http://dbd.game/killswitch
Punishing killers for completing their objective?
Comments
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lol that goes out the window with current gen speeds it just dumpsters the bottom half of the killer roster and just makes the average survivor gods gift to dbd (which they shouldn't) and killers are going to quit
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Exactly this. Except it won't just dumpster the bottom half, it'll dumpster the bottom 30 killers.
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Fog Vials
The great example of how poorly things are handled in this game. The fog items were buggy in events, and they were buggy in the PTB, and then they were released to live. Some of the reasons the fog is too strong have to do with bugs and inconsistencies across maps, but those issues weren't fixed. Instead the Fog Vials were nerfed so hard they're just more clutter on the Bloodweb.
In terms of these proposed changes…
This is the most unintuitive game I've ever played, and they're about to add some of the most unintuitive mechanics possible to the game. How are they going to teach these things to new players? How are killers supposed to understand these new complicated mechanics on top of all the other unintuitive aspects of DbD? I used to advocate for a better tutorial, but I don't see how anything less than a college class could teach new players to understand gen pressure, looping, anti-facecamp, anti-tunnel, anti-slug, perks, powers, items, and add-ons. And I don't mean getting good at those things, I just mean understanding the basics.
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didn’t want this either. Really didn’t. But the moment you play something weak, people stop respecting you. You’re not even the killer in that match anymore. People chase with me to the hook. People farm their teammates right in front of me, just because they want to keep the pressure on their side: time efficiency for survivors, u know? No one on their team ever has to leave a gen. And then two gens pop -> because the guy in chase already farmed, so nobody else on the team had to ‘waste time,’ and I lose so much pressure because of that. And now I’m not allowed to get that pressure back by tunneling?
And what about the person who tries to sabotage the hook right in my face -> if I manage to stop them, one person is hooked, another is slugged next to it, clearly bad plays, down-next-to-hook situation… and I as killer ‘amn’t allowed?’ Out of jail card for what?
Or take my Nurse match in that video on page 1… people don’t even respect Nurse anymore. That Yun literally tried to go for a flashy save on my very first down on Alucard (they were ALL swarming me, hello, I’m a Nurse?). Felix was there with a flashbang, Claudette ALSO there with a toolbox to sabotage the hook if needed. But yipp, I’m supposed to give that group their fun time with me when I’m playing a normal M1 killer – and then not even be allowed to slug or tunnel? Sabo, flashbangs, double Background Player, and the whole team stacked right on top of me just to deny the first hook.
I mean, luckily I was Nurse that game. I could do Nurse things. :D But… why am I the one who’s supposed to be punished as killer, and not the survivors? Bad positioning, all grouped around the killer, the WHOLE team, the killer has insane snowball potential there, and he KNOWS no one is on gens – but the killer isn’t supposed to tunnel? not to slug?
That’s supposed to be the punishment for those high-risk survivor plays when they fail. Not some ‘I get out for free’ card.
… I honestly hate this community by now. That’s why it’s not even hard for me to go all in with the current state of the game. Any lobby, whatever, especially with the next updates. Why no punishments for insta-unhooks? For chasing to the hook? For running greedy right in front of the killer? I mean, how many downs do you think you should get… especially against SWF, where two people run chase builds and the other two support builds with Shoulder, Babysitter, Reassurance, whatever… and someone literally decides to chase me, the killer, during the FIRST chase just so their teammate with the support perk doesn’t get targeted, or to set up Deliverance or whatever… hard bodyblocking me already in chase one. That guy farms his mate instantly, but I’m not supposed to tunnel? Even though the dude who just farmed clearly isn’t doing gens right now.
I just come from a different time. Back when I started DBD, you usually had ONE chase. One chance
Uhm… but… but… I was new once too. Like the survs that are xrying all the time now.
Sure, back then we had boosted maps, omega loops, infinites, all the good stuff, but when I was completely new, you think it was any different for me than for new players now? I also didn’t know how to use the things on map properly. I was just new. Like many players today.
And back then there was old Nurse, no recharge, with omega range addons, Huntress with multiple insta-down hatchets, red Moris and old facecamping (like real facecamping). You knew you often had only this ONE chance. And then: direct facecamp, insta Mori, and you are out. There was insta-saw Billy. Sure, there were old brand new parts, the old hatch, but still situation was: one chase… one chance. Then RIP.
And as new player, you also didn’t know instantly how to use old omega structures. Killer was threat back then. So you learned game. Not by super stealth (I never was uch into stealth), but by thinking about your positioning, your movement, your camera control, your overall gamesense. Not 'I stay until last second on gen, killer coming'… not 'I never learn how to use pallets/windows/resources around me'. Back then you had to, more than today, where more second chances exist.
Sure, old DS existed, active without hook, but only obsession got insta DS. Others had to wiggle first. Killer knew, and dropped you on way to hook. So yes, back then often many matches: one chance and you out. Versus Nurse no recharge + omega range addons, old insta saw Billy (I miss him <3), or Huntress with multiple one-shot hatchets. Like I said, one attempt, one chase. That’s it.
You didn’t have so many second chances as today. Sure, survivor back then was boosted like crazy. But you were new, everyone was new, everyone had to learn first. And you learned. Because if not, many matches you went down once, one-shot, insta out. And only after you learned you realized what you actually had: boosted tiles, boosted items, old insta heals, old insta blinds, old exhaustion perks… but before that, you went through hard school against stronger killers than today.
And even when you started to understand maps, the tools you had… then things like prayer beads Spirit came into game. You had to deal with positioning, develop gamesense. How many people today have hundreds or thousands of hours and still don’t use what they have?
…but at the end of the day it’s always the same: ‘BHVR pls, we played super bad but now we want our freebies
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They're not. BHVR doesn't care about new killer players. Look at the perks available for free without grinding for Survivor, then look at the free perks for killer. Survivors get half the meta for free. Killers, iirc, don't have a single meta perk that is free. You have to either grind for an insane amount of time to unlock someone like Artist, or you have to spend money. Meanwhile, Survivors are getting Sprint Burst, Botany, Self Care, Lithe, Dead Hard and Unbreakable, just off the top of my head.
You could play survivor and have a meta build in a day or two without ever spending a cent. You'd have to grind for months to do the same with killers.
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It's taking away the killer's ability to punish survivor mistakes.
Question: What repair speed bonus would offset a dead survivor?
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Question: When do killers get basekit buffs for completed generators?
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They already do.
Answer mine.
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I started playing in 2018, so I remember a lot of that stuff. Different times.
I'm not perfect, I'd never claim I am. I'm still learning, and in some areas I'm pretty sure I've plateaued because I'm a casual player. I accept that, I don't expect the game to change itself because I have difficulty using what resources the game gives me. What needs to change is SBMM, which puts me with teammates who are way, way worse than me. And I mean teammates who are so useless and only exist to sandbag others to the point where, if I let them die, the match goes better.
SBMM is the game's biggest problem. BHVR is making huge changes to other stuff before fixing that, which is like building on top of a faulty foundation. The house is wobbling so they keep adding fancy new pillars and arches to hold up the second story better but the foundation holding up the first story (which is holding up the second story) is still wobbling. If and when they finally get around to fixing the foundation, there's no guarantee the other stuff they built hasn't cracked and deteriorated because it wasn't properly supported when it was built. And now they have to change or outright tear down all the stuff they added when they should've been working on the foundation in the first place. It's a waste of time and money and effort, and it frustrates the playerbase who is going to have to roll with the changes but is not going to ultimately be happy because the thing really causing a lot of their problems is still broken.
You'd have to grind for months to do the same with killers.
Every time a killer is removed and the perks go general pool, I then see them so, so much more. That's not a surprise, obviously, but it does show that yes, good perks being free and easily accessible is a huge factor. I know BHVR needs players to spend money for the game to survive, but killers get the short end of the stick here. Survivors probably buy more cosmetics than killers, so instead killers have to buy their kit. Which sucks when you're the one against the four. People argue about the best killer (Nurse) being available for free, but I play on console, and on PS4 and Switch… hahaha no. Killers who require fine motor control but handle like a bus with a framerate that would make some people cry are not good options. Analog sticks and triggers are not good for frame-perfect adjustments, especially when the opponent has anywhere from double to quadruple your framerate.
… there's a reason I've pretty much stopped playing killer. Doesn't mean I think killers should be forced into playstyles like NPCs, though.
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Why do you think so much stuff gets disabled when the exit gates are powered?
Now answer the question.
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Lol. That's not a basekit buff. That's them deactivating an OP perk so they don't have to actually nerf it. Killers lose the ability to use Nowhere to Hide in the Endgame, too. Is that a survivor buff?
Dude's over here acting like DS deactivating in endgame is the same as rewarding players for losing.
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It improves the killer's ability to secure kills by clearing obstacles.
You gonna answer the question or keep treasuring your rage?
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Lol. Just like making NTH unable to be procced is improving survivor's ability to hide by making it so the perk can't procc.
I can do this all day.
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Dodging, you mean?
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Dodging what?
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You mean if the tantrums and collective pity parties killer mains are all throwing each other based on untested text in a forum post gets us sent back to the same lame survivor experience we've had for years now? You finding that funny is exactly why tunneling can't just be fixed with a carrot, it needs a stick too.
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it's not different from other games you just play and learn with experience… many games are more complex than dbd
if these changes go live the new meta should be spreading pressure and suboptimal playstyle will be focusing one guy, still possible but nerfed, just anti tunneling mechanic doing its job
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His question.
Quote: Question: What repair speed bonus would offset a dead survivor?
Its a discussion forum. He answered your question. If you just want to troll let us know so we can stop engaging.
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thank you survivor mains for the pretentious answers, but no you haven’t been “getting punished” for doing the objective. Sure they implemented a slowdown because if you could stack up and do a gen in 20 seconds the game wouldn’t be fun for anybody.You're factually wrong. Survivors get punished for doing their objectives, people have provided multiple examples in this and other threads.
You think those examples are good and that what BHVR will be instituting is bad.
And you can discuss that, though it would make far more sense to wait for some actual numbers. But a lot of people don't want to get into the nuance of the balance of say a 10% basekit Pop vs the potential of a 15% gen increase in certain situations.
Because that's a boring and complex discussion. People want to rage (I get it, its fun, and I think BHVR is thrilled when they get 'passion' like this). They want to act like they are being singled out and BHVR is playing favorites. They aren't. They are trying to improve the game. They've done it many times in the past and, sometimes, they've screwed it up.
And people can, and will, discuss all of that. During the PTB, after the PTB, for years afterwards. But it won't be nearly as exciting as getting to claim that you're being single out and victimized.
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It is basekit. Endurance off hook, AFC, and these new anti-slug and anti-tunnel changes all deactivate too. The perks also shut off like you said, of course.
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many games are more complex than dbd
I'm not talking about complexity. I'm talking about it being unintuitive.
it's not different from other games you just play and learn with experience
Maybe it's different for each person. DbD is nothing like other games I play. I learn a lot while playing other games. I learn a little bit about DbD from playing, but I learn most from reading the patch notes and wiki and watching other people play on YouTube and Twitch. The game is not intuitive. For example, the intuitive/obvious way to play killer (focusing on a single target and then focusing on the next target) is not the way the game wants people to play.
Maybe it's just me, but there's a lot in DbD I wouldn't have learned through playing.
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uhm… bside that..
In a 2v1 situation, hatch is about to become a hot topic again once EGC kicks in. Before that, survivors still get their anti-slug, so the real question is: how much ping-pong between the last survivors are we gonna see? Like… how many times do killers have to pick them up, let them stand, smack them back down, let them crawl up again, and REPEAT… and REPEAT… just to stop a free hatch escape?
"nurse u doog.. report .. REPORT!" .. xD
We already see in 2v8 how people hate being yo-yo’d back onto the floor over and over until everyone’s finally down long enough to actually secure the hatch denial. It’s gonna be spicy out there after this update, that’s for sure
gonna be wild :D
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I'm a little late to this response, but I think it's a very good example of how people's perception of tunnelling is consistently pretty off base. Shooters are a good genre to call to here, because while they're obviously not the same, there's some good allusions you can pull from to talk about this problem.
So, shotguns. In this analogy, shotguns aren't tunnelling - shotguns are a contentious and potentially overtuned legitimate core mechanic of this hypothetical shooter.
Tunnelling, by contrast, is not a legitimate core mechanic. It's a balance problem- survivors are left very vulnerable after they're unhooked, and that means a killer initiating a chase on them is gifted an easier chase by virtue of the survivor starting right next to them and already injured, without the killer needing to do anything special to achieve that easier chase, and with the survivor largely being left to defend themselves by being flat better than their opponent by a huge margin. Free value with little counterplay because a killer is trying to avoid the core gameplay loop + wider macro gameplay- very straightforward balance problem.Where does that leave us with the shooter analogy? Simple: It's spawncamping.
In a hypothetical shooter game with analogous problems, we'd see a game where players spawn in predictable spots that have little to no cover. At the beginning of this hypothetical game's lifespan, a player could choose to set up next to the spawn and just pop heads as soon as they load in, before that other player even got the chance to regain control of their character.
Then, a while after release, the developers go for a subtle and gentle fix: You can't take damage until a full second after regaining control of your character. Better, for sure, but… well, if someone's already posted up watching the spawn point, they can delay shooting for a second and you're still basically screwed.In this hypothetical game, this hypothetical change would help lower the level of accidental, incidental spawncamping from players who don't actually know where the spawn points are and just blundered across someone spawning in as they roam the map, but doesn't do that much for most players if their opponents wanted to do this from the start.
So, now the developers are trying something else. You're immune to damage for a lot longer after spawning in and gunfire during that period pings the shooter, so it's actively a bad idea to go for spawncamping and you're encouraged to stick closer to… I don't know, objectives or major structures, the analogy does sort of break down a little this deep in, but you get the point.
In short, a big glaring balance problem does typically require big glaring fixes. It's not like players having access to an overtuned legitimate tool where you can tune its numbers and other balancing factors, and it's not like players ending up in frustrating gameplay dead ends you can subtly direct them away from… it's a flaw players are actively exploiting. You kinda do have to go pretty direct to fix something like that.
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yes.. exacly this ! :/
I’ve been saying this for weeks, man. We don’t need anti-slug or anti-tunnel. We just need working MMR.
Half the time the match is doomed before it even starts, ‘cause the lobby throws in 2 survivors that are way too weak for my lobby. Then I go 100% as killer, but those 2 aren’t even bringing their 25% each. Not even at the beginning. Suddenly the whole team is already handicapped.
And then they go crazy fast down.
And the moment this crazy fas down happens..
- good players gotta take bad positions,
- they end up eating hooks,
- pallets already wasted,
- anti-gen perks hitting harder.
So it’s not 25+25+25+25 vs 100 anymore. It’s more like 5 + 10 + 15 + 25 vs 100.
- 5 = the insta-down guy at the start
- 10 = the player who farms an unsafe unhook or just runs in the open
- 15 = the decent player trying to salvage the mess, taking hits to help teammates but his full 25% potential gets nerfed by having to cover for the weaker players
- 25 = the one desperately pushing gens and trying to do the team objective while the rest of the team is dying.
vs 100
100 = me as killer, capitalizing on every small mistake the survivor team makes and snowballing from that.
Fix MMR first. Everything else is just putting shiny decorations on a house with a broken foundation.
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MMR isn't going to fix tunneling or slugging. New/low MMR Killers will tunnel and slug because they don't know how to handle their power/aren't familiar with the map or mechanics, etc. etc. High MMR players tunnel and slug because they feel their opponents are too skilled to beat by playing fair.
And Killers at any MMR level will tunnel and slug because it's the easiest way to win. No MMR adjustment will fix that.
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it would make far more sense to wait for some actual numbers.
Wait for numbers”…
But is it really just about numbers? Even if BHVR handed killers some kind of bigger advantage to win matches (which won’t happen, because the so-called buffs killers get are a joke compared to what strong groups squeeze out of their “goodies”)… Even then, the killer gets punished simply for not sitting back and watching a survivor team play ULTRA bad and make awful mistakes, without reacting to it. Survivors get to walk away from situations completely for free, where they absolutely should’ve faced consequences for their garbage playstyle – just because the killer “isn’t supposed to.”So what now, the killer isn’t allowed to actually be a killer? Or to be smart? The logic behind this is insane. Survivors keep getting more tools to play badly without consequence, while killers get punished for reacting smartly. That’s wild. No other PvP game works like this – you don’t give bad players a boost and a bunch of cotton candy while shackling the ones who are actually playing well.
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And? That’s always been the game. Learn it. Learn to chase. Hold the tunnel. Buy your team time. If an opponent on equal skill tunnels you: take the fight. Fight back. Especially when a bad killer tunnels a bad survivor — that survivor learns a lot about the map, the resources they have, and how to actually use them.
That’s literally how everyone started out in DBD. Back then I even ran the old Object of Obsession for a long time — where killer and survivor could see each other permanently, no cooldown. And yup, I went down. I went down a lot. But I kept going down until I finally learned how not to, how to extend a chase, how to improve.
Getting better is part of PvP games. Staying stuck in the ‘but that’s not fair’ mindset, refusing to improve, and then demanding changes from your own unwillingness to learn
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I don't think either of our analogies are perfect but perhaps yours is closer in terms of matching vaguely defined player concepts of generally disliked things that happen in the respective games. I think the details of how spawn camping is addressed in your hypothetical scenario is completely off base though, as your example of extending invulnerability on spawn & being pinged is far more reasonable, natural/readable (especially with visual/auditory indicators), & less arbitrary than what's happening with BHVR's master plan to solve tunneling.
If I were to take your example and BHVRify it, I'd say that the equivalent would be assigning a spawncamp flag event to recently killed players, then if they're killed again by the same person within X timeframe (like, 20 seconds in a TDM CoD match, which would be too much given the pacing of the game), that person who killed them gets half the kill points for the rest of the match on anyone (consecutive death hook change). Then, on top of that, the teammates of the "spawnkilled" (remember, 20 second or whatever flag) player get more double the points for their kills (or I dunno, free scorestreaks) for the rest of the match (6 hook state change). Throw in some wallhacks & speedboosts that trigger on fresh kills all the time.
So basically everyone just gets arbitrarily punished or rewarded for people just playing the game normally and running into oopsie scenarios that trigger the "spawncamping" event…except that'd actually end up kind of balanced at least since it's a problem that both teams would have to work around. We don't have that luxury here.
I've said it before and I'll say it again: I don't care if they really want to focus on addressing tunneling, and I care even less about addressing slugging. But these anti-tunnel changes are anti-tunnel in name only. They're anti-playing-the-game-normally, arbitrarily.
I guess if I were to try and address/disincentivize hardcore tunneling (and ranged camping, or edge cases like the library hook in RPD, since the proxy system isn't perfect either) without completely breaking the game, my first idea would be to try something like introducing survivor-controlled hook teleports. Once a match, you as the hooked survivor can choose to teleport yourself to a different hook on the map (first and struggle, or only struggle? would have to be decided). We can keep elusive and the unhook notification removal to help make the teleport work as a counter to tunneling. Would that be a perfect system by itself? Nah, can already think of a few issues, especially the most glaring one being how much it would change how killer map pressure strategy works. I think it'd be a solid enough base to work off of though, and it's a mechanic that we've already seen before with Pyramid Head & 2v8, except in this case it'd actually be a direct benefit to survivors like it's supposed to be.
But no, instead, ######### you for killing that survivor at the BHVR mandated wrong time.
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Abandon will kick in for both sides, so I don't think it will ultimately matter too much.
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Survivors don’t just abandon the match the second they gotta have a chance to stand back up, at least not in the lobbies I get. That whole “they’ll insta-quit if they go down again” is pure survivor cope.
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It activates for both sides. Both down for Survivor, 10 minutes without gen progress for Killer.
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just to stop a free hatch escape?
Or you could take the hint and contest the hatch the organic way.
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But is it really just about numbers?
Yes, it absolutely is.
If the unique hook bonuses are 50% of current charges in regression, a 10% haste for 90 seconds, and killer instinct for 60 seconds, with the repair speed bonus for a rushed kill being 10%, this would be the most killer-sided update ever.
Conversely, if the killer buffs are negligible and the survivor buff is obscene, it could be survivor-sided.
Hence the question: What repair speed bonus offsets a dead survivor?
The numbers will make or break this thing, entirely.
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And when people just sit on gens… uwhm… and what then? I’m allowed to down them, slug them again, then go look for the last one? And then they just get up for free and it keeps going? without the other person has a bit to give away his position to get the slugged one can crawl and recover and is back up? then the same again. : down and repeat. down and repeat. Whup whup, amazing design.
and even if it happen that both hide..
I, as killer, am supposed to abandon in a match I’ve already won? Ew. Sense? Logic? Hello?? Anyone home?
I mean.
that situation already exists right now. Not too bad. But as soon as I catch one..
It’s not “if,” it’s the slug that often gives you the last survivor. That’s literally how you secure the cleanup.
ehw. .. uhm..… which apparently means waiting for some random RNG black hole to spawn and then dice-rolling who stumbles on it first… in a match I already won? Ye, in what world does that make sense? Sure as hell not in mine :/
Gonna be real: a slug brings way more pressure. A hard tunnel brings way more pressure.
Chasing a fresh unhook? The team feels zero pressure. No one bodyblocks, no one risks a save, everybody just leans back into M1 simulator. They know there’s no threat, so they adapt: less healing, less resetting, more greed. Why bother helping when there’s no chance the killer actually snowballs off a mistake?And that’s the core issue — remove the fear of a hard tunnel and survivors take dumb risks way earlier and way more often. sit injured on gens, swarm first chase with all their toys. If nothing gets punished, everything gets tried.
or on the other side..:
NThe flashy BP enjoyer knows the killer puts themselves at a disadvantage the second they commit to sweating him out. So he goes super aggro on first down — because what’s the downside? If there’s no real snowball threat, he flips the coin every time.
Exactly like in my Nurse clip, page 1: first chase at 5 gens and they’re all there. One with a flashy, one with flashbang, one with sabo. Two running Background Player, three rocking Unbreakable. They only failed to build momentum because it was Nurse. With almost any other killer, that exact situation turns into hard snowball → hard tunnel. That’s just how pressure works.
So yeah, when the killer fresh-hook chases, the team gets a free pass to play super aggressiv. (even more as tey already do) N. When slugging and tunneling actually exist as consequences, the team has to respect chases: rotate, trade smart, reset, think. Otherwise it’s just four people speedrunning greed with training wheels or have THEIR fun time with the killer because they have to fear less consequences
If mistakes don’t carry hard consequences, survivors will gladly make more of them. That’s not “depth,” that’s taking the pressure valve off
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Except if an early death still severely disadvantages the survivors, the pressure's still on.
You need to get out of your tunnel-only mindset.
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And regardless—even if BHVR handed me every tool to win faster or easier, that’s not the point. I’m not BHVR’s court jester sent in to entertain survivor stacks. I’m the Killer. If people misplay in front of me and openings appear, I should be allowed to punish and capitalize without putting myself at a forced disadvantage.
That’s my job. In a match I have one task: killing. What I refuse most is this: survivors can play badly while I’m expected to stand there, look the other way, and “accept” it—then I’m the one who gets punished, even though they are the ones misplaying.
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I just want to note the upvote/downvote ratio in here.
Every survivor-sided comment is getting 4 upvotes for every 1 downvote.
Every killer-sided comment is getting 1 upvote for every 4 downvotes.
It really doesn't take a genius to figure out what's happening here, and why BHVR, well-known for balancing via spreadsheet, is making these changes.
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Cute… but you know I can’t. <3
As long as my matches keep playing out like this..
C’mon — you know I’m committed.u you know the tunnel stays.
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I've said it before and I'll say it again: I don't care if they really want to focus on addressing tunneling, and I care even less about addressing slugging. But these anti-tunnel changes are anti-tunnel in name only. They're anti-playing-the-game-normally, arbitrarily.
I guess if I were to try and address/disincentivize
hardcoretunneling (and ranged camping, or edge cases like the library hook in RPD, since the proxy system isn't perfect either) without completely breaking the game, my first idea would be to try something like introducing survivor-controlled hook teleports. Once a match, you as the hooked survivor can choose to teleport yourself to a different hook on the map (first and struggle, or only struggle? would have to be decided). We can keep elusive and the unhook notification removal to help make the teleport work as a counter to tunneling. Would that be a perfect system by itself? Nah, can already think of a few issues, especially the most glaring one being how much it would change how killer map pressure strategy works. I think it'd be a solid enough base to work off of though, and it's a mechanic that we've already seen before with Pyramid Head & 2v8, except in this case it'd actually be a direct benefit to survivors like it's supposed to be.But no, instead, ######### you for killing that survivor at the BHVR mandated wrong time.
Thanks for this.. really. I don’t want to play “am I allowed to?” roulette every chase—I want to play the game. I’m not going to intentionally ignore value the other side creates. Let me do my killer job without the morality pop quiz of “is this too mean to secure the down?”
“Nah, still not enough red boxes —guess I’m not allowed yet… .. oh but .. this person is playin clearly dump right now.. very sexy snack in the open.. wait, now I am? Lemme check the HUD first.”If a squad swarms first hook with BP/flashies/sabo and takes high-risk plays, I should be allowed to punish that. Don’t ask killers to play with blinders on. Cause → effect. You gamble, I cash it in.
Thats the game.
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And regardless—
even if BHVR handed me every tool to win faster or easier, that’s not the point. I’m not BHVR’s court jester sent in to entertain survivor stacks. I’m the Killer.It's a PvP game, you're not the only player there. BHVR has a right to set the rules as they see fit, and if the way you play breaks the fundamental enjoyment of the game, they have every reason to implement changes.
The game only works so long as it's engaging. If it no longer is, it must change.
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They can, and they will. I’ll still play the way I play under the new rules. And I hope a lot of killers follow — swaps to top killers included. Plenty feel the same: never had an issue with tunneling before, but with these changes? We adapt. We min-max the meta. Expect more Nurse/Blight.
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Have you bothered to consider that perhaps Survivors can't improve because they can't stay in the match long enough due to being tunneled out?
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Expect compensatory nerfs if you continue creating the same problems.
Like it or not, BHVR has to care about everyone's enjoyment. And that means, by proxy, you do too.
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I learned DBD getting farmed by insta-saw Billy, multi one-shot Huntress, omega-range Nurse (no recharge, 7 blinks), Prayer Beads Spirit, zero-sound phase. I got cooked, adapted, moved on. Hard to ask me for “pity” now—MMR (even scuffed) means I’m not facing day-1 babies.
What’s crystal clear to me: back then I had to learn or I didn’t get to play. Today’s survivors? They don’t see the need. Tons of hours, still playing sloppy, still refusing to improve. Maybe the old days were actually good—people were forced to learn.
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I meant you can avoid the "turns off the regression and gen blocking" aspect, since that's what we were taking about.
Without numbers, it's all speculation on the gen repair speed. But since eliminating a survivor early usually means that most, if not all gen progress completely stops then hooking 1, 1, 2, 1 is going to still nearly completely stop gen progress also.
It doesn't matter how much faster you could do a gen, if you aren't physically able to touch one. Which is why I usually say that any repair speed bonus would have to be massive, like 100%+, to actually counteract an early elimination. There's no chance they go that far, it'll be like 15%, then nerfed to 10% after outcry on the PTB. (But I could be wrong, again, still speculation at this point)
As far as keeping track of hooks, the new system literally will show you on the UI who was last hooked. I don't see how tracking hooks is that difficult, at least in 4v1. Not that you can't sometimes get it wrong, but…don't people always say that players should have consequences for making mistakes also? Why should that only apply to survivors?
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Great news: the Elusive change means they can't do anything even if they are trying to be in-your-face annoying. (And even then they're just a ghost)
Every aspect of this system is within the killers control. All of it.
If you're concerned about mistakes punishing you, they're your mistakes as the killer.
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Not every surv is bad ..
plenty of survivors actually enjoy a direct tunnel. The tunneled one gets the most interaction—the chase, first pick of resources, control of the opening. Meanwhile teammates are on M1 duty. The next person in rotation inherits fewer tiles—sometimes straight dead zones. That’s way less fun than being first in the tunnel.
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So only one survivor gets to have a chance at fun and you have to hope it's someone who enjoys being tunnelled.
Compelling argument for banning tunnelling, NGL.
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I didn’t say anything else—I just want to punish their mistakes: bad pathing, bad movement, bad reads, or straight-up greedy plays. I want to be the Killer, and I’m not doing that by playing blind or dumb.
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