http://dbd.game/killswitch
"BHVR is so survivor-sided!!! BHVR hates killer players!!!!111!!
Actually embarrassing how many players were crying about BHVR hating killer players this past week just for them to annouce they're holding back the anti-tunnel and anti-camp changes 2 DAYS after the ptb.
Like y'all look so goofy right now.
Comments
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sounds like you haven't played killer matches where survivors are competent
-21 -
Sounds like you don't play solo survivor matches where the killer is competent
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I said this the other day but the reaction was incredibly embarrassing. Even the way certain content creators reacted was mind boggling. Constructive criticism and feedback is great and necessary, and there was certainly plenty of that. But the way some adults behaved, like BHVR had taken out their whole family or something, I know they'll look back in future and cringe. I was truly embarrassed by the community.
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BHVR doesn’t hate killers or survs — they hate losing newbies. In a decade-old game with a giga learning curve, fresh players get farmed and quit. That’s lost shop $$$, so balance keeps leaning new/casual to boost retention.
BHVR isn’t anti-killer or pro-surv — they’re pro-metrics.
But my take still stands: you don’t balance a game around bad soloQ matches with bad players. This is not how PVP works.
-9 -
You can't balance around the top 1% either. It fundamentally does not work and alienates the average player.
I genuinely wish people would stop with the Us vs Them rhetoric and focus on what's good in concept, but bad in numerics, and what's bad in concept, and should be removed.
There are far too many people shouting that survivors just need to git gud and learn to play better instead of crying over spilt milk. More often than not, when someone complains about being tunnneled, it's their frustration spilling over—to clarify, I am not talking about obviously salty trolls in post-game chat—from being tunneled out match after match.
There is no playing better when you're already playing well, but the killer's persistence forces you out of the match. Even if the killer loses, it still feels bad for the person who got tunneled out. Not everyone sits there and goes "Well at least everyone else got out".
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Goofy are the ones defending the ptb changes after all the evidence of how easily weaponized this ######### was and how it put killers in lose lose situations and protected bad survivor plays.
-10 -
I don't know that they will. I feel like their heels are dug into the ground on this one. 😵
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I hear you. No balancing for the top 1%, agreed. I just want cleaner numbers: keep anti-tunnel transparent and counterable, but without a hard limit — let us the tunnel and the slug.. and let the full effect exist for experienced players. Also, not with the dev-suggested workaround of hopping into KYF or external Discord “comp” servers, where long-term players feel basically sidelined and miss out on events, BP, and the usual progression. We don’t want to be pushed off to the side and out of the actual game. Give me an in-game ranked mode instead of the KYF/Discord workaround and I’m all in. I get your point, but folks who want to play a bit sweatier shouldn’t be pushed out — and it’s not some tiny niche.
Hope you get my POV at least a little too, and y, i understand urs. SOLOQ .. is .. rough.
:/
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I wonder how long it'll be before we get a post along the lines of: 'well the fact that they were even considering it proves how much they hate killer'.
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i have and the thing that angers me most about solo are my teammates not the killer
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Because rightfully the changes were not made in the best way. It actively punished ALL forms of survivors just being downed and hooked. Which the only fix should have been extreme scenarios and not giving the survivor basekit unbreakable because they went down under a pallet twice with a teammate that has Background Player. Also the incentives they tried to give simply were not good enough for lower tiered killers.
And it quite literally has been shown that BHVR caters more to the casual and new players rather than people who actually get decent at the game so I guess screw them right? Why make it more fair at all levels when you can just give new players a experience by dictating how a killer can play. Which is crazy to think since DBD is a non-party PVP game.-12 -
They are though, it is just going to be delayed and adjusted lol
Thing is, the tunnel at 5 gens crowd have made sure that is inevitable and BHVR made clear it will return in another PTB before finally going live
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yep they love killers a lot more since 2024, poor survivors
-11 -
Actually, this was to be excpected. They never go through with anything that would really benefit the gameplay for as long as killer mains cry a river without having any decent arguments.
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Then let them show us on what specific date the PTB with the anti-tunnel will be, as you can see they are still silent so there is no guarantee that they will work on this, I doubt that we will get anything on this matter this year, otherwise they will generally move it to 2027 where DBD will already be so boring that they will return to their 20k online players and no one will be interested in this
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So, the survivor side has actually seen a lot of nerfs since the early days where they were blatantly overpowered, and most killers were based around M1, aside from a very few.
Killers has seen a few of base-kit buffs over the years
- Bloodlust - Initially made to counter infinite loops. Now that infinite loops are gone, Bloodlust is basically there to give a guaranteed hit/down.
- Increased base regression on generators
- Greatly increased action speeds for most interactions.
Survivors has gotten one base-kit buff since the early days
- Borrowed Time endurance for 10 seconds. Which is easy to play around.
Now, for all the direct and indirect nerfs that has severely weakened survivors - Note: there might be more, but these were the ones I could think of right now.
- Removal of infinite loops
- Hatch reworks
- Sabotage reworks
- Maps losing 60-70% of all pallets, and being reduced in size
- Maps having a lot more deadzones
- Patch 6.1.0
- Patch 6.7.2
- Finisher Mori for killers, making hatch plays almost impossible, and completely at the killer's mercy.
And for general killer nerfs - This does not take individual killer changes into account:
- Increased hook stage timer to 70 seconds
- Regression events capped at 8 per generator (56 in total).
- Anti face-camp.
And now for the final point of this comparison:
Now, the killer side has seen a massive power creep over the years, with the release of several strong killers. Some exceptions of course, but most of the roster that came after Plague and Legion has been consistently seen as fairly strong or better.
Also not mentioning reworks of previously weak killers.Survivors on the other hand has been stuck in a weaker state since the big two patches, when the killer power creep has severely overtaken the average survivor level.
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The sluging part of the patch wasn't extreme. If you can't pick somone up in 90 seconds then they should be able to get up, especially in solooq, where you can't depend on anyone and your teammates actions aren't always in your best interest. I've had many matches where randos have flashlight-saved me or done sabos and that's gotten me slugged or targeted despite having no say. Take it out on the person doing the saves, not the person being saved. I've also had my fair share of killers who've just left me slugged for fun.
As killer, I've had times when I went after a nearby second person after a down and have completely lost track of the previous down. I had one recently that went through the whole timer, despite me looking for them nonstop. I would have let them go if I'd found them, cause it was my screw up and it wasn't fair. I'd rather them just be able to get up for themselves.
They should cater to the majority, casual or otherwise. The whole reason for new IPs and content is to attract new people. The game will die without that constant influx, and it also needs to be playable for them. If you started this game now and got tunneled and slugged constantly, there's a good chance you'd quit since you don't have any idea how to counter that behavior and you're probably not having any fun.
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It was extreme. Over the course of two downs you can easily waste 90 seconds sitting under a pallet while a teammate threatens a save. 90 seconds of two other survivors sitting on gens. It was abused in the PTB and would have been abused in live. Why was I getting punished for SURVIVOR induced slugging?
-8 -
So what do you do in this situation normally? Leave them on the ground until they bleedout? The pick up is just as tricky without the basekit UB. You can also just hit them again. The recovery doesn't include Endurance.
The problem with slugging isn't just the act, it's that there's no hope. The chance of recovery negates the hopelessness. That's why a measure is needed. I don't know how much weaker it can really get while maintaining any usefulness because 90s is a lot.
There was also zero time to adjust to these ideas. New ways of playing would have to be considered as things changed. We probably would have seen quite a few perks being reworked and nerfed to make up for the changes over time.
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it’s almost like there was feedback, some incredibly dramatic but others constructive enough, and the devs listened. If everybody was quiet and didn’t say anything the changes would have went through which could have quite possibly been an awful thing for the game as a whole. It doesn’t make them look goofy, it makes them look heard.
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This isn't some new revelation. They've always catered to new/casual players. This isn't an e-sport. Casual players can be both casual and experienced. People play other games and take extended breaks from games. That's normal.
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As killer, if you think (after waiting an ungodly amount of time in the queue) that the skill of the survivors that you face, and your performance against them, is in ANY WAY related to your MMR or skill level… then you don't understand how several things work.
-4 -
what i was saying was if you faced survivors who at least knew how to rush gens you were screwed not even good loopers since survivors objective and killers aren't the same
add on more pallet density on top of regression as a whole getting nerfed for a garbage version of pop (pop has been garbage since 6.1.0) second chance perks elusive and the fact that anti tunnel changes along with the anti slug changed (if survivors have basekit unbreakable they won't bother picking each other up since they can pick themselves up meaning survivors don't need to get off gens)
it's an auto lose for killer unless the survivors are so bad their new
-6 -
1:1 my PTB experience.Once survivors have a bit of experience, it’s basically an auto-loss for Killer.
-8 -
It was literally delayed because it would've been unplayable for killer. Honestly speaking as someone who plays more survivor than killer, if you're not playing a decent killer, the survivors can easily have an advantage.
-2 -
Can I ask you to clarify that a bit? Are you referring to strictly high MMR survivor gameplay? If so, what do you feel is a fair escape rate for that top 5% of MMR? Do you feel that 48% is unreasonable?
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Only one side that cryed nerfs for other was survivors on twitter for second version of skullmerchant which was low b-tier killer at best just annoying for many players (as they claimed) and whyt did she get nerfed down into d-tier beneth trapper which clearly shows who has more power over devs and who they fulfill their wish.
These changes will effect the game a lot so its in greater good when they came out they should be best and fair for both sides not just one.
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Antislug will be probably the same as it was in ptb antitunnel was real problem with punishments after hooking one survivor twice in the row or getting kill on less that 6 hook stages which is hard with c-tier against decent survs and can hurt both blight tunneling someone out on 5 gens as clown getting kill on one gen left with 4 hook stages and that sucks.
For your antitunnel its 90 seconds with faster crawling speed and auto recovery and another bar fulls up every time you are downed and recovering then when it fills up you can get up when you fully recover which can be basekit some 32 sesconds and with perks like unbreakable like 24 seconds infinitly every time you are downed so its not weak as you claim it is.
-8 -
People shouldn't be getting slugged over and over and over in a match anyway. That's the problem. 90s is already a long time to be on the ground.
They will also certainly be adjusting and reworking perks that relate to slugging and tunneling to fit whatever they decide to do anyway. Perks are kinda irrelevant until something goes through.
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I wonder why your comment got down voted so much, because I can definetly relate to this.
In most cases I am annoyed more by what my teammates are doing rather than the killer.
-2 -
Imagine, you clearly do not understand what was complained about in the first place and that the devs didnt cover any of those complains.
-3 -
To cover it they need more time so it would not end up like crows changes but someone seasoned in dbd like you clearly gets that.
-1 -
my competent survivors it does include that 5% but any survivors that figure out that a killers objective and survivors objective aren't the same and rushing gens is the most optimal strategy (basically reading a hud gets you into this tier and a lot of survivors struggle with this)
with how the stats were from my memory it was
solo 38%
4 man 48%
i do want to see it be lowered to what extent idk since a 4 man swf getting that close to 50% is too strong
-10 -
They announced they were holding them back because of the outcry. That's cause and effect. If anything, what those players did was extremely effective and you look goofy calling it goofy.
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Death and Taxes arent the only absolutes. Another one is that DBD players will absolutely claim the game is sided towards whichever side they dont main. Survivors "DBD killer sided". Killers "DBD killer sided".
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