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This game is becoming so survivor sided

2

Comments

  • FabledSpider
    FabledSpider Member Posts: 17

    am I supposed to see a survivor make a blunder and go “ok chill my guy you just made a mistake, be on your way”?

  • 4thdslip
    4thdslip Member Posts: 338

    To be fair, there's also a mention of a new status effect that gives the same effect as Distortion, Shadow Step, OTR, etc, as well as specifically mentioning that a bunch of the survivor perk updates will be to add that keyword to them. Those perks will still be used to counter this, since there's no mention that the mini-Chili is a universal aura (the best example I have is Springtrap when getting revealed by a camera - even in Undetectable he is visible to all survivors). However, the difference between OTR, lockers, and unhook Elusive or stuff like Shadow Step or Distortion (or any of the perks that have part of Elusive, like Deception or Come and Get Me!) have specific requirements to activate it.

    The perks I'm anticipating changes on, if not this patch then next, are more than likely:

    • OTR, to just outright list that it increases your base Elusive to 80 seconds, since that's what OTR does
    • Come and Get Me! will likely get a extension on the unhooked's Elusive status when this perk is used, from the likely 10 seconds to 15 or 20 to synergize with Babysitter/BT, and give this perk additional use cases. If Come and Get Me! does not get this buff, then Babysitter absolutely will.
    • Plot Twist will get this eventually, but only after a Deerstalker rework, as Elusive should logically work for survivors seeing each other's aura. This fixes Plot Twist's biggest issue, which is other survivors seeing you go down and rushing to get you when you're Plot Twisting.
    • ######### it. Low Profile will get Elusive for 90 seconds. The perk is useless now, and will still be useless after this change.
    • Shadow Step will just switch to giving Elusive while in the boon zone and 3 seconds after leaving, like Dark Theory's haste.
    • Distortion will give immediate Elusive when your aura is attempted to be read, for 12 seconds.
    • I'm feeling ballsy enough to also say that Deception, Parental Guidance, and Self-Preservation will also get it, but Lucky Break, Lucky Star, and Toughen Up will not get it.
  • Pulsar
    Pulsar Member Posts: 22,951
    edited August 29

    We won't know the real numbers until the PTB and it'd be wrong to say it'll be impactful when it isnt.

    BBQ is pretty self explanatory, which is why I felt confident pointing it out.

    The Haste could be busted, like 15% or it could be useless, like 2%.

    Same with bonus regression. Could be 20% total progress or 5% current progress.

  • LordGlint
    LordGlint Member Posts: 9,780

    Keep in mind, its not necessarily "early". An "anti-tunnel" mechanic can kick in at 1 gen left, even if hooks were spread evenly if that 9th hook was on the wrong survivor. I feel like conspicuous actions should at least remove this. If someone is working on a gen, they should be free game to chase.

  • FabledSpider
    FabledSpider Member Posts: 17

    what he is saying is if a survivor you have already hooked twice makes a mistake and you haven’t hooked many people you are supposed to say “cool be on your way” instead of taking the opportunity when you see it.

  • Pulsar
    Pulsar Member Posts: 22,951

    so far as I can tell, you can still do that.

    You just have consequences for forcing the tunnel out.

    We'll have to see how it plays in the

  • jesterkind
    jesterkind Member Posts: 9,559

    Sure, but that's almost the polar opposite of what they're saying.

    They're saying that losing chases quickly and not being able to hide is a skill issue. This statement is broadly true in a vacuum, but completely irrelevant here- survivors aren't getting buffs to help them last longer in chase or hide better, they're getting buffs to stop them from being as vulnerable immediately after they're unhooked, because that isn't a skill issue. It's a balance issue.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Im going to assume it will be a procedural increase of haste and maybe capping it to what PWYF caps at?

    Or even if its a base 5% or 10% thats still great until u get to the location BBQ just marked after the hook.

    And pop i think the value will probably remain same as current one until changes come through after 2 to 4 weeks of PTB and testing.

    Generally speaking 15% - 20% of pop is good enough for me if i play fair and correct and get unique hooks.

    BBW will be the biggest value here for all players who play killers and now technically speaking anyone who posts here on forums saying that they cant find the survivors is either playing againts cordinated teams, or is just generally playing poorly (no offense to anyone).

  • Green_Sliche
    Green_Sliche Member Posts: 822

    It is a massive in-direct buff if you look at these changes from every other angle. They will likely become more noticeable to you when you realize how important for a killer to have any sort of gen regression and how massive it is for survivors when gens can no longer get regressed against a large list of killers, particularly M1 ones. All that will become possible because developers try to dictate how killers should be playing their game.

    If their intention was to protect people from being tunneled by any means, they could had granted the recently unhooked survivor full immunity for 60 seconds unless they do any conspicuous action. There, a rather simple and sensible solution where killer would now have to waste 120 seconds of their time just to tunnel a single guy out without any need to juggle around survivors and be punished for hooking someone twice or getting any early kills for whatever reason. Instead, devs introduced this entire nonsense.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah obviously elusive is only applied to the unhooked survivor, which is fine by me no point even in chasing a survivor that got unhooked EVEN if elusive was not a thing and they mentioned free bbq, pop, haste by playing unique hooks.

    And god forbid those that do decide to tunnel or that person that got unhooked came to throw and sabotage you can injure and down and let them be on ground for 90s and go for next down and hook that person and get that person that was slugged on ground.

    Literally everything was mentioned in post for people to read yet they are oblivious to the fact that BHVR confirms slugging is acceptable to a certain extent to get a snowball going

  • 4thdslip
    4thdslip Member Posts: 338

    Turn those haste numbers way lower, buddy. 15% is just about what Clown gets with one bottle, and he's currently oppressive due to how easy it is for him to hit that haste. I would say at most 5% haste, to prevent speed demons like Clown, Springtrap, and (HOPEFULLY) the new Michael from getting too oppressive.

  • Green_Sliche
    Green_Sliche Member Posts: 822

    By recent devs logic, yes.

    God forbid you find someone who can't loop against you and hook them and they die before you have other players hooked. I imagine if a similar rule for generators was introduced, there would be an uproar going on every social platform that BHVR does have.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I think you can probably vouch for me and so can

    @Pulsar Related to my myers post from few weeks ago where i complained higher mmr lobbies are not that playable because of how i cant spread hooks well no reward and i have to run meta perks.

    Yet here we are finally BHVR doing something allowing killers to not rune pop, bbq, or PWYF even.

    Generally speaking im really happy that this is coming i can finally feel happy to run grim embrace in my build.

    The post i posted related to myers at 78%+ killrate where its not viable because cordinated teams and by the time i find them they finished gens and such.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    It will most likely be 5%, generally speaking its a blessing to not run PWYF, it probably can stack on top but whats the point since for me 5% is really plenty to travel the map.

    I was just saying 10% for like final 4th unique hook and being very briefly but unrealistic XD

  • jesterkind
    jesterkind Member Posts: 9,559
    edited August 29

    Okay, so, first of all, completely different scenario to the one you discussed first. Gen regression not working isn't a buff to lasting in chase or hiding, not even indirectly. The repair speed bonus could be argued to be an indirect buff here, but it wouldn't be helpful or constructive to take that lens.

    Second, those things only come into play if you tunnel someone out, which means there are two broad things to say about it.

    1: You still have someone dead, so. You're not exactly necessarily doomed to lose even in the worst case scenario.
    2: You have complete control and agency over not being in this scenario to begin with. Sure, I'll buy that cheeky 4-man groups might try and force the issue, but they can't actually force you to hook someone if you choose not to.

    Third, I mean, the developers do get to dictate how people play their game. A good developer will roll with the playerbase to a certain degree, but it's completely within their mandate to step in and say "this one specific thing is not legitimate" before doing something about it.

  • 4thdslip
    4thdslip Member Posts: 338

    10% is wholly unrealistic but I love to imagine fully juiced up Hag running across the map with Waterlogged Shoe at 125% for no good reason and it makes me smile.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Just explain to him that BHVR will probably prevent that the survivor on 1st hook and them being left to die or reach 2nd or fully die wont trigger this.

    Same goes for if lets say survivor A & B are 1st hook and u hook either and they die u wont be punished because they dont simply save them on time.

    Anything survivor mistake related wont influence or trigger gen speed repair to be faster etc

  • angel_pellegrino
    angel_pellegrino Member Posts: 182

    One time I was playing Pinhead on RPD, and an injured Sable literally got right off the hook and went and got the box. And she was literally death hook. In that kind of situation, what was I suppose to do, just let her solve the box with impunity because she was making a terrible play? I know that some killers do run back to hook and proxy camp and all those things. But there are yeah certainly situations where survivors get opportunistically tunneled for play like a toddler with a controller made of playdough.

  • Dadeordye
    Dadeordye Member Posts: 466

    What makes me mad is that if you find the surv you just hooked again by accident you have to purposely ignore him/her.
    So we now have to let them win in some extent to not get extremely f***ed up.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    AHAHAHAH

    That made me laugh so hard her hunch back short body limping across the map at clown speeds.

    For sure there will be a way of PWYF stacking ability.

    It will further improve the gameplay for m1 killers.

    I myself can safely remove that perk on my myers and finally play him how i used to using grim embrace.

    Like im really happy, i dont think baseline corrupt will be needed anymore.

  • cogsturning
    cogsturning Member Posts: 2,207

    Yeah I feel happy about this as both killer and survivor. I play fair as both, so it's a win for both. I like my matches to be long and close, not painfully one-sided. If anything, my favoring of stealth and gen-jockeying as survivor might be hurt a little, but it's worth it if the killer can't fastball me back to the lobby with a 6k score. It's also going to help killers who don't run aura perks avoid that one player who's great at chase and tries to take them on the whole match. They can find the others (me lol) now.

    And yeah, this might actually shake up the killer meta, which is stale as all hell. Now I just want the survivor meta shaken.

    I still think your wild for complaining about that kill rate though lol

  • 4thdslip
    4thdslip Member Posts: 338

    To Be Fair, its a conspicuous action to work on the box, so you can just walk up and hit her to take the box back. What happens after that point is that you eat the missed DMS and go hook someone else after the fact to turn the regression back on.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Thats only loophole but easy thing is to down them, it wastes 90 seconds, allows u to just play normally.

    It practically lets u have a temp 3v1 for 90 seconds.

    But my guess is they will find a way to fix this by allowing to hook them once 90 seconds pass by.

    Without any penalties

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    I mean, this just demonstrates your misunderstanding of how the game functions on a fundamental level.

    If the killer didn't exist, or was afk, or simply did nothing, then the game is "do gens and leave". The default for survivors is to do gens and escape. The only force/entity in the game that alters that is the killer.

    Unless or until the killer gives survivors something to do other than gens the survivors will do gens.

    If you are expecting the survivors to stand around politely waiting to be fodder, that's simply unrealistic and sounds entitled.

    You're going to an extreme, in saying that survivors aren't "allowed" to touch gens, but that's not the equivalent of what's happening for killer here.

    There's a very distinct benefit of free information and gen regression to encourage spreading hooks. And you aren't "completely barred" from tunneling someone out, you can choose to, or slug them to make them in time out in another way, or can spread hooks for the benefits. Killer agency is completely intact and at no point is the killer "unable to pursue their objective" in any sense of the word.

  • Dadeordye
    Dadeordye Member Posts: 466

    I have a friend that plays pretty bad as surv (never touches killer) and I'm helping her to improve.
    How TF she is suppose to get better if killers start to simply ignoring her?!

  • Coffee2Go
    Coffee2Go Member Posts: 771

    They can also make it that if u injure them, they get downed 90s pass by they get back up, if u find them again u can hook without penalty.

    But thats generally just like extreme situation, they might add that though since people seem to be complaining

  • Nicholas
    Nicholas Member Posts: 2,119

    I agree. Tunneling is useful and sometimes needed but it's become so rampant and effective that it needed intervention. Some tunnel out of the gate, before anything is done. I just don't want to see useless potato Survivors given a boost. I wish they factored in contributions because if you're only hiding all game, by all means get taken out lol

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Im 90% sure that it will be added lol they wont allow any loopholes like that slip through, like look at youtube content there are streamers who said there are some changes that overlap and dont make sense.

    Either way for now when it gets added down them, gives u 3v1 for 90s, in 90s remember the survivors can do a lot if there is just 3

  • Coffee2Go
    Coffee2Go Member Posts: 771

    XD

    Im telling you im going places with these new changes, im about to rival Pulsars 90% killrate.

  • 4thdslip
    4thdslip Member Posts: 338
    edited August 29

    Why is everyone acting like it takes 90 seconds to find and hook a survivor? This is what's confusing me the most about all of this. Walk to a generator, use any of your killer's many ways to gain information or cross the map quickly, use a aura reading perk, vaguely remember where the mini-Chili showed a survivor and search there if it really was not all that long ago. Survivors stopped playing for stealth ages ago, you will find one.

    edit: sorry, its actually more than 90 seconds, as you have to hook the original survivor, not get immediately farmed (in which you do find another survivor to hook), wait for the unhook, run into the original survivor, slug them, and then the 90 second timer starts

  • Dadeordye
    Dadeordye Member Posts: 466

    Found another issue.
    A SWF trio could purposely let the "random 4th surv" die in the hook to get these insane buffs.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    That doesn't change that the gens are secondary.

    You can run an end game build, like blood warden, as an example, and kill everyone after the gens are complete.

    Just like you can still escape if all the pallets on the map have been consumed. They're a resource to allow you to complete your primary objective.

    Spreading pressure is one of the best slowdowns in the game. And yet, since tunneling is far simpler and takes far less game sense and skill, most people take the easy route and tunnel relentlessly and don't bother to learn anything else.

    In fact, there are many who not only won't bother to learn anything else, they scream at the devs whenever their "one trick" of tunneling the first survivor they see doesn't automatically win them the match.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah honestly 90s is plenty to find and located and down a survivor, worst case scenario u chase for a while but that person that just got up only managed to only now get heals, find an item and work on gen and as soon as that happens it will refresh cycle u get a down on new person and hook and get rewarded.

    Then you can go back to the one that was 1st hooked if players really want that one person dead and gone lol

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Pretty sure thats on the survivor issue and cause, if u hook them as in 1st hook state they will make it also a thing where u wont get a penalty if they somehow decide to sacrifice a random which they probably wont it loses them a game in 3v1.

    That said its gonna be polished before public release and many creators pointed it out

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited August 29

    I play both sides, but I main an m1 killer (p100 ghostie main, P100 Alan Wake main). Honestly, I think I like most of these changes with the exception of the permanent penalties for doing your objective. There's a variety of reasons why someone could be eliminated by the 6th hook. Toxic survivor, cheater, an afk, other survivors just hiding constantly, or a particular survivor is just extremely strong vs the rest of their team and needs into be eliminated sooner than later, or the team is a strong SWF and you've identified their weak link, or you're just simply having a rough time with hardly any hooks and minutes later just happen to come across the same survivor again which is the only valid target of a hook, or people just giving up on hook, or other survivors refusing to unhook the survivor - there are so many reasons someone would get eliminated that was hooked prior or by the 6th hook. I think its an awful idea to permanently hamstring the killer due to these numerous scenarios that commonly happen.

    Other than that permanent penalty, I think the new changes are good, though I'm a bit iffy on basekit BBQ...I think there's too much aura reading as it is in the game.

    While I know a LOT of killer players absolutely focus on slugging and tunneling - y'all need to understand - it's a very, very unfun situation. Perhaps I'm biased here, as I typically play for everyone to have fun and I avoid slugging\tunneling if possible (unless it's a bully squad - I'm all in vs them), but at the end of the day, we're all players all playing a game, and if there is something that is consistent incredibly not fun for ANY player - survivors or killers alike - something does need to change.

    In the end though, I feel the changes made are good enough to help reduce tunneling and slugging WITHOUT THE NEED TO ALSO have a PERMANENT penalty if a survivor happens to die by the 6th hook. There are just too many valid reasons why that situation can occur…not to mention bully squads absolutely will weaponize that against killers (incoming everyone picking the same meg skin so the killer can't tell who is who in chases). I'm a fan of the proposed changes with the exception of the permanent penalty within 6 hooks which I feel is overkill. If that is seriously going to be added, killers will absolutely need a hook counter built into the game as to avoid unintentionally getting a kill within 6 hooks.

  • Green_Sliche
    Green_Sliche Member Posts: 822
    edited August 29

    Devs should not dictate how players can or should play their game. There are buffs and nerfs and then there are forced new rules which drastically change the way one side can play the game.

    The problem with their suggestion is as I mentioned before - it does not take a number of completed gens into consideration. Their proposed solution will punish killers no matter what they chose what to do and it won't matter if this does happen at 5 gens where most killers could really afford spreading hooks or at 1 gen where killer needs a survivor out in order to continue playing the game. Losing ability to defend gens by regressing them is far more impactful when it happens at 1 gen left than 5.

    The entire ''premise'' requires a different solution. They want less experienced players have more opportunity to stay in the game, it's understandable. There are plenty of other ways to do that, yet what devs propose is to punish killer specifically if a weaker survivor is eliminated too early from the game without really considering plenty of other situations where this could even happen.

    Btw, just so you know, their ''solution'' to anti-hook camping still doesn't work because it takes very little to stay at sufficient distance from the hooked survivor and it takes another survivor to circle around to completely deactivate the entire mechanic. The easiest and far more effective solution would be to teleport the hooked survivor to another hook somewhere else, instead they introduced this half-measure mechanic that does not work. Same thing is being done with anti-tunneling.

  • solidgamer44
    solidgamer44 Member Posts: 122

    Not gonna lie for a killer main like myself that never tunnels or slugs and actually go out of my way to not hook the same person twice (unless they're begging for it or not healing and getting on a nearby gen instantly) but that hardly counts as tunneling in the slightest.

    This is a huge buff to my playstyle lol, I don't slug either so this is just a win for me and maybe ill play more survivor cause I know how my fellow killers play they can be really nasty and inconsiderate of the other side (this is ofc true for survivors too) But its more brutal to be a survivor on the receiving end.

    Gonna suck for all the killers that have been using tunneling to get easy win against soloq survivors cause honestly that's when it works the best when survivors try to put time and resources into the person being tunneled if its a swf they don't do that ######### and you'll probably lose.

    BHVR has been kinda trolling lately but we'll see if this is a hit or miss..

  • 4thdslip
    4thdslip Member Posts: 338

    I also did just edit the original comment to illustrate that it would logically be more than 90 seconds in average play, and how that flow would sort of look.

    Really, all I feel like the changes to unhooks are actually anti-farm hooking changes, as its become considerably more common to immediately go rushing that unhook before the killer leaves the area. Now, in order to not get sucked into the positive feedback loop of "unhook in face, get stabbed and hooked so he has more pressure," you do have to wait a little bit. If only they make base kit Reassurance for when people are chasing around the hook to dis-incentivize proxy camping next.

  • cogsturning
    cogsturning Member Posts: 2,207

    If a high kill rate can be achieved without tunneling and slugging then I'm all for it. It's the 80%+ players who play dirty that I can't abide by.

    I'm hyped for these changes. I'll probably be playing more killer now. My ethics have lost me matches, and now I'm going to be rewarded for them with buffed basekit.

  • Green_Sliche
    Green_Sliche Member Posts: 822

    I'm an average survivor myself and I can only give one advice to your friend which I follow myself - play and practice more. It would had been far better environment for beginners if devs introduced Bot Killers that are present in 2v8 for custom match with variable difficulty settings. Right now beginners are simply thrown to the pit and are forced to learn or drop the game entirely.

  • Green_Sliche
    Green_Sliche Member Posts: 822

    What pray tell will competent survivors be doing while killer is trying to figure out which one of them is weakest and is worth focusing their attention to?

  • cogsturning
    cogsturning Member Posts: 2,207

    But also, how can she improve if a killer identifies her as the weakest link and tunnels her out with minimal gameplay? The longer the weaker players can stay in the match, the more time they have to improve at skill checks, learn maps, understand gen and totem placements, try to identify and counter killer perks, etc.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Same here i lost my matches as myers at higher lobbies because it was not viable or rewarded for spreading hooks.

    So sadly i got forced into tunneling to make it 3v1 to make it 2-3k.

    Now stuff changes, now i can get haste as michael + pop + bbq.

    Like i think this needs to sink in player minds how powerful it is if played right u can do so much with this without making entire build for this and play how u want

  • Green_Sliche
    Green_Sliche Member Posts: 822

    Great post mate.

    Now you can switch back to your main account.

  • Green_Sliche
    Green_Sliche Member Posts: 822

    Play with friends then.

    It may sound rude but one should not expect a friendly behavior from the opposing side while playing against randoms in a competitive game.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    We will see i feel like next on the list is maybe baseline corrupt since its been popular request by many.

    Maybe not same effect but something that dictates gen repair speed for survivors in start.

  • Green_Sliche
    Green_Sliche Member Posts: 822

    You sadly expect too much. Especially in a game where eliminating your opponent asap is pretty much the main goal for one side.