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My problem with the 60% kill rate target

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Comments

  • tes
    tes Member Posts: 1,210

    I’m just genuinely impressive about arguing on this thread. That’s… a lot

  • crogers271
    crogers271 Member Posts: 3,250

    I'm going to do my best to condense points that are getting really long.

    -Flashies

    I never said they are too strong or what your opinion on them is. Its an example of something that once upon a time was too strong, got nerfed, but is still part of a game and that some players, not all, think should get more nerfed, but that doesn't mean they would be completely removed.

    -The portion you quote in German

    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?

    DbD is a situational game that I'll get into a bit more later.

    And he’s not even talking about weakening those tactics — he wants them completely gone from the game.

    That is not how I read what he has posted at all but I'll leave that part to @Firellius and you.

    Or isn’t it about time for way better matchmaking, buffs for solo queue, and debuffs for SWF?

    -Matchmaking: No one knows the numbers for certain, but I suspect at the higher levels there just aren't enough 4 person callout SWFs to match up against the top level killers (given all the difficulties of forming a SWF in comparison to the killer role). Basically, I don't think you can fix the game by fixing matchmaking because the top level (and bottom level for that matter) is so incredibly tilted that the 4v1 nature breaks down for match ups.

    -Soloq/SWFs: it opens up another can of worms because SWFs are of radically different strengths and this is one of the firmest things BHVR has said they'll never do.

    There's a number of buffs I think they could give to help out soloq that they've been reluctant to do. Some I understand why, even if I disagree (i.e. argument that seeing perks would lead to toxicity) and others that I think they are foolish not to do (example being showing a survivor who can self unhook in a different color making things like deliverance viable in soloq).

    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)

    This gets more into broader game theory and what they are designed to do.

    We have games like Chess where when a player loses there can be very clear: you did this, it was a mistake, here is what you should have done. On the opposite end of the spectrum we have card games, at the extreme end speed no limit hold 'em. Which plays are correct or not is incredibly subjective and, frequently, you can make the absolute right statistical play and still lose.

    Both games are games of skill though they have different levels of randomness. Some people like both, others have strong preference for one design over the other. Some like the clarity of chess, others find it stale, while card games can offer everyone a chance and high variability with every game, while others dislike the randomness and lack of clear 'what is the right play'.

    Everything BHVR has ever said about what they want from DbD puts it more toward the high random elements of game design theory. This doesn't mean the game lacks skill, but just like card games you need to play a bunch of times to see who the better player is. Personally, I think that makes the game far more entertaining, but understand that its a spectrum of design and everyone has their preference.

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

    As I said in an earlier post, stuff gets nerfed all the time. People disagree about what is deserving of a nerf, but that things will be nerfed/buffed/changed is inevitable.

    Like you listed Buckle Up as something to take away from survivors and, well, okay, that's quite a take as I'd sacrifice Buckle Up for anti-tunnel without hesitation. Me I'd start with toolboxes and syringes probably as things that seem overpowered for survivors.

  • oecrophy
    oecrophy Member Posts: 448

    Nowhere. I just think it’s kinda sad that a post that’s supposed to be about stats — how accurate they are and all that — just instantly devolves into the usual “it’s the Killer’s fault” thing, led by the whole tunnel talk.
    And ye, I’ll admit it: proxy camping, slugging, tunneling — sure, that affects the stats. Strongest tools in the Killer’s kit. Baseline stuff.
    But… why is it always just that?

    Why not, in the same breath, talk about how it’s barely even worth trying to defend gens anymore? You turn around once, and you’ve got three people — injured or not — sitting right next to your chase on a gen. Play something weak and they know your limits here. They know. They know that even if you drop chase right now, you’re not stopping that gen.
    I can live with that, as long as I’ve still got my counter-pressure tools. But why is nobody talking about matchmaking when one side is clearly having a bad time? Or about certain perk synergies that are actually too strong? Nope — it’s always the same topic. And that’s me, the second I play Killer.

    And honestly? This post… what’s gonna happen?

    At some point it’s just gonna fade into silence. There’s not gonna be an “agreement” between us. Its just the normal us vs. them thing. This community is just too split. I’m not gonna stop doing what I do. They’re not gonna stop fighting against it and asking for more “goodies” that make my experience worse.
    This community is, at its core, too divided. Nobody’s willing to give up even a piece of their kit or what they have. (Myself included) There’s never gonna be a “we” between Killers and Survivors. A single voice. It’s just not gonna happen. I’ve known the game and the community too long to believe otherwise.

    Players will always push back against whatever frustrates them the most.
    Killers go after gen speed, “OP” survivor perks, or now the new fog item.
    Survivors go after whatever frustrates them the most — new Killers/abilities they can’t counter (OP), or yup, I KNOW… the big bad camping, tunneling, slugging.

    Don’t get me wrong — things that frustrate people should be discussed. Especially new stuff (Clown, fog, Conviction, whatever) — you need feedback to balance things after release. (A PTB is just a test environment; you can’t see all the problems right away. Look at Ghoul — still a huge mess.)
    But when it comes to stuff that’s been in the game forever and kinda balances each other out — gen speed vs. the “evil” slugging/camping/tunneling — there’s never gonna be middle ground. One side will always want to take something away from the other. And nobody’s willing to give.

    There’s never gonna be a “we” here.

    Which is a shame, because I do see things both sides could actually benefit from together. Where Survivors and Killers could go to BHVR with one voice.

    Like…
    Better MMR.
    Better servers (ye, it sucks to get tunneled and eat that 3–4 meter hit through a window — a Survivor has one chance when injured, and it sucks to lose it to latency).
    Better hit registration — huge difference whether you get smacked 3 meters around a corner, whether a hatchet still connects, or whether as Killer your hit actually lands or not.

    Better tools for SoloQ, so the gap between Solo and SWF isn’t massive.


    Sure, if you only look at stats, you might say:
    “Well, what’s the difference? Escape rate’s about the same.”
    But when you actually watch the games, you see the difference clearer.
    SoloQ lobbies sometimes just get crushed. 5 gens up, dead zones, no calls, insta-down, proxy camp, tunnel, out.
    SWF: early callouts, more frustration from being found at bad spots, but overall way more organized, longer games.

    A lot of SoloQ losses happen because they just get steamrolled — not just by the Killer, but also bad teammates or throwers. Hence their escape rate.
    A lot of SWF losses happen because they get too cocky, too greedy, overcommit to saves, play overly aggressive.

    In SoloQ, the game is often decided early, 4–5 gens up.
    In SWF, it’s often in late game where they all die to a NOED camp (just an example).

    SoloQ has more frustration. SWF usually has the better game.
    Solo players see stats like “top SWFs don’t escape more than me” and just think “so everything must be unfair.”

    But a good SWF plays very differently than typical SoloQ. Many don’t even care about escaping — they enjoy the aggressive style way more (because the efficiency meta is boring… early call, early run, early drop).

    Where SoloQ ends up in an unwinnable position because of a missed callout, SWF avoids those spots — but gives Killers more openings for counter-pressure through their aggression.

    So no, you can’t just go: “SWF and SoloQ have the same escape rate, therefore Killer OP.”

    And since we’re on the topic of the “nothing I can do — insta-down” situations that impact both sides…

    Better, fairer maps for both sides would be a win for everyone

    But nope.

    These discussions always end the same way:

    The evil Killer tunneled, and that’s the root of all evil.

  • Firellius
    Firellius Member Posts: 5,448

    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?

    You down 'em, and leave 'em.

    Even if they do pick themselves up with UB, that's two perk slots occupied by a hail mary tactic that requires them to use up a hookstate, then NOT contribute anything to the survivor side until they get a bodyblock in, after which they are incapacitated for an extended period of time.

    And according to YOUR own logic, that bodyblock is worthless. Because if it was actually significant…

    Healing is often not efficient because of the time loss.

    Healing would NOT be inefficient.

    Imagine calling Healing inefficient, but something that takes MORE time, MORE load-out, and gives LESS reward, is somehow incredibly unfair to the killer.

    Come off it, dude.

    If BHVR goes all-in the way you want – making tunneling basically impossible – that just means: no M1 killers for a while.

    Absolute nonsense. Everything will be just fine. Sure, you might lose a bit more, especially the addicts will have to take a knock, but you'll develop better skills, you'll get opponents closer to your skill level, and everything will be fine.

    What you're presenting here isn't what's going to happen, it's not an estimation of what's going to happen, it's what you -want- to happen, just to prove a point.

    But the reality is that killers are currently overpowered, so they can absolutely survive copping a nerf.

     Killers already chew through those perks right now.

    Once again flippering between 'this is the most unfair thing ever' and 'we already chew through 'em anyway, who cares'.

    how long do you think it takes before everyone sees it doesn’t work?

    How long would it take you to realise that you can play without?

    See, the problem here is that you're addicted to these tactics. That's why you start with your hypothesis, that the game is unplayable without them, and then work backwards from there. That's why you're firing off a lot of arguments, some of them contradictory to one another, because to you, the notion that tunnelling is required is self-evident.

    But to pretty much everyone else, it isn't. And you have to construct why it is required. And you consistently fail to do so.

    It’s not a problem right now

    Buddy, I've seen complaints about No Mither and Invocation: Weaving Spiders. Whether you can deal with it or not is not a requirement for something to be complained about. The reality is that most forum killers just aren't focused on these armed-to-the-teeth 4-man swiffers with rampant unhook denial, they just want to stomp lowbies harder. Which is why the focus is always on gen speeds, rather than the things that set these high skill teams apart from the rest.

    the penalty for having more people on one gen? Survivors know that. That’s why nowadays people do single-gens

    Until they can't anymore. Once there's three gens left, with four survivors on the field, they are significantly less likely to split up. At that point, a gen has to be done in the shortest possible time because the killer's pressure naturally ramps up. Which means grouping up. Which means slower repairs.

    Healing? When? Why? With most killers, you stay injured. Healing is often not efficient because of the time loss.

    I've seen plenty of people talk about a 'healing meta', but go off, I guess.

    You can’t just throw inefficient stuff into the calculation.

    Firstly, this isn't inefficient stuff. Survivors do have travel time for example, unless you're going up against such 'high skill' opponents that they opt to just literally teleport from gen to gen. In which case your observations about balance are wrong for an entirely different reason.

    But secondly, this brings us back to your Motte-and-bailey!

    Remember how you said that the perfect, immaculate survivor team was NOT part of your argument and thus it wasn't supposed to be a motte-and-bailey fallacy?

    Well guess what? If your 'calculations' do not allow ANY level of inefficiency, you're arguing based on the immaculate survivor team again! You know, the one that's completely irrelevant to discussions about balance because no one plays perfectly?

    It's all just backwards arguing. You start from your conclusion and then look back to grasp at whatever appears to support it, as opposed to looking at what you have and then constructing a conclusion.

    It is an act of absolute desperation to think that you can 'calculate' DBD.

  • oecrophy
    oecrophy Member Posts: 448

    I never said they are too strong or what your opinion on them is. Its an example of something that once upon a time was too strong, got nerfed, but is still part of a game and that some players, not all, think should get more nerfed, but that doesn't mean they would be completely removed.

    keh..

    alright, if I read him wrong, fair play — my bad. Asked him already if in my Nurse game that’s straight-up tunnel camping, since one survivor was right near the hook with me and I had line of sight on it… 1 dude was farming the hook right in front of me. So, does that already count as camping + tunneling?

    Like, if it’s legit for me to hang tight near the hook, deny the unhook, punish the guy trying to save right under my nose (and "tunnel" the unhooked?), and slug the everyone’s clearly in my sight — then y, can i in this situations keep my "goodies?"

    I just don’t wanna lose them, you know? I’m not just gonna let everything happen right in front of me just ‘cause I’m “not allowed.”

    A lot of SoloQ losses happen because they just get steamrolled — not just by the Killer, but also bad teammates or throwers. Hence their escape rate.
    A lot of SWF losses happen because they get too cocky, too greedy, overcommit to saves, play overly aggressive.

    In SoloQ, the game is often decided early, 4–5 gens up.
    In SWF, it’s often in late game where they all die to a NOED camp (just an example).

    SoloQ has more frustration. SWF usually has the better game.
    Solo players see stats like “top SWFs don’t escape more than me” and just think “so everything must be unfair.”

    But a good SWF plays very differently than typical SoloQ. Many don’t even care about escaping — they enjoy the aggressive style way more (because the efficiency meta is boring… early call, early run, early drop).

    Where SoloQ ends up in an unwinnable position because of a missed callout, SWF avoids those spots — but gives Killers more openings for counter-pressure through their aggression.

    So no, you can’t just go: “SWF and SoloQ have the same escape rate, therefore Killer OP.”

    And since we’re on the topic of the “nothing I can do — insta-down” situations that impact both sides…

    Better, fairer maps for both sides would be a win for everyone

    Y, but what’s the “right” play when someone goes down, two people instantly rush me with flashies, the guy on the ground has conviction + plot twirst, and while I hit one of the flashy players, I turn around and the downed person is already back up?
    Yup… bring Lightborn, sure.

    was a good quickswitch at 6 seconds — as I do as surv. (so i wasn´t even mad) But if they had been downed in a pallet… I get it, survivors have their new toy. I’m fine with that. But I want to keep my toy too.

    That situation was completely uncounterable for me no matter what I did. Picking up was impossible, slugging was impossible. I was just stuck. I want to keep the right to get my pressure back later in the match — maybe in a “cheap” way? Damn yes, it´s cheap.. But that Conviction into Plot Twist combo is no less cheap.

    dvd at this point isn’t always a “skill game.” A lot of the time it’s about who brings the strongest stuff and stacks it high. And yeah, even so: you’re right, I hate the randomness. I don’t want to risk something like that happening mid-game after I’ve “gone soft” once. I take every bit of pressure I can get the moment it’s there.

    i mean.. what do you even do in these situations? Do you just let everything happen to you? Or do you tell yourself, “Yohh… if that happens, I’ll punish it, but otherwise I’ll play soft”?

    Okay, fair.. but: big BUT: what if you’re playing super soft and then something like that happens on the last two gens, and it flips the whole match? Does that “Yup, one or two kills are fine” mindset kick in? You can have that mentality, sure, but I play for the win. And for me, that means the whole team. Doesn’t mean I’ll always get it, but losing a match I felt like I had under control because of something like that… and losing the entire round just because I didn’t put on enough pressure early?

    lot of things start happening the moment you give them “breathing room.” You need that constant pressure on the team.

  • oecrophy
    oecrophy Member Posts: 448

    You down 'em, and leave 'em.

    Even if they do pick themselves up with UB, that's two perk slots occupied by a hail mary tactic that requires them to use up a hookstate, then NOT contribute anything to the survivor side until they get a bodyblock in, after which they are incapacitated for an extended period of time.

    And according to YOUR own logic, that bodyblock is worthless. Because if it was actually significant…

    If they’re smart, you’re not getting both. that bodyblock just gave the chased survivor free distance… or enough time to slam an red syringe on the fly, as a nice little “thanks” for not tunneling the first guy.
    and yup, good bodyblocks are strong. Where did i say somethin different? Always have been. They’re part of good teamplay and solid cover. It’s just situational — you can’t overcommit to them. But when they’re done well? Absolutely worth .. and the person on the bottom doesn´t have to use his ub yet, there are other mates that can go for a fast pick up..

    Healing would NOT be inefficient.

    Imagine calling Healing inefficient, but something that takes MORE time, MORE load-out, and gives LESS reward, is somehow incredibly unfair to the killer.

    Come off it, dude.

    phew. With the new fast heals, sure, it’s become more common… but why would I bother healing if I’m not even on death hook and the killer’s playing soft?

    Nobody does in that case. You just slam gens — maximum speed wins the match.

    If the killer is applying insane pressure, then y, sometimes you have to heal, even just for trades… that’s when the killer buys themselves time and pressure.

    But without killer-side pressure? Why heal?

    What kind of lobbies do you get where people play like that? And which killers do you play there?

    I mean, with the new healing speed they sometimes they do. But only if from killer side is enough pressure-back.

    Absolute nonsense. Everything will be just fine. Sure, you might lose a bit more, especially the addicts will have to take a knock, but you'll develop better skills, you'll get opponents closer to your skill level, and everything will be fine.

    What you're presenting here isn't what's going to happen, it's not an estimation of what's going to happen, it's what you -want- to happen, just to prove a point.

    But the reality is that killers are currently overpowered, so they can absolutely survive copping a nerf.

    Nah, I’m good with losing. I take the L if I get outplayed. Or did too many costy mistakes.

    but I’m not losing because I held back in some way.

    because..

    I don’t wanna lose, okay? Everyone jumps into the lobby to win — Survivors, Killers, even bots!

    But seriously, where the hell do I check my skill level? Is there some kinda rank-o-meter or something? Like “DbD Skill-Meter: How much of a noob are you today?” :D

    How long would it take you to realise that you can play without?

    See, the problem here is that you're addicted to these tactics. That's why you start with your hypothesis, that the game is unplayable without them, and then work backwards from there. That's why you're firing off a lot of arguments, some of them contradictory to one another, because to you, the notion that tunnelling is required is self-evident.

    But to pretty much everyone else, it isn't. And you have to construct why it is required. And you consistently fail to do so.

    Sure, I could to play play without those tactics. Seriously, I could. I could try it. But why would I shoot myself in the foot and then sign up for a marathon?

    It’s like running a loop blindfolded, hoping the killer trips over their own feet. Y, maybe it could work — but if you actually want to win, it’s pretty unlikely.

    So no, I’m not just gonna toss my tools away — I’m not about to watch the round pass me by in slow motion. A win’s a win, and for that, you need the right gear...

    I mean.. what do you expect?

    survivors show up to the race with running shoes and energy gels, and I’m supposed to jog in flip-flops and hope for the best.

    Buddy, I've seen complaints about No Mither and Invocation: Weaving Spiders. Whether you can deal with it or not is not a requirement for something to be complained about. The reality is that most forum killers just aren't focused on these armed-to-the-teeth 4-man swiffers with rampant unhook denial, they just want to stomp lowbies harder. Which is why the focus is always on gen speeds, rather than the things that set these high skill teams apart from the rest.

    You know, it’s exactly these kinds of accusations that just put me in the ‘I don’t care’ mode. I know this community way too well after all these years. Nothing’s gonna change.

    So yeah… I don’t care.

    And all this just because I’m playing the game the way I can :/

    but y. You got me.

    You got me completely. That “mean guy” just wants to stomp on lowbies — and it’s kinda sad and bitter that it has to be me.

    Once again flippering between 'this is the most unfair thing ever' and 'we already chew through 'em anyway, who cares'.

    y. I do. Because if a lot of stuff gets into the base kit, it’ll take even longer during the tunneling process to work through all that—and survivors already have more perk slots ready to go.

    Firstly, this isn't inefficient stuff. Survivors do have travel time for example, unless you're going up against such 'high skill' opponents that they opt to just literally teleport from gen to gen. In which case your observations about balance are wrong for an entirely different reason.

    But secondly, this brings us back to your Motte-and-bailey!

    Remember how you said that the perfect, immaculate survivor team was NOT part of your argument and thus it wasn't supposed to be a motte-and-bailey fallacy?

    Well guess what? If your 'calculations' do not allow ANY level of inefficiency, you're arguing based on the immaculate survivor team again! You know, the one that's completely irrelevant to discussions about balance because no one plays perfectly?

    It's all just backwards arguing. You start from your conclusion and then look back to grasp at whatever appears to support it, as opposed to looking at what you have and then constructing a conclusion.

    It is an act of absolute desperation to think that you can 'calculate' DBD.

    It’s not about being “perfect”… Even every average, halfway decent player knows this: max efficiency wins games. Survivors literally set the pace just by playing how they play. As a killer, you’re just trying to keep up with that speed. And .. I’m not even complaining — I’ve got my for u "evil bad candy tools" to do it.

    but um..

    So, mind if I ask how long your killer games usually last on average? Ever timed it? Just curious.

  • oecrophy
    oecrophy Member Posts: 448

    But y, like I said up there, and like I’ve said elsewhere before: it’s just not worth having big debates anymore. The lines have hardened so much over the years, that whole “us vs them” thing—it’s basically a concrete wall now.

    Breaking through that, finding some middle ground? Total waste of time.

    So what’s left? Game on, chat off, and just full-on “I don’t care” mode.

    So just.. i don´t care. Why not?

  • crogers271
    crogers271 Member Posts: 3,250

    This is getting kind of rambly so I'll do my best to focus it:

    That situation was completely uncounterable for me no matter what I did.

    Two big points here

    1: With @Firellius you're talking about how important it is for survivors to always do gens. Even healing is a waste, just do gens.

    Well these survivors aren't doing gens. 2 of them have got off gens to try and get the save. So are these good survivors for getting a save, or bad survivors for not prioritizing gens?

    We're getting into Kettle Logic.

    2: A situation is not the game. It would be like a survivor complaining about not having counterplay because they are in a deadzone. How did they get to the deadzone, what has the killer given up to get there, was there a chase to the deadzone, how long?

    The survivors have given up pressuring gens to pressure you (a good element of the game) so they've risked quite a bit to challenge this.

    So to get to this point a lot of things could have happened. One of the survivors setting up for the rescue could have been seen getting you a free hit, the survivor could have gone down in a position where it was impossible to save, wasting their time, or in trying to ensure that he didn't go down somewhere the survivor could have given up other opportunities to potentially extend the loop.

    Then if they set up, you have a couple of options. Being they are close you can shift pressure. You can target the conviction survivor when he gets back up, or if you think he has soul guard, you can see his entire build is based around this and target the rescuers. You can also try and bait in the rescue.

    This is on top of the opportunity costs the survivors have had to expend, they could be doing a lot of different things with their builds. There's likely quite a few other possibilities as well.

    Or you could have Lightborn. It is far from the only option you have in the situation, but when looking at the overall game balance of the situation it is something that needs to be considered.

    i mean.. what do you even do in these situations? Do you just let everything happen to you?

    I was playing a Legion match during the anniversary where a SWF (2 certainly, 3 probably), was doing the Vigil + SB into pallet saves with the invitations. It took me too long to realize this and I got severely beat. It happens, but it would be weird to focus on just that game instead the others I played before it where I won.

    I play to win, but feel its too easy too frequently as killer if I'm just using all available options, and I loathe an early 1v3. Lots of options in the game, more on the killer side but some on the survivor, feel like playing a game with a handicap which takes all of the merit out of winning.

    Does that “Yup, one or two kills are fine” mindset kick in?

    Fine is a bad word. Improvement, sure. I understand its a silly framework to take into a game with 4 other people to expect 4k or bust as a reasonable path forward. Which actually gets back to the original topic of the thread, if the 'middle' outcomes were more frequent, and 4ks/4es were rare accomplishments, it would be a better game.

    I'd compare it to the board game Diplomacy but this post has already gotten way too long.

  • Firellius
    Firellius Member Posts: 5,448

    If they’re smart, you’re not getting both.

    What, UB -and- DS?

    Well, you kinda do, because without UB to back it up, DS is pretty pointless due to it being in the killer's control.

    and yup, good bodyblocks are strong. Where did i say somethin different?

    You're not paying attention.

    It's the logical conclusion from you claiming that healing is inefficient.

    In both cases, the reward is the same: The chased survivor gets extra distance. Except in the case of a heal, it doesn't require the involvement of a second survivor for an extended period of time, and it gives the on-hit sprint, which adds a lot more distance.

    Given the same competence and resources, the healthy survivor will give you a longer chase than an injured survivor getting a bodyblock from a teammate. And if said bodyblock is indeed a DS/UB one, the bodyblock costs the survivors far more time, since the bodyblocker has to get into the chase and then pick themselves back up once they go down. AND it costs two perk slots, while healing costs zero.

    If healing is inefficient, the DS/UB bodyblock is even more so.

    there are other mates that can go for a fast pick up..

    Which means even less gens being done, how is that efficient?

    Nobody does in that case. You just slam gens — maximum speed wins the match.

    Did it ever occur to you that if you tunnel one target, you leave three survivors that have no reason to heal since they're never going to get hit, and one survivor who doesn't get the chance to heal? And that, perhaps, that is why you think no one heals?

    but I’m not losing because I held back in some way.

    This is basically an admission, from you, that the problem will never get fixed unless these methods are utterly inefficient. If anything, this is basically saying that the phase 2 changes better have some real bite to them, or else you will continue to be a problem.

    Sure, I could to play play without those tactics. Seriously, I could. I could try it. But why would I?

    Because if you want to make an argument about what the balance of the game is like without those tactics, this is the ONLY way to accomplish it. If you want to prove that the game is unwinnable without tunnelling, camping and slugging, against average teams, then that is what you have to do.

    So no, I’m not just gonna toss my tools away

    Then you will not prove that the game is unwinnable without these tactics.

    Take your pick.

    You know, it’s exactly these kinds of accusations that just put me in the ‘I don’t care’ mode.

    Is there anything I could've said that would've put your conclusion out of your head?

    y. I do. Because if a lot of stuff gets into the base kit, it’ll take even longer during the tunneling process to work through all that—and survivors already have more perk slots ready to go.

    Or, alternatively, you could not tunnel, and avoid all the countermeasures!

    This complaint is basically 'anti-tunnel makes tunnelling slower'. Which is the exact point of anti-tunnel measures.

    It’s not about being “perfect”… Even every average, halfway decent player knows this: max efficiency wins games.

    Except you were insistent that your arguments are NOT based on the perfect teams, or even the team Eternals! This is a full-on return to your motte-and-bailey: Make the outrageous claim that the average match is unwinnable without tunnelling, and then when asked to support that claim, you swap out the average team for an impossibly immaculate survivor team!

    Need I remind you that the entire baseline argument you came up with is that we can't have anti-tunnel, anti-camp and anti-slug because it would make matches against average teams unwinnable?

    So what is this 'calculation' doing here, when it cannot brook even the slightest bit of inefficiency, to the point where there's not a single heal, not a single step out of place, not a moment of hesitation?

    This level of 'efficiency' doesn't exist. You've admitted as much yourself. So why is this 'calculation' here?

    Breaking through that, finding some middle ground?

    You are so far off the deep end that you have no idea what 'middle ground' looks like.

    'Anti-tunnel is fine, so long as they remove anti-tunnel' is not a 'middle ground' position. That's hardlining the status quo. The fact that you think that that's a 'middle ground' position only suggests that your actual views are significantly more outlandish.

    So what’s left? Game on, chat off, and just full-on “I don’t care” mode.

    I ask you again: Is there anything I could've said that would've changed your mind on this?

  • oecrophy
    oecrophy Member Posts: 448

    1: With @Firellius you're talking about how important it is for survivors to always do gens. Even healing is a waste, just do gens.

    Well these survivors aren't doing gens. 2 of them have got off gens to try and get the save. So are these good survivors for getting a save, or bad survivors for not prioritizing gens?

    We're getting into Kettle Logic.

    It’s not that hard to answer. The person on the hook — the one you’re not tunneling because “tunneling is bad,” right? — was just in a chase before. They know the map, they know the stronger structures, and they roughly know the direction the fresh hook chase is going. They can judge if it’s worth it timing-wise to cover the chase or if that would just lead to a quick down in a dead zone.

    Basically, they pick the option that buys the most time overall.

    If that player can get a DS or block from shack into jungle gym into main window and hold the killer for longer, then blocking is better than going straight to a gen.

    If they can still do decent without blocking, then gen pressure is the better choice.

    And if the player is gonna go down anyway, don´t block for sure, otherwise the killer gets 2 fast insta downs and double pressure.

    In the end, the choice that buys the most time for the team is usually the right one (with risk assessment depending on the killer, of course, especially regarding snowball potential).

    Ye, sometimes it’s worthusing DS or whatever in the next chase to block and force the killer’s "goodies" on them, sometimes not—it really depends on how long the chase lasts with or without.

    2: A situation is not the game. It would be like a survivor complaining about not having counterplay because they are in a deadzone. How did they get to the deadzone, what has the killer given up to get there, was there a chase to the deadzone, how long?

    The survivors have given up pressuring gens to pressure you (a good element of the game) so they've risked quite a bit to challenge this.

    So to get to this point a lot of things could have happened. One of the survivors setting up for the rescue could have been seen getting you a free hit, the survivor could have gone down in a position where it was impossible to save, wasting their time, or in trying to ensure that he didn't go down somewhere the survivor could have given up other opportunities to potentially extend the loop.

    Then if they set up, you have a couple of options. Being they are close you can shift pressure. You can target the conviction survivor when he gets back up, or if you think he has soul guard, you can see his entire build is based around this and target the rescuers. You can also try and bait in the rescue.

    This is on top of the opportunity costs the survivors have had to expend, they could be doing a lot of different things with their builds. There's likely quite a few other possibilities as well.

    Or you could have Lightborn. It is far from the only option you have in the situation, but when looking at the overall game balance of the situation it is something that needs to be considered.

    i mean.. what do you even do in these situations? Do you just let everything happen to you?

    I was playing a Legion match during the anniversary where a SWF (2 certainly, 3 probably), was doing the Vigil + SB into pallet saves with the invitations. It took me too long to realize this and I got severely beat. It happens, but it would be weird to focus on just that game instead the others I played before it where I won.

    I play to win, but feel its too easy too frequently as killer if I'm just using all available options, and I loathe an early 1v3. Lots of options in the game, more on the killer side but some on the survivor, feel like playing a game with a handicap which takes all of the merit out of winning.

    A rescue is either coming with a near-mid timer or traded just before the phase shift. If it’s a critical hook in a critical zone (which isn’t as big a time investment as you might think), there’ll definitely be two people for sure. And if I focus on the rescuers… then what? Do I chase the rescuer down?

    Well… then what? I end up with a fresh hook… maybe even another fresh hook… and right after that, it’s “tut tut, exit gates.” Fresh hooks aren’t what you need. They don’t bring you anything. Fresh hooks put almost no pressure on the team.

    This sounds like hoping for the best and praying survivors suck or are inefficient. Hope they’re not good, y’know? Yup, that’s often how people win—because there are a lot of bad survivors out there. But this ain’t a damn luck game — I don’t want a dice roll. I don’t like gambling on "please let this team be bad.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 9

    You're not paying attention.

    It's the logical conclusion from you claiming that healing is inefficient.

    In both cases, the reward is the same: The chased survivor gets extra distance. Except in the case of a heal, it doesn't require the involvement of a second survivor for an extended period of time, and it gives the on-hit sprint, which adds a lot more distance.

    Given the same competence and resources, the healthy survivor will give you a longer chase than an injured survivor getting a bodyblock from a teammate. And if said bodyblock is indeed a DS/UB one, the bodyblock costs the survivors far more time, since the bodyblocker has to get into the chase and then pick themselves back up once they go down. AND it costs two perk slots, while healing costs zero.

    If healing is inefficient, the DS/UB bodyblock is even more so.

    In a situation where one person is hooked and the killer goes for the unhook, that unhooked survivor is usually pretty close to where the chase is happening. If they’re running Dead Hard + Unbreakable, or Conviction + Plot Twist (which is currently a better choice), and they know which way the chase is going, they can aggressively bodyblock if it makes sense.

    What happens next? The killer has a few options: try to go around to avoid hitting the bodyblocking survivor, hit and down the unhooker (which is harder), or just accept the block.

    If the blocker goes down, the survivor still in the chase gains a lot of distance and saves their health state. Now the killer has to decide whether to pick up the bodyblocker—who just effectively saved the chase—or slug them. It’s a lose-lose situation.

    If the killer picks up the bodyblocker, Dead Hard triggers. If they slug and keep chasing the survivor far away, that survivor can trigger Unbreakable—or even get a fast rescue from a teammate. And all this happens simply because the killer didn’t tunnel immediately.

    Then you will not prove that the game is unwinnable without these tactics.

    Take your pick.

    Except you were insistent that your arguments are NOT based on the perfect teams, or even the team Eternals! This is a full-on return to your motte-and-bailey: Make the outrageous claim that the average match is unwinnable without tunnelling, and then when asked to support that claim, you swap out the average team for an impossibly immaculate survivor team!

    Need I remind you that the entire baseline argument you came up with is that we can't have anti-tunnel, anti-camp and anti-slug because it would make matches against average teams unwinnable?

    So what is this 'calculation' doing here, when it cannot brook even the slightest bit of inefficiency, to the point where there's not a single heal, not a single step out of place, not a moment of hesitation?

    This level of 'efficiency' doesn't exist. You've admitted as much yourself. So why is this 'calculation' here?

    (Picked this match because we played super, super inefficiently and badly — plus the biggest mistake this guy made was letting the recovery heal happen and NOT tunneling right away.)

    No Team Eternal. Just duo queue with my friend and me. Normal chill evenin lobby. Totally not warmed up and really trying (2-3 short rounds before he has to go to work)... from his POV, where the recording starts, my mate already been tunneled once. At that moment, he’s just getting a Shoulder of Burden unhook from the cute random fengedi.

    The killer made the mistake of patrolling too long and didn’t deny the heal after the unhook—didn’t tunnel right away. So he let a heal go through... watch the HUD. We were super inefficient on the gens, our Claudette barely did anything this round (hello bold totems sometimes). I was busy with cover now and then, also not really efficient. We played really badly and really slowly. Max too. He went down once totally unnecessarily. Just removed. You know, those “short rounds before work.”

    y sorry nemi, let this unhook happen with a free reset was to costy for u.

    Sure, this Nemesis made mistakes—as we all do. No one played perfectly. And y, we were super, super slow. Just W-shift and drop early if it’s getting hot. I’m the main, he got confused by me once near the end, which was costly. But then maybe he could’ve gotten a kill (I would have been there to block, with my Flashbang ready if needed). So what else could Nemesis really have done?

    Or, alternatively, you could not tunnel, and avoid all the countermeasures!

    This complaint is basically 'anti-tunnel makes tunnelling slower'. Which is the exact point of anti-tunnel measures.

    You do realize people use those perks aggressively against you, even in the moments when you’re not tunneling, right?

    I ask you again: Is there anything I could've said that would've changed your mind on this?

    idk.

    Buddy, I've seen complaints about No Mither and Invocation: Weaving Spiders. Whether you can deal with it or not is not a requirement for something to be complained about. The reality is that most forum killers just aren't focused on these armed-to-the-teeth 4-man swiffers with rampant unhook denial, they just want to stomp lowbies harder. Which is why the focus is always on gen speeds, rather than the things that set these high skill teams apart from the rest

    Those kinda accusations just put me straight into “whatever - i dont care” mode real quick. That whole “us vs. them” vibe is stuck way too deep. What’s even the point in trying if .. whatever i say.. or do.. i´m the bad killer that only wants to stomp on scrubs? Like, y, guess I’m always the bad guy who just wants to crush noobs…

    on on this way:

    No Mither and Invocation: Weaving Spiders are my final boss

    Is there anything I could've said that would've put your conclusion out of your head?

    Nah, doubt it. It is what it is

  • crogers271
    crogers271 Member Posts: 3,250

    It’s not that hard to answer.

    None of what you then type is an answer. If gen rushing is too strong, the survivors coming for you have given up pressure.

    Your setup also doesn't make sense. You have three survivors in the area, not all of them can be a tunnel target and very few people who aren't trolling in end game chat consider it tunneling if you are pursuing another target and then a target with more hooks comes in for a save and gets targeted.

    Basically, they pick the option that buys the most time overall.

    Great, which is the game. Heal, pressure gens, protect teammates, etc. survivors always have to weigh various factors in making a decision on what to do. It is usually, and should be, the same for killers.

    That's the game and its a good game.

    One of the best arguments against tunneling is that it takes all of those elements out. Find a target, eliminate them as quickly as you can. It's silly for how complex most of the game is there is a massively powerful strategy in the game that cuts through all of that.

  • Firellius
    Firellius Member Posts: 5,448

    In a situation where one person is hooked and the killer goes for the unhook, that unhooked survivor is usually pretty close to where the chase is happening. If they’re running Dead Hard + Unbreakable, or Conviction + Plot Twist (which is currently a better choice), and they know which way the chase is going, they can aggressively bodyblock if it makes sense.

    We're not talking about that.

    A full-health survivor, given the same competence and resources, makes for a longer chase than an injured survivor getting a single bodyblock.

    You can blab about the applicability of a body-block all you want, it doesn't address the claim put before you.

    Does a healthy survivor get an extra sprint burst that they DON'T get from a bodyblock, yes or no?

    No Team Eternal. Just duo queue with my friend and me. Normal chill evenin lobby. Totally not warmed up and really trying (2-3 short rounds before he has to go to work)... from his POV, where the recording starts, my mate already been tunneled once. At that moment, he’s just getting a Shoulder of Burden unhook from the cute random fengedi.

    The killer made the mistake of patrolling too long and didn’t deny the heal after the unhook—didn’t tunnel right away. So he let a heal go through... watch the HUD. We were super inefficient on the gens, our Claudette barely did anything this round (hello bold totems sometimes). I was busy with cover now and then, also not really efficient. We played really badly and really slowly. Max too. He went down once totally unnecessarily. Just removed. You know, those “short rounds before work.”

    y sorry nemi, let this unhook happen with a free reset was to costy for u.

    Sure, this Nemesis made mistakes—as we all do. No one played perfectly. And y, we were super, super slow. Just W-shift and drop early if it’s getting hot. I’m the main, he got confused by me once near the end, which was costly. But then maybe he could’ve gotten a kill (I would have been there to block, with my Flashbang ready if needed). So what else could Nemesis really have done?

    You're changing the subject.

    Why is that calculation there, oecrophy?

    You do realize people use those perks aggressively against you, even in the moments when you’re not tunneling, right?

    And that'll help you win if you don't unga-bunga tunnel into it.

    Nah, doubt it. It is what it is

    Exactly. You had no intention of seeking out a middle ground.

    You were in an 'I don't care' mode from the very start.

  • oecrophy
    oecrophy Member Posts: 448

    I think it’s really a shame that any post about stats and how they affect the whole game always has to turn into a “tunnel talk.” It’s just what you have to do. I do what I have to do — whether some survivors like it or not.

    So y. First person I see? You’re the one. I’m not half-committing, I’m committing.

    I could play it different, but that’s a gamble — banking on survivors being inefficient, making mistakes, or just being bad.

    I’m not gonna gamble on this group just being bad/ineffizent so I can “win differently.” I’m not here for a dice roll. I’m here for a clean match. Pressure from start to finish.

    that’s the game.

    in a PvP game, you can’t blame the other side for playing to win as well.

    Great, which is the game. Heal, pressure gens, protect teammates, etc. survivors always have to weigh various factors in making a decision on what to do. It is usually, and should be, the same for killers.

    That's the game and its a good game.

    One of the best arguments against tunneling is that it takes all of those elements out. Find a target, eliminate them as quickly as you can. It's silly for how complex most of the game is there is a massively powerful strategy in the game that cuts through all of that.

    Yep. You’ve got an important point there. It’s the survivors who set the pace of the match and how much “extra” they do—not the killer. The killer just adapts. And survivors dictate insane speed as long as they have the breathing room. As long as you’re just hunting one fresh hook.

    It’s only when tunneling starts that the real pressure kicks in—that’s where your point comes in: good teamwork, body blocks, flashy plays, heals, resets, other creative plays. Until then, most survivor groups just apply maximum pressure themselves. Even injured, they keep working on gens, sometimes committing to one gen as long as there are hook phases left—etc.

    Which is fine, that’s the game. All the “more interactive” stuff you mentioned only comes into play once things get tight for one survivor on the team.

    If the killer isn’t applying pressure, it just turns into a boring “gen rush and out” scenario.

    or as survivors, you deliberately slow down and look for more interaction. But that’s a gamble for the killer again. And I don’t want to have a dice roll deciding the outcome.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 9

    He does… but as long as I’m not on the death hook, I usually don’t care that much against most killers (situationally I want the heal, depending on the situation and the killer). But generally, I have enough game sense to notice when the killer switches and leaves the gen, so I don’t need that “hit- boost” to get a good setup.

    Sure, if the killer is applying pressure and wants to take someone out of the game, then I want the heal. That’s when I move. I don’t give my teammates away for free. (You can see that in the Nemesis round—I’m there for Max exactly when it gets “tight,” especially when he’s on the death hook. I was there)

    But when the killer goes for fresh hooks, I see zero need. I usually have enough game sense to avoid an insta-down, even when injured, and I know when to run and in which direction, so I have something to work with.

    Of course, you can play differently. Everyone can play how they want. And a “super nice playin killer” will be happy about the less pressure coming from your survivor group then, safe safe.

    And that'll help you win if you don't unga-bunga tunnel into it.

    You’re assuming survivors are bad .. the " insta-downs. " That’s just another gamble — a dice roll. What about the survivors who don’t give you that and actually know what they’re doing?

    Exactly. You had no intention of seeking out a middle ground.

    You were in an 'I don't care' mode from the very start.

    I’ve suggested plenty of things survivors could take on the flip side. Stuff that mostly only SWF would feel, while casuals and new players wouldn’t even notice. A lot.
    But you all just wanna keep your toys, and I’m the only one who’s supposed to give up mine.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 9

    y..

    I tried to find a typical average evening lobby experience—basically what most matches look like for the majority.

    Nemi made mistakes. So did we. He asked about the "average hours" and wanted to exclude the "top percent" (which he always starts by leaving out). So I tried to find something I’d call "super average" (super slow gens + average mistakes on both sides) — no idea, most of my rounds are usually a sweaty mess on both sid.es anyway. But i tried to find 1 that’s basically how I picture a normal average round, since he suddenly wants to exclude the others.

    I’ve already shared other POVs where I showed clearly: you can’t win without tunneling. But he just kind of brushed them off like they don’t matter.

    The’s talking about average lobbies and average experience. Okay, fine. Here’s a super average match for you.

  • ratcoffee
    ratcoffee Member Posts: 2,110

    And I'm saying it's not average, it's clear that there's a skill imbalance and the Nemesis was outclassed

  • oecrophy
    oecrophy Member Posts: 448
    edited August 10

    Y he was talkin about "Not the top" .. so y. he talked about "the normal matches.." and idk, that was just 1 for me. (we were sooo super slow and chll @ surv side) but y.. Missplays on the killer side vs missplays on the survivor side + a super slow game… I mean, he has 500 hours, I have 10,000+. It’s hard for me to imagine what kind of lobbies he’s thinking of when he always talks about excluding the “top percent.” What lobbys else is he talkin about? I already told him about rounds where both sides make few to no mistakes. I don’t know.

    (But I’m just trying to put myself in his shoes when he talks about it.) The best thing would be if he shared his POVs from his matches, but he doesn’t want to do that. so y. idk.

    edit: And I always find it hard to buy into this whole “top percent” argument he makes. For me, that “top percent” doesn’t really exist… (its not hard to reach this point if you want to) Also “Team Eternal” he keeps bringing up (I’m EU, I’ve had people from that group in my lobbies before multiple times, i mean… idk.. ). But DBD isn’t rocket science. At some point, you’ve seen it all. Then it just becomes an arms race on both sides — who brings the strongest stuff and who puts the most pressure.

    But I’m trying to get into his head and see things from his erspective. Like, I’m really trying.

    I mean, once he talks about “average teammates,” it should be allowed for the killer to mess up things too… not just survivors: yes, killers: nah.

    Normal smart play in this situation: deny the reset immediately and get the quick down — that’s the pressure you need right there. Not running all over the map checkinglgens or chasing a fresh hook first while still having all 4 people up, because of Firellius "dont tunnel" rule.

    Post edited by oecrophy on
  • oecrophy
    oecrophy Member Posts: 448
    edited August 10

    idk. let’s strip the emotions out of it and just look at the raw math when both sides play efficiently.

    killer’s First contact annd first Hook

    Map cross to find first survivor: ~10s

    First chase: ~30s (normal survivor, average tiles)

    Carry + hook animation: ~10s

    Total until first hook: ~50 seconds

    survivors in that same 50 seconds

    walk to nearest gen: ~10s

    Repair time solo: 80s per gen → in 50s, that’s ~62.5% progress per survivor.

    Three survivors repairing in parallel: ~1.87 gens done before the killer’s first hook even lands.

    if the killer doesn`t tunnel:

    1. Killer leaves hook to find a “fresh” survivor → ~8s travel
    2. Second chase: ~30s
    3. Second hook: ~10s carry/hook animation

    While this happens:

    First hooked survivor gets rescued ~10s after you leave → healed/reset in ~16s.

    Two survivors not in chase are instantly back on gens → +1 gen done during your second chase.

    By your second hook, 3 gens are done, survivors are splitting on the last two.

    End result: You’re in a hook race — 4 survivors, 3 gens, and no one dead. If they keep playing clean, you lose.

    if the killer tmnel instead:

    Deny the reset immediately after unhook.

    chase takes ~10–15s to down again (no health state to burn).

    Carry + hook: ~10s.

    Survivor is in death state at ~80–90s total match time.

    it works cuz:

    Now there are only 3 survivors to pressure.

    Gen speed drops instantly.

    Survivors are forced into risky plays — bodyblocks, unsafe rescues, heals in bad spots.

    Map control becomes easier and snowball potential skyrockets.

    the math:

    If both sides play optimally:

    • No tunnel: You’re trading hooks for gens until it’s 4 survivors vs 1 killer with 1–2 gens left.
    • Tunnel: You remove a survivor fast, break their efficiency, and actually have a chance to win.


    you can argue about whether the game should work like this, but you can’t argue that this is how it works right now.

  • Skillfulstone
    Skillfulstone Member Posts: 1,126

    It's hilarious yet also sad that this thread is yet another that went from an opinion which had some potential for debate but then devolved into basically one person fighting an army by defending an idea/mindset that basically the whole playerbase is against with their life.

    And at some point, the battle overshadowed to original point of the thread.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 10

    deleted. (double post)

  • oecrophy
    oecrophy Member Posts: 448

    Y, not my fault. I wrote in detail about why I don’t think judging things based on stats alone is all that good or meaningful, and why I think it doesn’t really work in the current state of the game to just look at the numbers. But there’s always someone who pops in with the whole “everything bad in this game happens because a killer is tunneling” take, completely ignoring everything else

    to quote myself:

    . I just think it’s kinda sad that a post that’s supposed to be about stats — how accurate they are and all that — just instantly devolves into the usual “it’s the Killer’s fault” thing, led by the whole tunnel talk.

  • Firellius
    Firellius Member Posts: 5,448

    He does…

    Therefor healing is more efficient than a DS/UB bodyblock. Everyone's doing the latter, but no one's healing? Seems unlikely, don't you think?

    But when the killer goes for fresh hooks, I see zero need.

    What, never went up against a Wraith, or a Huntress, or an Oni?

    You’re assuming survivors are bad .. the " insta-downs. "

    What difference does that make? If anything, if they're really bad, you should unga-bunga tunnel into the DS/UB bodyblock even LESS, since you need less time to secure the down on the protected target and might be able to hook them before the DS/UB user can get to safety.

    Again, what are you calculating, if not some hypothetical, unattainable absolutely immaculate survivor play?

    And that's not even mentioning that this calculation is also really bad!

    walk to nearest gen: ~10s

    Except they're not all walking to the nearest gen, that maximises the co-op penalty. Survivors split up. So survivors 2, 3 and 4 all walk to the second, third and fourth closest gen.

    Except they don't do that either, because if you do four gens on one side of the map, that's a surefire way to get yourself three-genned.

    So the travel time is much longer than that.

    Repair time solo: 80s per gen → in 50s, that’s ~62.5% progress per survivor.

    Three survivors repairing in parallel: ~1.87 gens done before the killer’s first hook even lands.

    Wrong, it's zero gens done, because there is a very big distinction between three gens at 62.5% and one gen at 100%. One of the two is irreversible and denies the ability to regress the generators.

    Which is something you also fail to account for, by the way. Killers can regress generators. Most killers actually do bring perks that do so, too. Or block 'em outright. Just another factor that these 'calculations' fail to account for, because you're basically treating the match as if the hard-tunneller and the non-tunneller play the exact same way, without accounting for other options, like regression, delay tactics, and zone control.

    you can argue about whether the game should work like this, but you can’t argue that this is how it works right now.

    Except you yourself have already argued that this isn't how the game is right now:

    Yes, I said: flawless teams are unbeatable

     —

    but literally in the same breath, I also said: 

    NO ONE IS FLAWLESS.

    So what is the use of 'calculating' the efficiency of a flawless team?

  • oecrophy
    oecrophy Member Posts: 448
    edited August 10

    To bring the discussion back on topic from the whole “evil killer tunneling” thing: tunneling is definitely a strong, efficient strategy. safe, safe. — so I’m gonna use it. Everyone can play however they want, it’s legit, so that’s fine. Just to steer the thread back on track — the debate about whether tunneling is needed or not really drifted too far, and that one person was right. We can continue that in a private chat if you want, I’m open for it!

    Yes, tunneling has a big impact on kill rates. But on the flip side, killers often let people go, play by certain self-imposed rules, stop at two kills per game, or intentionally play “soft” with hooks. That impacts stats just as much as efficient tunneling.

    But, back to my orginal point (page 2 I think?) , the biggest problem for me is still the not-so-great MMR system (I explained the 100-100 2). Because that causes entire groups to get crushed if one player underperforms. That, for me, affects kill rates way more than whether killers use efficient tactics or play “loose.”

    Many rounds are basically decided because MMR doesn’t work right, and two people end up in a group that should never have been matched with that killer — and then get completely overwhelmed, handing out 4Ks.

    DbD isn’t what it used to be. Two survivors can’t “carry” the whole match anymore once the killer gets good. Just 1 or 2 overpowered players in a team can wreck everything. That’s why looking at stats isn’t really worth it as long as the matchmaking isn’t working properly. In my opinion, stats don’t mean much in this case — you always have to watch what actually happens inside the match while good matchmaking is missing.

    Until we get better MMR, stats just don’t say much. Just my opinion. Better MMR, better maps, and some reworks have a way bigger impact before you can make any real call about whether something is too strong or too weak.

    Because: no matter how weak the killer is, if a survivor spawns in a dead zone with good map structure nearby — and no filler pallets between you and them — that survivor will die. even if it’s a Trapper or a Hag. Instant down.

    Exactly, good hit registration and better servers. That often decides whether you get a down or not and plays a big role in those stats.

    for me those are still the main points (like I explained earlier)… it’s not that I tunnel. Proper MMR, proper hit registration, proper servers, proper maps… only then am I willing to take things like “kill rates” seriously when judging if something is too strong or too weak. Just my point of view.

    to summarize my point from page 2 again:

    In DBD, each survivor only brings 25% to the team, while the killer has full 100% control. A lot of survivor teams start off below 100% because matchmaking is off or some players mess up or play weak. That puts pressure on the ones who could bring their full 25%, forcing them into risky spots — like hook trades or covering teammates. Their own 25% that they could bring gets heavily weakened because one person in the group couldn’t bring their 25%. Suddenly, the whole team doesn’t function at full strength anymore. That’s why so many groups fall apart — they don’t consistently bring their full game. Matchmaking needs to ensure every survivor can actually bring their 25%. If the killer spots and punishes those weak points, those teams die fast and the kill rate skyrockets.

    Once the killer capitalizes on that… this team is dead. It heavily influences the kill rate. But balance decisions are being made based on these kill rates while issues like matchmaking, better maps, and proper hit registration haven’t been fixed yet? IDK.

    I think it’s tricky.

  • ratcoffee
    ratcoffee Member Posts: 2,110

    Misplays on the killer side vs misplays on the survivor side

    The point is that the killer was making far more, and far bigger misplays than the survivor team in this video.

  • crogers271
    crogers271 Member Posts: 3,250

    I'm just excited to hear that gens are back to 80 seconds, instead of 90 which is where they've been for years.

    Repair time solo: 80s per gen → in 50s, that’s ~62.5% progress per survivor.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    it's just my take but if you play only solo Q and killer like me you kinda get the worst of both worlds, that's how I feel lately solo Q is unfair and playing against groups with voice comms is unfair, balance is all over the place

  • Firellius
    Firellius Member Posts: 5,448

    But on the flip side, killers often let people go, play by certain self-imposed rules, stop at two kills per game, or intentionally play “soft” with hooks. That impacts stats just as much as efficient tunneling.

    Oh!

    So you mean the actual stats are even more killer-sided?

    That just means your whole shpiel about 'needing to tunnel' is even more wrong!

    the biggest problem for me is still the not-so-great MMR system

    And I used to think that this was a big contributor, but I am starting to disbelieve that, because of -you-!

    You're not smart. The own-goal you just scored in this very post kinda proves it. You don't know how the game works. You have no macro skills. Heck, I just noticed as well that your latest calculation puts gens at 80 charges, which they haven't been since 6.1.

    You are saddled with the exact same wonky matchmaking as everyone else. The only difference is that you switch your brain off to just dumb-tunnel the first person you see.

    The average among killers (Who work with the same matchmaking as you do) is around 60% KR. High MMR is a little higher than that.

    You are at 85%.

    That is the difference dumb-tunnelling apparently makes. Over 20 percentage points.

    They could toss in basekit DS with a 10 second stun and it'll probably still not be enough to fix how wide of a chasm there apparently is between a rando tunneller and a competitive tier killer.

    I just realised I've been stupid too, since you made this point SO much earlier! You, as some dead-average, random mook, feel confident going up against a hypercompetitive team, specifically because you know that tunnelling will bridge the skill-gap. It's the bloody chess-merchant all over again!

    You don't need to be a good killer because you can just tunnel, instead.

    You've convinced me, more than ever, about the absolute, critical necessity of aggressive and invasive anti-tunnel changes.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 10

    Phew… I find it funny that you’re already derailing the topic again with something personal like ‘you don’t like seeing me tunneling?’… (gonna get offtopic again) even though it’s a totally legit playstyle and everyone can play however they want.

    And I find it hilarious that you’re bringing up comp. I’ve played in tournaments back in the day — funny, but also not so much more (especially with the RNG factor). And I can tell you: in tournaments and comp DBD, tunneling is a huge part, even with strict perk limits on the survivor side.

    So y, whatrs ur point? I find it pretty funny you’re trying to use competitive DBD as an argument. Competitive DBD actually proves that killers have to tunnel — and that’s with strict survivor perk limits in place.

    but please, let’s not derail into all this tunnel-talk again. If you’ve got a problem with the way I play, feel free to message me privately about it