http://dbd.game/killswitch
Are people really that upset about the anti-tunnel?
Comments
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It seems you don't fully understand that this change doesn't exist to balance around the best players. Tunneling and Slugging have been the number 1 complaint about this game for quite literally years. The only people complaining about this either have had 0 attempt at trying to play with it (its actually really good changes overall) or just want to make sub-optimal plays because its "what should be better". This "finish the game as fast as possible" mindset is awful from both sides, its not fun playing for 5 minutes and then waiting in lobby again afterwards because of stomps, you can look at literally every single game where this is an issue and see the exact same sentiment from all players. In the Otz clip he makes a bad decision to end the game faster and gets penalized for it. Which was not necessary at all, something I have personally explained earlier in this thread.
I am by all means a "bad killer" I am directly the "casual" player that would be affected by these changes, I go to the loud noise of unhooks, I go for the weakest person on my screen, yet in 4 total hours of gameplay I never once got the anti-tunnel punishments. Not a single time. Balancing around the high MMR players has only hurt lower MMR players, its extremely obvious this has been the case, extreme nerfs to everything survivors can use to survive over the years because they were abusable by SWFs to bully killers and make the game unenjoyable, just leading to this awful back and forth until turning the game into a 3v1 became the defacto best strat possible, and then because the "top players" started using it, so did everyone else. Mid tier players who think they face an SWF every game because of their personal poor gameplay, tunneling out your average person just trying to enjoy the game are the ones that get effected so negatively by tunneling and slugging, not high MMR players. The exact people you are trying to defend are the ones the most effected by the existence of these "strats". I have heard nothing negative from ACTUAL casual players that have tried the changes, they love them actually. They love being able to run their favorite perks without having to waste slots on Decisive Strike or Off the Record every single game because they are at risk of being tunneled out immediately once the game starts. They are happy games aren't ending as soon as the first person dies because people aren't dying until much later into the game, allowing for a much more active back and forth when it isn't a boring 3v1 watching as your team falls apart into nothingness because the game is effectively over once the first person is dead at anything more than 3 gens remaining (don't forget they have to stay in the game or they get penalized). Are these statements from first time accounts of the changes? Yes.
Acting like the single Otz clip of a killer rightfully getting punished for playing poorly (something that is extremely rare in 2025) is anything even close to bad for the game is disingenuous to the current state of the live game, killer queues are through the moon because people just do not want to play survivor, its not fun, there is no incentive to sit there and suffer acting like a punching bag in 90% of games, even with some insane bloodpoint bonuses.
Hell even with the 25% bonuses to repair speed AND the blocking of gen regressing, a 3v1 tunnel at 4 or 5 gens is still an easy 3-4k for all good killers. Nothing has changed, survivors are STILL losing an entire player, 75% total bonus repair speed across the remaining players doesn't make up for the effective 100% repair speed the extra person gives, or the existence they can even put on the map. The changes are undeniably good, if you can't see that, then I'm sorry you're blinded by the "killers need to be the most OP thing on the planet and win 90% of their games" mentality that the majority of killer players seem to have nowadays.-1 -
I agree, though we frequently hear about what 4man swfs on comms can do and how everyone should be able to compete with them. It'd be nice if the playerbase as a whole recognized that most of us are average and the game should be balanced as such.
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Frankly, this is beyond anti-tunnel.
Gens can be perma blocked past 6 hooks if you hook a survivor twice in a row and they die, even if you weren't tunneling and are trying to at least secure a kill with 1 gen left.
It's embarrassing at this point, and you may as well forget ever playing Pig or Sadako since their Mori's also trigger the gen speed boost. On top of the extra pallets (aside Haddonfield and Coldwind, thank god for those two maps getting love) M1 killers are going to be a headache.-1 -
But it's a huge leap to assume that, because Otz can do it, it's proven that ONLY Otz can do it.
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Ah but ChaosWam... we have basekit BBQ and Chilli that our 4.6 m/s butts can waddle across the map to see the Survivors aura before the gens pop!
If the gens don't pop, we get baskeit Pop Goes the Weasel, that our 4.6m/s butt's can waddle over to kick the gen while the Survivor holds W away making mad distance!
But this is all fine! Cause we get a free Clown Antidote bottle when we hook! That ties it all together and makes it all OK right?
I mean why choose Nurse, Blight, Dracula, Ghoul and Billy with their free BBQ and Chilli and their mini POP when you have this? Other mobile killers like Spirit, Unknown, Freddy and Wesker get the full POP even! But it's fine, the Clown bottle makes up for it!
Jeez I'm hot. I need to leave the forums a while...
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It's actually kinda funny how the top tiers get more value from the hook bonuses than the M1 killers.
Funny in a sad way.1 -
That is quite literally the opposite of normal game design. You always balance games around what the best players are capable of, but while keeping in mind that lower skill players. Look at any competitive game ever:
- DotA
- LoL
- CS:GO
- Rainbow Six
- Hell even Fortnite
So, imagine a world where we say, nerf the killer shack. If you nerf killer shack, what happens at high level play? Well, one of the strongest structures in the game is weaker for the survivors in a way that might make it a place you can actually mindgame on say, an m1 killer.
But what does it do against low skill survivors? Well nothing really ,because low skill survivors aren't using check spots, and watching for holes in the walls of shack to see where the killer is. Low skill survivors don't even realize what a "tile" is and probably don't even realize that the structures they are seeing from game to game are actually the same on different maps. All they see is, pallet, and drop it.
So this would be an example where, you can nerf something for high skill survivors while not hurting low skill survivors.
A great example that was actually done in DBD history was the old old ruin. The one with the skillchecks? That was an example of a perk that, at low skill play, was DEVASTATING to survivors because the low skill ones could barely hit skill checks as it is, and now they have to hit a great skill check? Or find a hex totem? When they barely even know what that is? But at high level play, where the survivors are hitting great skill checks in their sleep, it doesn't really hurt them. So this would be an example of a perk that needed a good rework to make it so it wasn't so devastating to low skill survivors, but actually buffing it at high skill play.
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Objectively it's not a lose/lose, it's closer to a win/win
Perspective plays a lot into it (objectivity doesn't really work here), but it's certainly not a win/win, since your options are: let the survivor go (literally does not benefit you in the slightest) or kill them and eat a debuff (could be advantageous to your or completely completely ######### you over depending on the amount of gens and survivors remaining). Your post also doesn't address the very simple factor that being debuffed for punishing another players mistake is just not very good design especially for a basekit mechanic.
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but it's certainly not a win/win, since your options are: let the survivor go (literally does not benefit you in the slightest) or kill them and eat a debuff (could be advantageous to your or completely completely ######### you over depending on the amount of gens and survivors remaining).Otz's options in this scenario are:
Slug the survivor, taking them out of the match for however long the slug timer is.
Eliminate the survivor and loss the ability to regress gens, but not have a survivor to deal with.
Either way, the killer benefits from the mistake (i.e. they win), not just to the same degree they do currently.
Your post also doesn't address the very simple factor that being debuffed for punishing another players mistake is just not very good designespeciallyfor a basekit mechanic.People hate tunneling. It is one of the most frequent complaints about the game. It's not a good game design that relies upon a guessing game of who has what perks whose effective counter is incredibly boring, especially given how much a part of the game it is.
Whether or not BHVR's approach will address it in a way that is overall better is a subjective guess at the opinions of millions of players around the world. But that there is a massive problem with their game design and they are trying to address it also needs to be taken into consideration.
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Because playing DbD is literally Otz's job? Do you really expect anyone else to grind their lives away?
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Don't people constantly tell survivors to 'git gud' too?
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It's not what all I can think of. It's all I saw in multiplayer games with a compeititve element in it.
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"Git gud" is the only word and argument this community knows, it's not news. Once again, if people love this patch simply because they love the idea of abusing their opponents, they should just say so. Not pretend like they care about the health of the game.
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Admittedly I hadn't considered the option to slug in my previous post, ironically enough it's probably the best option to avoid eating the debuff, despite the devs actively trying to make it not a dominant strategy, so fair point on that. Also, I'm not talking in regards to the Otz video, I haven't watched it. I probably should've been more specific to begin with: my issues are specifically with the combined repair speed and anti-regression/blocking that can occur at 5 hooks, especially the repair speed (I honestly don't even kick gens all that often due to the way I play pyramidhead).
People hate tunneling. It is one of the most frequent complaints about the game. It's not a good game design that relies upon a guessing game of who has what perks whose effective counter is incredibly boring, especially given how much a part of the game it is.
I have no qualms with the concept of anti-tunneling, I take issue purely with these specific choices they've made. I especially take issue with the fact that it very easily punishes and affects killers who don't bother tunneling at all, and can punish them quite harshly. My playstyle is literally to just chase whoever I run into first, which is pretty much the default that the game is built around, but now if I run into the "wrong" person too early I've gotta change up what I'm doing because a bunch of other people are tunneling off hook at 5 gens. Obviously there's a bit of hyperbole there, but you get the idea.
These changes are also an absolute mess for somebody first learning the game, "your job is to kill the survivors! see that one that's almost dead? don't kill him, go make sure a different one is almost dead, hook another one, and then kill one of them!" I sure as ######### wouldn't have gotten into the game if these mechanics were there when I started.
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Yes, because I said that. Can every player on the game in theory play any game on an E-Sports Championship level. Sure, and we might get through a patch without a Pig Nerf and all her bugs fixed But most of us are not out there winning hundreds of thousands of dollars a year playing video games and no game should expect us to play on that level and there are Pig bugs (sorry, features) that have been in the game since 2021, not to mention new ones.
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Then you might be very unlucky ro you constantly look at the wrong places. When playing with the Pig crew, we never try to "ego over" each other or the killer. We are just trying to have a good time. Dying? Happens. Surviving longer / shorter than the others? Happens.
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You're not getting it. It's not proof that that's the minimum skill required to pull it off.
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Minimum skill or not, it's still punishing the killer for not ignoring them when survivors do something stupid. NO GAME SHOULD DO THIS. Otz's ability to still win has no bearing on this.
As I and others have said before. Most of this I am okay with. It's the PUNISHMENT parts at the end that I have a problem with, especially the no more regression or blocking part.
Even the 25% bonus to generator repair speed I could deal with (though that number might be a bit high) but again, it's the punishment for hooking the same survivor back to back rather than just letting them keep working on a generator while you go look for someone else. Yeah, you can slug them but aren't we supposed to not do that anymore? Make up your mind!1 -
The blocked regression needs close examination, but the 25% repair boost is not a punishment, it's a reduced reward. You're still coming out miles ahead with that kill, just one mile less.
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Just like anti-camp was for facecamping and not proxy camping, the anti-slug is for excessive slugging and not strategic slugging. There's a reason it unlocks at 90s. The pinned post from the devs even says as such, acknowledging the necessity of using slugging in certain situations.
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Thank you, now i think you are finally starting to understand where I am coming from. The bonuses to repair speed aren't the biggest problem I have, its them coupled with the hard no more regression penalty. As long as they get rid of that part, I am fine with the repair speed buff (not saying I like it, but I understand it and can work around it, even when I am playing Pig with zero gen regression perks, as I normally do.)
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Except it does affect strategic slugging... and even forced slugging.
I used to use Tenacity regularly as my favourite perk to slink away from being slugged by the killer. You would be surprised how many situations Tenacity made a big difference for me in a trial, and how many times I wished I had it when I didn't bring it... and no very few of those situations were the 'problematic' slugging. Now it's base kit, and you can slip away, its not exactly a wrak thing... but it was mitigated by the fact it needed someone else to come and pick you up.
Now that requirement isn't there. If it was 90s every time, then fair enough, but it isn't, you get Unbreakable after it's filled one time. Even that might be somewhat manageable if it was a single instance of 90s slug to unlock... except the effect is additive, you don't need to do it in a single instance, whenever you are slugged, the bar is filling.
Even this might be OK, it is was always the killers choice to do it... I mean it isn't good already, bit that would at least be a conscious penalty to the killer decisions... except sometimes as killer you have to leave a Survivor slugged, such as if they go down under pallets and teammate is nearby... its additive. Ive watched players using Plot Twist, Flip Flop and Power Struggle with a teammate nearby to ensure the killer can't pick up, and even if they drive them off... they get stunned by power struggle. The same concept applies even without Plot Twist. This is a little niche but again, the effect is additive, and once Unbreakable is unlocked, this strategy gets even worse... it inly needs to work a few times and the killer is in limbo with no response unless they are a highly lethal killer.
Thats a little niche but for a more normal scenario, let's say the Survivor pulls off a sabo save... wiggle progress doesn't reset... so what does the killer do? Survivors won't come pick them up, cause they gain a buff by staying down and they can stay on gens. The killer can't pick without being stunned, and actually is kinda forced to pick up and eat the stun to avoid giving them basekit Unbreakable. No one has given me a counter to this to date.
So this set of changes isn't just a nuke to mass slugging, it's a nuke to all slugging... you can't slug... so God help you if you are Oni or Twins.
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It's a good idea to start punishing it but 6 hooks is kinda crazy, honestly if it was just the generator speed I think it would be more okay and not blocking the gens cause I don't think anything should make your perks not work… besides maybe endgame collapse but I think they should work there but that's just me lol.
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I don't like the changes because I feel they're very heavy handed, especially because the punishment for engaging in what the game treats as tunneling is pretty nasty and doesn't take into account enough things.
Tunneling the first survivor you find at 5 gens left is definitely bad and indeed ought to be penalized. However what if the survivor you last hooked is working on a gen and it's late-game? Why should you be punished for hooking them when they're progressing the gamestage?
I also do not like how the system interacts with Sadako and Pig. Both of these killers have ways to kill a survivor without hooking them, tied to a side objective. Why is the killer punished for a survivor not doing the associated side objective? If a survivor gets downed by Pig, given a RBT, rescued from hook, and they pound gens out until their trap detonates, why is the killer saddled with a 25% repair bonus for survivors and can no longer kick gens?
With Sadako it's a bit different because she can apply more "pressure" to progressing the kill condition via teleporting but I thought the whole aspect of this part of her power was to make hit n' run playstyles viable where you don't hook as much but instead go for condemned kills. This system completely neuters the condemned mechanic because even if a survivor goes around picking up a tape and turning off all the TV's and rapidly build condemned, Sadako can't punish it because it'll trip the anti tunnel system.
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With all the crying and doomposting they are obviously going to nerf or remove the 6 hook states thing and blocked gens, it's not going live so yeah why should I care ?
I love everything else in this update, they are getting review bombed so hard the next 3 updates are going to be major killer buffs, community is pitiful
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Why do we care? Because these changes are proposed the way they are to begin with.
I feel like a broken record, but they should know better.
Tunneling is a problem so deeply engrained in dbds core gameplay, that it can't simply be solved by giving a bunch of perks basekit. The core mechanics and objectives have to change for people to want to stop doing the strategy. Forcing them by lowering their agency won't fix it. Just make the issue more apparent and create new ones on top of it.
Just a personal note, you cared enough to reply to my post. Why? To call us all pitiful? Who's pitiful?
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The core mechanics and objectives have to change for people to want to stop doing the strategy.
Just so we have a clear understanding, what are you specifically referring to with this part?
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Survivor who was just unhooked can go work on a gen under the killers nose with no consequence. It becomes lose lose lose for the killer
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You quoted my post so I replied to you yes ? I know incredible…
The doomposts and review bombing are pitiful yeah, most games i'm seeing from PTB still end in 3-4ks, tunneling seems slightly harder it's kinda the point, you can tweak a few numbers but update is mostly good
just because they threw some bones at casual survivors after years of killer dominating doesn't justify the panic and emotional meltdown you can see on reddit/twitter, especially because it will get nerfed before live, sorry but yeah truly pathetic
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In fact, with this update, they are trying to balance the game around less experienced players by helping them against aggressive tunnelling.
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I'm a survivor main and I really dislike the anti tunnel PTB
Just go for the points. Tunneling killer earn less points at the end of the match
Just buff the anti tunneling perks: Babysitter, Decisive Strike, Off the Record, Reassurance etc
Buff killer perks to discouraging tunneling, promoting fresh hooks
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watch this video and u will understand why
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Yeah! I actually watched his video last night, and considered sharing it here myself, but I was defeated. Thanks, glad you came here to share it.
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Too many of you surv mains have terminal main character syndrome
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Oh no, yet another content creator who only plays as a killer and has never touched the survivor role in his life-time spent on this game, especially in SoloQ. He'll definitely be impartial, unbiased and acting in good faith, won't he?
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Okay, but this take isn't it either. The vast majority of players are survivor and there are far more survivors than killers. The takes on all these forums and social media are always heavily tilted towards the opinions of survivors....
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Except Its hitting a more than just aggressive tunneling...
Spookyloopz accidentally got it in his 2nd match here. Unfortunately a flashlight blind negated what WOULDVE been his 5th hook on a still living survivor. Since the game is only tracking hooks and not downs or chases... that doesnt matter. Killing the guy who had plenty of time off hook and was never tunneled resulted in a hit.
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its so abusable, and BHVR refuses to acknowledge Survivor benefits from abusing these mechanics
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can you show us where ? reddit/twitter are massive killer echo chambers, youtube comments, steam comments mostly pro killer, this forum is prob 50-50 many play both sides, give one example
even popular content creators are killer mains, I can't think of anyone with survivor takes
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Survivors are not going to watch that and will just downvote. They genuinely see no problem with this in their delusional state
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he said that even if the update was good and successful, he still would hate it
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That's why it need adjustments, but many here are acting as if it needs to be scrapped despite people having been requesting this feature for years.
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I feel like a big problem is that they added like 7 anti-tunnel things at once. Between the boosted endurance and haste time, the hidden aura, hidden killer instinct, hidden blood, hidden scratch marks, no grunting and hiding the unhook... you've pretty much already countered getting tunneled off hook.
The penalties just feel like they're mostly going to hit ppl who are doing what they're SUPPOSE to be doing. Not every chase results in a hook. If I pressure the other survivors for awhile before finding the last hooked guy 2 minutes after his unhook working on a gen... he hasn't been getting tunneled.
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You were correct up until that last sentence.
Killer mains have been begging and screaming at BHVR to stop balancing via spreadsheet (i.e. "Perk X is picked too often, better nerf it!") and to start looking at why players bring/don't bring certain perks and what gameplay systems can be tweaked to encourage different playstyles.
As an example, instead of nerfing gen regression perks for the thousandth time, they could instead negate the need for them in the first place by reducing the time per hook stage and increasing how long it takes to do gens, and maybe look at certain gen speed perks and toolboxes if really necessary.
By taking the pressure off of killers to keep up gen pressure, it gives killers a lot more breathing room to bring other perks instead.
Unfortunately, at this point in the game's balance cycle, the game systems on an inherent level mandate picking the four best gen regression perks while tunneling and/or slugging and/or camping.
BHVR has stuck their collective head in the sand and adamantly refused to look at what game systems impose this style of play on everyone, and instead insist on telling killer mains to look at the river and think of the bunny rabbits for years' worth of patches in a row.
Meanwhile, survivors have had an incurable sense of sheer arrogance and entitlement that they shouldn't have to bring a single anti-tunnel perk to deal with tunneling or a single anti-slug perk to deal with slugging out of the literal dozen or so perks available in each category, and instead they should be given half a dozen different keywords as part of a base-kit mechanic in addition to having core game systems warped to fit their precious handbook.
As it turns out, the real Skull Merchant rework was to give all of her buffs to the survivors instead.
Anyone who downvotes this simply can't handle the truth of the matter.
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I think a lot of people (i mostly see killer mains doing it, but survivors might, too, I just haven't seen it) play with the mindset that "my opponent gets any value from their things, or even anything remotely adjacent to value, is a lose condition"
When anti-facecamp was first introduced, people were complaining that survivors were "getting value" from AFC in the 4-5 seconds it took to kick a nearby gen and walk away. They were only getting 10% of a bar of anti-facecamp, but they pressured BHVR into giving a delay before the meter starts filling. Now, I'm not complaining because that feature changes nothing about how functional the anticamp system is, but people genuinely seemed to think they were being punished & forgot that the system does nothing if the bar is less than 100%. I've seen people say "it's unfair the survivors got this nasty setup" while sharing their video of a 4k4 on Legion.
Nobody's going to see whether or not your opponents got the anti tunnel bonus in a game that ended in a 3k+
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Hot take: ‘Otz is the best’ is copium. He knows the game, sure—that’s about it. Touch true peak MMR at sweat o’clock, then talk. He queues at off-hours and gets comfy lobbies most of the time.
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Im for the idea of anti tunnel measures being put in place and definetly the anti slugging measures. I do think the "before six hook" penalty might be a little steep but we will see. They are really just trying new things and that is good for the game. If it goes too far the other way they can adjust. Since the change I've had mixed results. I've had a 4k match and a couple where I got no kills but hey it was like that before the change too. Overall it's not too bad so far.
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I think I understand your position, and if I do then I disagree. I don’t believe tunneling and slugging were only byproducts of gen speed/pressure. Tunneling was still very common even during CoB meta when killers had no real need to worry about gens. Hook timers being increased was only a recent change, and gen times were made longer way before the hook timers for longer, but tunneling still persisted. In the first iteration of 2v8, when chests weren’t there for items, no unbreakable, no sabo: no reason at all to slug, literally a stomp on the ground and survivors would get instantly hooked: killers still slugged. Slugged in mass even, with all 8 on the ground. Slugging happened often enough that the devs had to add counters to slugging in the second version of 2v8. Just because it doesn’t need to happen doesn’t mean it won’t. I want to believe you, but the history of the game actively proves against this idea that if things are made easier in other aspects that people won’t tunnel or slug anymore. It’s been proven not to be the case. It’s also why no collision on recently unhooked survivors is a great idea. Because even if they do not need to bodyblock, some still will and that’s problematic. It’s not always forced actions, many times it’s players choices and that goes for both roles.
I also don’t really understand when you seem to imply that killers are forced into tunneling, yet also say survivors are entitled if they don’t run anti-tunnel perks. If survivors are expected to adapt with perks, why aren’t killers expected to adapt to these changes? My issue with this stance of these issues “forcing” people to play one way is that it seems like the idea is: forcing survivors to bring anti-tunnel or anti-slug perks is fine. But forcing killers not to tunnel is unreasonable.
I just don’t see why one is alright, but not the other. Perhaps you could clarify your opinion on this, and if I am not understanding your position then feel free to correct me so that I can be on the same page.
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I actually kind of agree with your point, but perhaps in a bit of a weird way:
Tunneling and slugging was the "nuclear option" that killers pulled out in response to sweaty SWF stacks, but once released on the DBD playerbase, it became a genie that couldn't be put back into its bottle once people realized how effective it was.
In true "gamers will optimize the fun out of everything they can"-fashion, things have just escalated constantly back and forth between survivors and killers, and that has caused us to reach the point we are at.
One other note about the hook stage vs gen time changes, if I'm remembering my patch history correctly, the hook stages were changed at the exact same time the gen repair extension happened, or within a week or two after at the worst.
In other words, killers got a "buff" and then it was immediately taken away in the name of "an eye for an eye" rather than looking at whether it was actually balanced or not in the first place.
As it turns out, 10 seconds extra of hook time on the first hook of the game translates into around 30 seconds of gen time, which completely negates (and then some!) any benefit the killer received from extending the generator repair time.
On a more general note, BHVR's constant "balancing via pick rate spreadsheet" has resulted in making the tactics and strategy metagame escalation happen exponentially more rapidly instead of mitigating or even possibly reversing it when it was still a lower-stakes issue, precisely because killers were picking perks that filled gaps in the game systems, while survivors had the ability to pick basically whatever perks they wanted for whatever role they wanted to fill in that particular match.
This meant that the killer perks that were the most useful at filling gaps got nerfed into the ground, leaving only in-game strategy and tactics left to fill the gap, leading to further proliferation of tunneling, slugging, and camping as a means to achieve victory.
Now killers are getting some basekit stuff (but only if they have the mobility to be able to use it, thus the complaints about only Nurse, Blight, Kaneki, etc. being viable), but then they are also getting their entire set of perks currently used to fill gaps in the game systems completely gutted or reworked to not be useful anymore.
As for the "refusal to adapt" thing, the entire situation is coming about because of the survivors' refusal to adapt to the ages-old strategy of tunneling and/or slugging with perks that already exist, which could have changed the meta into a more healthy spot if they only chose to use those perks, while killers have been compelled to adapt to the very real changes that BHVR has implemented to spoon-feed survivors.
Basically what I'm saying is that Killers have been using scissors because BHVR banned them from using paper, while survivors have been continuously using paper while refusing to use rock despite rock's existence being pointed out to them repeatedly, because they don't find rock "fun" for some arbitrary reason.
The entire time BHVR has been buffing paper and nerfing scissors because that's what the spreadsheet said had a high pick rate with extreme effectiveness in favor of scissors, which ironically resulted in killers leaning into scissors even harder because it was still the only thing they had left despite BHVR's best efforts.
If the survivors had just swallowed their pride and used rock for a while, then killers might have found a way to "counter" them by using rock as well, but at least that would have resulted in an evenly balanced game state as opposed to the tunnel-slug-camp fest the game became.
Additionally, if the survivors had picked rock, prompting killers to pick rock, perhaps over time BHVR would have made balance change decisions other than "nerf scissors, buff paper" for the last few years.
This patch will simply be the straw that broke the camel's back, and I genuinely hope that the killer player pool evaporates within a week of the patch going live on the main client and everyone realizing how awful it feels to play killer.
This last part is complete tinfoil hattery combined with "There's no way they're that lost in the spreadsheet sauce… right?" but I'm afraid to believe that someone at BHVR went "Survivor is picked 80% of the time in games and therefore needs to have gameplay catered to them because they make up 80% of all profits for BHVR," and that resulted in the changes we are seeing.
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It truly is embarrassing and over the top, the way this community has reacted. I thought most of us were adults but apparently not. Alot of this stuff will be outright nerfed or not even make it to live, but the response has been ridiculous.
I will say though, that this is a monster of BHVRs own making. We are almost 10 years in and this sort of change is several years too late. If the game isn't retaining enough survivors to maintain comfortable levels, well, I can't say I'd be surprised by that.
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