… this isn’t me whining about “gen speed being broken” or anything. But that’s only because I also have my strong tools for applying pressure.