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I'm amazed that killers are surprised by the changes

2

Comments

  • Ryuhi
    Ryuhi Member Posts: 4,414
    edited August 31

    Exactly. And that becomes a problem when its a game you've been playing for years, and why its universally a bad idea to ever knowingly introduce one into a game's existing lifespan unless absolutely necessary. You front load all potential accessibility issues so that people can make an informed decision up front, and won't suddenly not be able to play the game 9 years into its life. Thats why its particular egregious, but pointing it out is apparently equivalent to people crying that the item does anything at all.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,836

    Well, they don't count for kill rates either, which actually makes me realize something… The new Abandon feature, since it spawns a bot it seems it counts as a DC server side (even if the player isn't punished like an actual DC) so… that has to be skewing the kill/escape rates something terrible.

  • Ryuhi
    Ryuhi Member Posts: 4,414
    edited August 31

    To be fair, I get accused of being a killer main constantly when I barely play the role due to tracking issues. I just focus on the game overall more than my personal experience alone, even though I wish the game didn't try as hard to exclude someone with issues like myself from half of it. I get what you mean considering the pattern, but I don't think that means he's doing some kind of double agent posting or something. It tends to be pretty obvious when people are being disingenuous.

    That said, again, the "demands" were concerning completely different elements than the ones that were changed. The item was designed poorly to begin with by focusing on introducing an accessibility issue, but charges don't matter if a single use can completely ruin a game, and the opacity is the last thing to adjust because its the primary point of the item. Their reaction isn't about giving into demands, its about realizing they messed up and trying to appease the players in a way that saves face. They still haven't even addressed normalizing the effect between variables like different maps, something everyone agrees should be adjusted before touching opacity. If they gave into demands, the item would be removed and all BP would be refunded, because the current form is arguably worse than not existing for survivors.

  • sinkra
    sinkra Member Posts: 545

    This is not "punishment" for tunneling someout out at 5 gens, its a catchup mechanic.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565

    I'm not surprised that the devs wanted to take action to disincentivize tunneling/slugging, and it's not something I'm against. I think hardcore tunneling & slugging absolutely do need addressed for the sake of the game's health. What I am surprised about is that their answer is so half baked (especially their "tunneling" "solutions", the slugging thing I'm not too pressed about, though I wonder why recovery is automatic since it seems like a redundant change, why they feel a crawl speed ramp-up is necessary, and why it's infinite once triggered) despite having a lot going on with it, and despite taking so long to reach our eyes. I find their logic to be incomprehensible and almost definitive proof that they simply don't know what they're doing over there. That they don't understand the implications of what they're introducing to the overall design space one single bit.

    I'm also surprised that there isn't more pushback against the base idea of directly punishing the killer for, you know, killing, especially in situations that I feel most people wouldn't consider hardcore tunneling, and particularly from people who I generally respect the opinions of (even though I might disagree with them often). It's a real missing the forest for the trees situation in my view. I don't know if people just aren't as smart as I thought they were or if they're so deeply invested in the game that they'll accept any sloppy ideas thrown their way as long as there's a chance it might make their day to day play experience a little better (even though like, c'mon, we're gamers, we'll find something to complain about soon enough).

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Just out of curiosity, do you actually play killer yourself? If so, can you share your stats?

    You say that you’re surprised about killer players’ reactions to these proposed changes, but if you don’t play killer, then how can you have any perspective at all about why some killer players are concerned about these changes?

    The biggest problem with these balance arguments and why it so often turns into “us vs them” is because there are many people who never bother to play one side or the other. Putting yourself in the shoes of the “killer mains” might help you gain some perspective about their concerns.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Or the visual terror radius that ended up being a big buff for all survivor players, then ignoring killer players who asked for something similar.

  • ratcoffee
    ratcoffee Member Posts: 2,111

    As it turns out, Dead by Queue has a twitter account,and you can go through their old tweets from before the 2V8 event started: https://x.com/search?q=(from%3ADeadByQueue)%20until%3A2025-08-19&src=typed_query&f=top

    There are periods of time when individual servers have longer killer queues, but killer queues are more frequently longer than survivor ones, and the peaks of killer queue times are generally slightly longer than survivor queue time peaks. This suggests to me that survivor shortages are more severe and frequent than killer shortages.

  • ratcoffee
    ratcoffee Member Posts: 2,111

    "Periods of time when individual servers have longer survivor queues" istg

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Same. I don't think I've ever seen Pulsar take the killer side on literally anything, ever.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Honestly, I'd just like the workaround that was deemed "unfair" to necessitate taking up a perk slot first.

    Consistency.png

    I'm sure I'm not alone in that either. The fact they haven't even done anything like rework a perk like shadowborn to help in mitigating or working around the effects shows the thought didn't even cross their mind.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Thats why its especially disheartening when legitimate concerns like this get lumped in with unrelated whining. It basically encourages the devs to completely ignore them by creating a false equivalence between them and people who are being unreasonable. Its also why many people have a sense of urgency about them, because they know these issues will take years to be addressed if BHVR is allowed to ignore them, exactly like the clicking example.

  • Pulsar
    Pulsar Member Posts: 22,932

    There were several legitimate concerns with fog vials, but like you said, they got lumped in with the whining and BHVR decided to take the easiest path.

    Just kill the item and then it wont get used, issue solved, apparently

  • Ryuhi
    Ryuhi Member Posts: 4,414

    They wont do that, because bad ideas that require manpower and resources tend to be harder to roll back. Especially when they involve player inventory and a resource investment from the playerbase. They opened pandora's box by putting it into the live game, so removal becomes less of an option than reworking. This is exactly why so many things get reworked into an undesirable state, then readdressed up to years later. I'm not even going to get into more subjective aspects like pride or willingness to accept criticism, but just logistically, removal is a bit of a nuclear option at this point.

    The overall issue precludes the specific ones. The way they handled that situation, both in pre and post release, leaves me next to no faith that they prepared adequately for how ambitious these changes would even be consecutively, let alone congruently.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    No offense, but they could give every survivor a gun that insta-kills the killer, and you'd still probably defend it.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Its definitely too early to say, which is part of the problem with discourse surrounding it. People have already made their presumptions based on the info we have and the assumptions they have extrapolated about what we don't. There's going to be a metric ton of dissonance in early feedback depending on how each individual changes their perspectives with the rest of the info. People are going to hunker down on their opinions through validation, while many won't even bother experiencing both sides of the update fairly, let alone actually take the effect on their opponents into consideration.

    Thats why it feels more like an appeasement reaction than a carefully thought out series of changes. Ambitious changes tend to be the most volatile, doubly so when they single out roles in a game. Thats why I jokingly referred to this as potentially an inverse 6.1, we have seen how much that level of ambition vs consideration can disrupt the short term for a not-so-short term for one side especially.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Look at the current series of votes between our posts in the discussion. Presuming you'll disagree with someone based on the username above the post is just as bad as outright ignoring whatever side you play less. As long as both sides are genuine, you should generally learn more from people who you routinely disagree with than those who constantly mirror your own sentiments. There's no reason for hyperbolie, even when you don't generally agree with a person. Just take their perspective into consideration if they're genuine, and disregard it specifically if they're not.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Well, I can safely ignore someone's opinion when they have repeatedly shown that their opinion will always favor one side.

  • Ryuhi
    Ryuhi Member Posts: 4,414
    edited August 31

    You certainly can, but that doesn't mean you won't miss out on a perspective that would give context to your own. I swear I reference art of war on this forum too much, but knowing your opponent objectively makes you better as a competitor in any context. This used to be pretty understood when disagreeing vs arguing.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I do understand my "opponent." He's a self proclaimed killer main that has never, not once, sided with killers in literally any balance changes that I have seen during my time here. He has literally taken the survivor side every single time I've seen him post.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Well, yeah. Survivors play console, too. Of course that's something he'd care about.

  • Pulsar
    Pulsar Member Posts: 22,932

    honestly, another big mistake was not having those numbers ready at the same time.

    I really feel this should've all been dropped just before the PTB went live.

  • cogsturning
    cogsturning Member Posts: 2,133

    My killer experience is about the same as yours. It's generally 0k or 4k. There's little in between and I kinda hate that. My ideal match is a 2k or 3k. That feels like an even and fair game. My main is also at the target 60% which also feels right for a fair player.

    I believe the finisher mori has absolutely increased kill rates. Before it was implemented, I got a good amount of mercy hatches and killers who wanted to goof around. I still give a lot of mercy as killer but if I want it myself, I have to be very endearing or funny. It's become super rare and that's kinda depressing. I like when those barriers come down. I think it's addition was one of the worst changes for the general vibe of the game. And yeah, it's absolutely altered the stats.

    I also think the survivor changes probably won't do much against the most misery-inducing killer-players, despite the loud voices crying ALL KILLERS WILL QUIT THE GAME. For the killers I play, the basekit changes are a buff and I do actually expect them to help me, a mid player using mid killers with fair tactics. But I don't think the survivor stuff is going to help as much as I'd like it to. 90s is a long time on the ground. I've had killers who've hovered over me and waited for me to bleed out for four minutes and maybe it will help those extreme scenarios, but more likely they'll just hit me again. And people who tunnel at 5gens will still do it. I don't know how you change them, and they're the real problem.

    I imagine they want to see what happens with kill rates and then address more killers after, like how they're reworking Myers. I know everyone lacks faith but they're doing a lot here, and they're always doing a lot, things just get rushed with deadlines and squeezing money out of IPs. I'm looking forward to seeing future reworks for lower tier killers.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Yeah, but they needed to winback as many people as possible as soon as possible, and what a good way to do so at the risk of putting the rest into a state of uneasiness, to say the least. People have been hungry for solutions, and this patch theoretically provides solutions to many problems the community has been vocal about. It absolutely should have had both less time before the PTB and had more details about the other stuff, but having a few days to simmer means that people will again hunker down on their preconceptions, making them less likely to consider the overall impacts of the changes without being forced to experience them firsthand.

    The people claiming the stuff like the "last hooked" notification and the token buffs to "not tunneling," are going to offset everything else are the same as the people who claimed things like basekit bt were going to offset the entire overbrine meta. Its too early to tell both in terms of raw numbers, adjustments to the surrounding mechanics, and their overall implementation.

    Thats why I hope people don't get into their own heads before we even get everything, and stay out of there after we do. I'm in the pessimism camp more from distrust and pattern recognition than out of bias, if I'm honest. Maybe thats why changes that objectively pander to the role I play most still feel like they will inevitably cause problems.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Oh, I believe you play killer. I never doubted that for a second. I think you're probably very, very good, too. So good that you have become very detached from the actual killer experience for ppl who haven't dumped 20k hours into the game.

  • Brimp
    Brimp Member Posts: 3,551

    Killer queues pre 2v8 were borderline instant and killer had the incentive for like 80% of the day and night in NA East. Survivor queues on the other hand were climbing to the point of being nearly two and a half minutes on a friday night. Like the absolute PEAK of gaming time of the week and survivor queues were long. I even queues a couple times and my queue times as solo q were like 1.5-2 minutes.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I believe it. Once they hype for Springtrap died down, queues went back to normal.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    They are indeed doing a lot, its very ambitious. The issue with overambition is, like you mentioned, things like deadlines and squeezing money out of IPs exist. Looking back at the comment about 90s being a long time, think about killers who have slugging built into their kit, like Oni or the Twins. The timer has been presented in a way that assumes it will be consistent in both growth and a lack of resetting, which means people are assuming that it will count up every second a survivor is on the ground, and cumulatively build up regardless of number of times downed. This would essentially put a "down limit" on killers like the Twins or Oni, because they generally need or want to leave one survivor on the ground for a short period of time. This also gives the killer yet another thing to mentally track, as they will need to know whether a survivor could potentially pick themselves up before they can reach them, with a growing potential as the match goes on and more downs are secured.

    So now your average Twins player needs to keep track of: each player's amount of time being downed throughout the match, in a presumably non-resetting fashion regardless of not slugging any more than their kit is designed to force. Victor can situationally help with keeping track of where they go while beelining to them, but they can recover while crawling without even needing to try so they will pretty much never stay in his proximity even when someone is there to kick him. The Twins will have to keep track of hook counts for everyone mentally (like usual,) but now will be punished for killing anyone before 6 hooks, making mentally tracking hook states arguably more important than it was when people purposely used it to tunnel players out, yet the best they get is a notification of which Ada or Ace was the last one they hooked. This is on top of everything else, just the changes (as they have been presented so far) and how they apply to that specific killer when introduced all at once.

    When changes like that affect a single facet of a role, that can be a bit more forgivable. Mess up a perk or killer with an update? Sucks, but there is still plenty of game to play without them. But once you start messing with things like the act of hooking and killing survivors, you need to be extremely careful with those changes as the game relies on them to function. This is why the importance of getting things right on the first try is so high, and why I compare it to 6.1 when many people found the game outright unplayable due to oversights with specific changes amongst a tidal wave of other ones.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I was gonna post something similar. Not to glaze him too hard, but Pulsar is someone I've always enjoyed seeing post because he's knowledgeable and about as unbiased as one can be with DBD.

    (You too btw but I don't know that I'd call you unbiased 😝)

  • cogsturning
    cogsturning Member Posts: 2,133

    Twins need a rework anyway and they'll probably get it. I think the three people who main them just weren't heavily considered over the health of the whole game.

    I think killers need to see hook states now, with the most recent hook highlighted. The whole reason it was hidden was, I assume, to avoid targeting. Now it would be the opposite: to help with spreading hooks. I also think different color auras for different survivors that reflect a border color on their HUD image might be a good idea. The game is gonna have to be a but more handholdy if they want killers to spread, because expecting people to remember anything is too optimistic.

    But I think we'll see a ton of changes before things go live, and a ton more after. It's going to be an evolving process but people are already mad and it doesn't even exist yet.

  • CLHL
    CLHL Member Posts: 428

    My intention was not to accuse him of anything, but it becomes very confusing when I have seen him argue against console players from having aim-assist on the Singularity, defending Made For This on release, or not show a single complaint about survivor perks that have been in a bugged or game breaking state for months. I mean, he mostly play as a killer, he suffers through all that but never has nothing to say. While, on the other hand, he has long discussions throughout the forum defending the concerns of survivors. It's just weird, and even extremely annoying.

  • Firellius
    Firellius Member Posts: 5,441

    I've got pro-killer takes too, they just never come up because no one talks about any killer issue outside of 'sometimes I lose'.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    I think killers need to see hook states now, with the most recent hook highlighted. The whole reason it was hidden was, I assume, to avoid targeting. Now it would be the opposite: to help with spreading hooks.

    I've been asking for this ever since survivors got it on their HUD. When I play killer, I often spread out hooks and even avoid killing anyone. And I can't always keep track. Sometimes I lose count or I get distracted and don't realize someone hit second state. I've been accidentally killed by friendly killers before because they lost track. Tunneling killers never needed help tunneling: keep going after the same survivor until they're dead, the end, no HUD info needed. Killers spreading hooks have always been the ones who would benefit from the info.

    Now killers get a penalty for killing too quickly and still the info isn't on their HUD? What sense does that make? It's like purposeful sabotage.

  • cogsturning
    cogsturning Member Posts: 2,133

    I think the only argument against it would be if there are two people in front of you and you look at the HUD and see one has two hooks and the other has none and you go for the one with two. Like it helping you target someone isn't great. But with the changes, there are now more positive than negatives.

    I've also had similar experiences with friendly killers, and I've accidentally killed people who went second stage without me knowing. I always feel really bad about those. If I pass by someone and see they went second stage I will stand there until they can unhook and then I'll leave them be. I cant stand crappy teammates, so that's info I want.

  • Ryuhi
    Ryuhi Member Posts: 4,414
    edited August 31

    The twins do need a rework. They had one, and it was full of oversights like the ones that will affect them with this update. Their rework was so bad that it needed to be rolled back.

    The Twins are one killer. That makes them easy to ignore, since the game functions without them. These changes affect Every single killer if non-linear ways. They will all have varying impacts from these changes, so much so that many of them are allowed to be disabled in customs to prevent an exodus in areas like comp play. They know these changes are going to affect a LOT of moving parts, so much so they've even coded in a contingency in case they need a shutoff. They are basically acknowledging that there will be oversights, so honest feedback from all players, regardless of side, is going to be extremely important once people have their hands on it.

    As for why I have so little faith, look at your aforementioned hook counting. The excuse was always that a hook state counter would encourage tunneling. Now that they are actively punishing killers for tunneling, regardless of intent or even how strictly you define it, they instead put in a little notification of the last person you hooked. In exchange for removing the hud info and notification regarding their unhook. They had every opportunity to appease both sides with such a simple consideration, but they instead gave a lesser version while removing internal organs as compensation. Even if they keep the notification removal stuff, they have absolutely zero legitimate reason to not give killers a hook counter on the hud with these changes. They would only prevent accidental tunneling in cases like repeat cosmetics or just losing the mental stack. But its just not the type of consideration to expect.

  • Abbzy
    Abbzy Member Posts: 2,110

    For me in day survivors que time is fast and killers is few minutes and in the evening survivor que time is 5+ minutes and killer que time is like 1 minute, depends where you live and what new chapter brought or new game mode like 2v8,lights out etc.

  • Ryuhi
    Ryuhi Member Posts: 4,414

    I get it, but again, I don't see reason to consider him disingenuous. People often engage more with opinions they disagree with than ones they agree with, and when you play both sides its completely valid to focus on a side you don't play as much if you see opinions about it that clash with your own. There are certainly people who pretend to play one role while being disingenuous about it, but even when you think thats the case, better to just ignore than drag it out into discussions.

  • Abbzy
    Abbzy Member Posts: 2,110

    Because most players play duos and in 2v8 its way funnier to play and team as killer than survivor so no surprise killer ques are 20+ minutes and survivors is almost instant. People would love more to play as wesker and nemesis togeather than two megs which they can do in 1v4.

  • Pulsar
    Pulsar Member Posts: 22,932

    Aim-assist is not a replacement for proper aim settings.

    If MFT was busted by giving 3% speed, so are other Haste perks.

    I was massively in on the Streetwise debacle. Most of the time I don't bother with bugs unless there's some broader issue with them. If I complained about every bug, I might have 100,000 posts.

  • CompetitifDBD
    CompetitifDBD Member Posts: 842

    It's not uncommon for killer mains to have an average kill rate of 70%.

    Where did you discover this fact? Not saying you're wrong necessarily, I have a lifetime 80% killrate and a 60% escape rate cus I solo queue, but thats cus I have 11K+ hours, I'm super skilled and very experienced in game. Behaviour's target for killrates encompasses all players, including the inexperienced ones.

    The concept of "win streaks" should never be possible in a competitive pvp game with mmr.

    What does Winstreaking have to do with killrates? You're acting like the perks you're about to see are gonna be different than the meta.

    The game just became an ego boost for killer mains where survivors were just supposed to be punching bags for a killer's enjoyment.

    That is literally the entire concept if killer in this game. Survivors quite literally are punching bags. Idk what ego has to do with the core gameplay machanics but sure, whatever makes you sleep at night.

    Survivors no longer wanted to play and were leaving the game in droves.

    This is a straight up lie that you pulled outta your ass. Survivor is the stronger role, theres no need for any survivor mains to quit. Things have only gotten worse for killer since the FNAF patch.

    The devs are finally taking action to level the playing field, and now killers will finally see what their true skill level is.

    This is not "leveling the playing field," its catering to bad survivor players, in the form of making strategic tunneling and short term slugging punishing. Some of these changes are very healthy, like hiding the hook status, lingering icon and the elusive status effect. For slugging, automatic recovery is good too for newer players. Whats not good is the fact that it takes 90 seconds to get basekit permanent unbreakable and a growing in power tenacity. As well as going for someone you hooked previously, even if its way later and you happen to kill them (whether they kill themselves or last ages before finally dying), you get severely punished for by not being able to defend gens by any means AND survivors get basekit gen speed increase if you haven't accumulated half your stages. Not to mention this machanic nerfs killers who have secondary methods of killing survivors by alot, specifically Ōnryo and Pig. There are ways to fix these super broken punishments, but thats a post for another time. Right now, we need to explain to you why no killer player is in favor of these changes.

    In the long run these changes will make the game more enjoyable for everyone though, except streamers who can't boast about 1k win streaks anymore.

    Definitely not for any killer other than the top 5, thats for sure. Again, what do Winstreaks have to do with killrates? They're running perks in the game and tracking their wins, whats wrong with that? Its a popular viewership strategy for social media, its not like people play any different, or I guess for you every person running pain res + dms + grim + pop is Winstreaking right? No, those players feel the need to run that because of how bad gen speeds are majority of the time, which somehow basekit corrupt or deadlock hasn't been made a thing all these years later while various gen speed perks and toolboxes exist.

    These are the reasons why you are wrong about this patch, and the reasons why killers are saying that its "over for killer" because it quite literally is going to be the end for most killers. Killrates will drop even more than they already have, survivor only keeps getting better and better with each health initiative change.