http://dbd.game/killswitch
When are we getting Phase 2 info?
Comments
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If the matchmaking is that loose, why would they lose 200 matches in a row? Surely on plenty of occasions, they'd be matched with newbies to stomp?
Besides, it's not like this isn't a common occurrence. Any time an overpowered tool gets added in, people use it to inflate their winrate, then it gets balanced, and they lose their toy and have to tumble back down the MMR ladder. It's nothing folks can't handle.
Also…
People are complaining NOW about 2-3 minute killer queues. Imagine if every survivor had to wait 15 minutes to get into a match. 20 minutes.
The alternative is bleeding away more survivor players and making those killer queues go up to 15+ minutes. Some adjustment is needed.
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"If the matchmaking is that loose, why would they lose 200 matches in a row? Surely on plenty of occasions, they'd be matched with newbies to stomp?"
I'm sorry, but do you think occasionally winning matches against obviously bad players while losing the vast majority of the time is fun?
And it's not the same as a new toy. The difference between the game now and forced 12 hooking is a lot wider than Made For This.
We're not bleeding survivor players, though. Killer queues only ever get bad during events or new releases. Right now, I'm back to short queues and even had x1.5 BP bonus at like 8 pm last night.
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I'm sorry, but do you think occasionally winning matches against obviously bad players while losing the vast majority of the time is fun?
I mean, that's kinda where survivor is at, but slightly worse because you can easily lose, even against bad players, due to the tactics that are the subject of this thread…
But also, it wouldn't even need to be a 'vast majority'. You could even keep a positive winrate while still declining in MMR. Remember that the way your MMR shifts is also based on the distance between you and your opponent. So if you win against lowbies, and then lose against lowbies, your MMR will overall still go down, even if that's a 50% winrate.
And it's not the same as a new toy. The difference between the game now and forced 12 hooking is a lot wider than Made For This.
You mean that tunnelling, camping and slugging are -significantly- more broken than Made For This was?
And that's an argument to KEEP IT!?
Killer queues only ever get bad during events or new releases.
That's still a problem though. It's supposed to grow the community and it's getting stunted because no one wants to play survivor!
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Right, so he described the game then, as in, it was originally designed to not have SWF.
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Linked interview says otherwise.
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i don't really know what to tell you. The statement saying SWF was always intended has been provided. So maybe we have to put that particular interview over there in a box somewhere, and focus on the reality of the situation then and now?
Listen, I get that many players who primarily play killer and do so extremely well hate SWF with a passion. But the truth is without it there's no way this game lasts anywhere this long. It's existed almost all of the game's span, and the devs know they have to cautiously approach messing with how it works because we're talking around half of all survs here.
And from what I can tell, the issues most players have is the insanely strong trio and especially quad teams, which are the absolute rarest to encounter. Should a killer truly get such god-like squads regularly (which I doubt) then congratulations you're in that mythical top MMR area have fun sweating with the sweats all day. But for the vast majority of trials, that's not the reality.
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That's a mighty fine strawman you've got there.
I never said tunneling and slugging were "busted." I said that they were more integral to killers playing well than MfT was to survivors playing well. If BHVR goes overboard and just basically deletes every comeback mechanic that killers have, you'll see them just afk'ing after one bad chase. Because after one bad chase, you might as well throw in the towel if you can't reasonably pressure survivors anymore.
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You are still misunderstanding. I'm not saying i hate it, i'm saying it causes massive balance problems with this game that affects solo queue players negatively.
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I never said tunneling and slugging were "busted." I said that they were more integral to killers playing well than MfT was to survivors playing well.
That is literally just a euphemism for the exact same thing! In both cases, you're describing a gap between normal results and the results attained by using that particular tool. You're insisting that the gap was less wide in MFT's case. And MFT was considered obscene.
Because after one bad chase, you might as well throw in the towel if you can't reasonably pressure survivors anymore.
The reason you're losing 200 in a row isn't anything to do with non-tunnelling/camping being supposedly non-viable. Your own skill as a killer is a part of this equation, and it's one that's been omitted because it could always be supplanted by just using these incredibly simple 'tactics' for instant results.
Everyone worth their salt knows that the killer is stronger in the lategame when the playing field shrinks and resources run out, but you want to quit because you don't instantly win on first chase.
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No, it's not. Words have definitions, bud. If you get rid of tunneling and slugging, you'll either have to giga-buff killers in literally every other way, or you'll have to nerf survivors drastically. Otherwise, the game will be dead in six months.
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We really have no data on that besides anecdotal evidence.
Once again, anecdotally, I think a few Killers would need buffs, in addition to the one's that need help now, but everyone from A-tier up isn't going to be affected all that much.
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I'd say solo queue surv behavior hurts more than any balancing decisions then or now, with a more selfish playstyle much more likely to bring a team down.
But realistically what could further be done to bridge the experience between SWF and solos? They cannot split the queues. They apparently will not do things like a team-action debuff. They certainly will not just yeet SWF. So they do what they've been doing, baby steps that somewhat close that gap, like the HUD did quite a bit to do.
Imo the true power of SWF isn't directly comms, but midigating the randomness of solos in being able to choose your allies:
You know what builds are being run sure, but more importantly you know if they're doing a challenge/daily whatever. You know they'll come back for you if possible. You know they prolly won't let you get to second stage. And over time you learn their strengths and weaknesses and tendencies.
There's no way to get that to the solos as far as I can see it.
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I'm sorry, if even the best Spirit in the world is out here having to tunnel and slug against some of these teams, then I think we should be really cautious about just nuking every macro strategy killer has.
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Key word, some. And of course we should be cautious, we've waited almost ten years after all. I jest, but yes, a measured approach, to be sure.
Potentially a hot take but you shouldn't be able to win hundreds of matches in a row. Can't remember off the top of my head what the highest Spirit streak is, but I know Rayoxium had a 400+ game streak going at one point.
That's insane, and while it is certainly impressive, it honestly shouldn't be possible and indicates where the power truly lies.
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The highest 4k/3k+H is held by Remylea at 398.
By the way, Hens and his team also had a 400+ win streak, all while playing comp rules where they limited their perks, items and addons. Surely that's where the power lies, yes? If survivors can win almost 500 matches in a row while actively heavy nerfing themselves, something needs to be addressed, right? Or is it only concerning when killers get massive winstreaks?
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found a higher one immediately.
Can't find Hens' 400 winstreak. All I can find is his 219 game winstreak. 400 is significantly higher, do you have the link to it?
The rules were also, "Every perk can be used twice" which is a big restriction, but I wouldn't call it comp rules. Comp usually either straight-up bans perks, bans them against certain Killers or limits them to a single use.
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That's a 3k streak. I said 4k/3k+H
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Alright. I suppose that's an absolute winstreak.
Hens' streak was a 3E streak, so I feel it would be fair to use the 3K streaks as well. They are wins by any metric.
I did also edit my previous comment, as I said I would.
Wild that even Clown has a higher streak than Spirit.
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If anything, Clown holding a higher winstreak than Spirit should tell you that win streaks aren't the end all be all of what's powerful and what's not. Surely we can agree that Spirit is better than Clown, right?
My point still stands. Hens and his friends amassed a 300 winstreak while actively nerfing themselves. Surely, that's a problem if killer winstreaks are.
But you've been carefully dodging my point. My point is that even the best killers in the world have to tunnel and slug when faced against survivors of roughly equal skill. Once you reach a certain tier of survivor, they're going to get gens done. You can't twelve hook them. You have to play strategically. Sometimes, you need to snowball for the win.
I just finished a game where I had two gens done in the first chase. A third went in my second chase. Mind you, DMS was still procced on the gen hit by Pain Res from my first hook, so I wasn't over here getting ran. My hits and downs were pretty quick. I managed to tunnel someone out as the final gen went, got a hook in the back corner before the gates opened, then slugged the rest as they botched the save, then got too altruistic trying to save the hooked survivor. Ended up with a 4k, but I literally had to tunnel and slug to even stand a chance. If I hadn't tunneled, I wouldn't have gotten a single kill. If I hadn't slugged at the end, I would have gotten two. If the survivors hadn't have thrown the game at the end, I would have gotten one, maybe two kills.
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Sure.
Quite honestly, I care very little for .006% of matches, or whatever arbitrary percentage they make make up.
We will not be buffing Killers prior to adjusting tunneling and slugging. Killers already control the flow of the game, no need to make them more powerful.
Ideally, we'd do it at the same time, but I don't think BHVR can. That leaves two options.
We either don't do it at all, which seems doomed to result in a slow death, or we try it and are prepared to make large adjustments to Killers or Survivors, whichever tips the balances in the correct way.
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"Killers or survivors, whichever tips the balances in the correct way."
I'm sorry, in what universe will eliminating tunneling and slugging result in killers overperforming lol?
Regardless, Behavior shouldn't make such massive adjustments to basic game systems without having appropriate reciprocal buffs primed and ready to go. If they do their normal, "wait, collect data, then start working on adjustments," then we'll be looking at 6 months to a year of an absolutely miserable killer experience. And that, I believe, will result in a very quick death. Overbuffing the "survivor" role is what killed TCM, VHS, Dragonball the Breakers, and most other games in this genre. It's been shown time and time again that making the "killer" role feel too weak results in a mass exodus of killers, which leads to massive survivor queues. Then, the game slowly bleeds survivors until the playerbase is a fraction of what it was. The devs try to make emergency buffs to the killer role, but it's almost always too little, too late.
Don't forget, DBD almost suffered this exact fate prior to 6.1.0. Behavior needs to tread very, very carefully.
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The universe where we can nerf certain Survivor abilities/items/actions instead of buffing Killers. That is an adjustment, like I said.
BHVR shouldn't make such massive changes and not be prepared to look at what the changes actually do. You could be right, and it completely destroys the balance of Killers. You really want them to push out a weak buff because they underestimated it? Or I could be right, and it doesn't upset the balance a lot of A and S-tiers, but they push a huge sweeping balance patch that makes every Killer OP.
No, if they do it, they do need to collect SOME data. Buffing and nerfing blindly is never a good idea.
Yeah, you're talking out your ass on this last point. Here are the actual numbers. DBD was not "dying" or "almost dead" or "too little too late"
DBD was doing better than it ever had prior to this. The game was actually fair, but not balanced, prior to 6.1. In which, we saw the last of the busted fun stuff being removed and the comp mindset truly take over. It also sent us into the last four years of, objectively, a Killer-sided game by design.
Just for fun, here's when I first started.
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Plenty of players, myself included, play absolutely fine without tunnelling. So them removing those tactics matters little to me because they won't even affect my gameplay in the slightest. I've also said consistently for years now that when I play survivor I see a tunneller around every 10-12 games (outside of events). I dont play much survivor anymore, so maybe that's changed in recent times. Regardless, I do believe this strategy isn't as prevalent, or relied upon, as alot of people make it out to be.
I think most players who rely on those strats will actually find that, aside from the odd game here and there, they perform just fine too. These strats can mask the need for skill development, so maybe there will be a period of learning, but i can confirm it's not difficult. I do think if you watch alot of killer main content creators then it might seem like tunnelling is THE strat. But if you tune into some survivor main streams, you'll get a broader look into how the general killer community plays, and you'll see for yourself that most win just fine without the need for tunnelling. You'll see the killers who don't play for a living, so dont need to do things for view$. It's really not as dramatic as you're making it out to be.
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Still no updates on anti-camp/tunnel as of this post.
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i think they are just gonna let us know in the dev updates right before the ptb instead of doing a big forum post like how they did with phase 1. bummer but at least we know there’s only 3 major updates left of the year (9.2.0, 9.3.0, and 9.4.0) so my guess is in each of these patches, we’ll get the anti- x feature. my guess would be the anti slug will come with this upcoming ptb for 9.2.0 and then it’s a 50/50 on if anti camping or tunneling comes in 9.3 or 9.4
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probably another nerf to pig, while nurse or ghoul will don’t care about this changes at all.
More A/S tier killers in lobbies then
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At this point, it's just confirming what we already knew. That the changes will be slow, if they do come at all, and will likely be underwhelming (in my opinion).
Correct me if I'm wrong, but I don't know that he's ever been very trust-worthy (also in my opinion). I think that incident with Hag is something that will linger forever.
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While I can't share specifics of the changes quite yet (we'll be sharing more soon!), I can speak broadly to those topics for ya. These upcoming changes aren't a removal - they're more akin to evolutions and improvements that build upon features players are used to.
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######### yes Ryan, thats what I wanna see and hear. NICE.
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Is BHVR planning on making additional major changes to the AFK crows this year? Hiding prevention was supposed to be one of the major highlights of phase 1, but I’ve literally never seen a survivor get 3 crows for excessive hiding, since the AFK crow nerfs.
As in, I’m still in situations where the last two survivors are excessively hiding, but they just aren’t getting 3 crows because the nerfed AFK crows can be easily bypassed as survivor.
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"not a removal" so does that mean it will do nothing, like anticamp ? disaster incoming
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The AFK crows are absolutely useless, even those phase 1 was supposed to have Hiding Prevention.
There are still a lot of survivors ragequitting in ways that bypass the DC penalties, even though phase 1 was supposed to have Go Next Prevention.So it would be completely fair of the phase 2 changes were barely noticeable. Like the anti-tunnel change should just be a survivor losing collision for 10 seconds after being unhooked, so killers can’t bodyblock them in basements anymore. And the anti-slugging change should be an abandon button for survivors if they are slugged and only 2 survivors are alive. And the anti-camping change should just be the entire survivor team seeing the anti-facecamp meter.
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Because one thing is useless we make everything else useless ? That doesn't seem very productive, at this point anything they do could potentially ruin the game they have shown this multiple times already, I already know anti tunnel PTB is gonna be a disaster
if i were them i'd buff DS nothing else, if you care about being tunneled just bring the perk
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If the phase 1 changes are going to be barely noticeable, it's fair for the phase 2 changes to be barely noticeable.
BHVR spent SO MUCH TIME AND EFFORT, making sure those AFK crows felt fair for survivors, and that literally no one was "unfairly" getting AFK crows. The same energy should happen for the phase 2 changes. Killers should never ever be punished for slugging, if the survivors forced them to slug. And anti-slugging should actually involve slugging. This Conviction garbage, where the survivor can activate it even when the killer is just trying to check the area to make sure it's safe to pick up the survivor, isn't anti-slugging because the killer isn't even trying to slug at all.
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I can confirm that we continue to keep an eye on discussion around this feature and pass it along to the team involved. If you don't mind me asking, what actions are you seeing Survivors take that easily bypass the AFK crows? I want to make sure this is shared with them if it happens to be something that's not already on my / their radar.
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Anti Camp/Tunnel/Slug without Anti Gen Rush.
It's SO TASTY just thinking about it. I can't wait!-4 -
There was nothing fair about the crows. I got them during this period and I never get crows. At no point was I hiding. In those cases, I was looking for hex totems and sometimes had to change my trajectory to avoid the killer, which the game read as inactivity, despite me marathoning around the map and leaving scratch marks everywhere. The only way to avoid this would have been to cleanse the dull totems I found, just to reset the timer. Other people were avoiding the crows by repairing a gen for a few seconds then going back to their hidey holes. A system that rewarded you for useless tasks while punishing you for actually trying to do something was deeply flawed.
You also seem to think you're automatically entitled to every down you get. If that were the case, sabotage and flashlights wouldn't be in the game. Nothing is supposed to be "safe".
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I wish the MMR Update came before the extreme hiding and go next measures since MMR is a cause of those issues. What are those people doing in lobbies they shouldn't be in? My MMR is suffering because of them.
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TD;LR: Survivors are just crouch walking in a small area, and using things like chests, dull totems, or killer interactions like disarming a Trapper trap, to hide for 10+ minutes.
Problem 1: AFK point gain is 25% if the survivor is moving at all, which includes crouch walking back and forth in a small area. It takes 8.5 minutes of being AFK, for a survivor to get their first crow, if they are just crouch walking in a small area.
Problem 2: Opening a chest, or cleansing/blessing a dull totem, aren't important enough to fully reset AFK points. Cleansing/blessing a hex totem, absolutely should be worth a full AFK point reset, because there is an actual need for survivors to remove hexes.
Problem 3: Some killer interactions aren't high-priority enough to be worth a full reset of AFK points. It's ok if high-priority killer interactions fully reset AFK points, like searching a Pig box, or solving a Pinhead puzzle. But disarming a Trapper trap, or looking through Springtrap's cameras, really isn't important enough to be worth a full AFK point reset. All the killer interactions should be reviewed, to determine how many AFK points each interaction should remove.
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If hex totems are a problem point for the AFK crow system, then the solution should be having additional (or modified) rules specifically when an active hex totem is in the game.
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That's one example specific to me. I had a lot of people showing up to gens with crows at this time--many very early in the game--and I had no reason to believe they were hiding. Running Empathy let's me keep an eye on that sort of thing, so if you're injured and you're hiding, I will know.
I had a killer match where I was holding down a 3gen and the remaining three players weren't hiding, they just couldn't preform any meaningful action long enough to not get crows. They were trying to get to the gens instead of doing usless activities like opening chests. They did not deserve those crows.
And I've had recent matches where people get crows. It takes longer, but eventually I hear the cawing and find them. It does it's job. I have no tolerance for cowards regardless of which role I play but I don't want a system that punishes for no reason.
But if you're advocating for this crow system because lots of time and effort were put into designing it, its a little hypocrital to be one of the loudest anti-fog vial posters, which obviously also resulted in a nerf and pretty much no one wants to use them anymore. And those being a new item and not just a redesign of an old system probably took much more time.
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Explain to me, why it's important for the AFK crows to never ever ever unfairly punish survivors, but it's perfectly fine for an anti-slugging mechanic to punish killers when they were forced to slug by the survivors.
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Which anti-slugging mechanic are you referring to?
How does someone force you to slug?
Also, explain to me why it was extremely and immediately important to nerf an item that the majoirty of killer-players weren't even being thwarted by and mostly just found annoying.
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If there is only one hook within range, and it is broken by the Breakdown perk, then the killer is forced to slug any survivor that gets knocked to the ground in that area. Most of the anti-slugging suggestions on these forums, would punish the killer even if the killer was forced to slug the survivors.
Fog vials are literally up to 4 times the area of fog crystals, and yet, survivors want fog vials to be really difficult to see out of…. even though they are literally up to 4 times the area of fog crystals? How is that fair? Why on earth are the fog vials this big?
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This is such a specific example. That's one single perk that might put you in a spot occasionally. Not to mention that it's only likely to happen if you're camping the previously hooked survivor. You can also get them to the next hook if you have Iron Grasp, so if this problem is so big for you, equip it. I regularly equip Lightborn, Iron Grasp, and Awakened Awareness because I just want to get the person to a hook, but everyone wants to put on regression and aura perks that do their work for them, so the trade off is you'll lose some hookings.
And Breakdown is doing what it's designed to do. So are flashlights and toolbox sabatoges. It literally tells you in the loading screen to use those for saves. There's nothing anywhere in this game's instructional wording that says "if hooking is not viable just dump them on the ground." Just accept that you got outplayed. What's the worse that happens? They break free and you down them again 20 seconds later?
Fog vials were mid and moved to low, especially when compared to something like a void crystal, which was a totally infuriating item for me as killer and I'd never advocate for something that strong in regular gameplay. But it's the same exact thing. People complained about crows so they were nerfed. People were annoyed by fog vials so they were nerfed. Being for one and against the other is hella biased.
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- It's fine for survivors to force the killer to slug. I never said otherwise.
- It's not fine for the killer to be punished by an anti-slugging mechanic, when they were forced to slug.
As in, it's fine for Breakdown to force the killer to slug. But it's not ok for survivors to get something like a basekit Unbreakable, that works when the killer was forced to slug. Anti-slugging should happen when the killer is purposely trying to excessively slug. Otherwise, survivors are just going to weaponize the anti-slugging mechanic, just like they did on the PTB that had basekit Unbreakable.
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hopefully they’re accounting for any kind of hook denial if they plan on implementing anti-tunnel/anti-slug it’s only fair.
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"Forced" is such a strange word to use. No one is forcing you. Unlike the person on the ground, you still have agency. You can at least act.
But you're also missing the fact that it's unfair for the person who was slugged. The hook breakdown wouldn't have been that person's fault if they were the rescuer. Neither would a flashlight save or a sabo be their fault. It's the person who preformed the action's doing. That's who you should be pursuing. I cannot tell you how many times I've been targeted by a frustrated killer because someone else decided to save me in a soloq match. I didn't ask them to, they just did it. Many people in soloq will do things like flashlight saves and dangerous unhooks just for points or lols. And I personally believe killers are entitled to their [fairly acquired] hookings. And I shouldn't have to lay on the ground for mutiple minutes or get tunneled out because someone else did something.
You're also arguing against a system that hasn't been implemented and that we don't even know anything about yet. Whatever the new system is, it's obviously not going to kick in if one person alone is on the ground for like five seconds. There are going to be parameters.
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If a survivor is on the ground, and the killer literally cannot hook that survivor, then the killer is being forced to slug that survivor.
I literally don't care about your giant anecdote. It doesn't change the fact that killers can be forced to slug survivors.
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It's pretty clear you only care about one side of this game. Hopefully whoever intakes all this feedback notices that sort of skewed bias.
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