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The Divide In Killer/Survivor Stance Is Shockingly A 50/50 Split As Of This Update

Theres alot to unpack here, but we should all want the best of both roles. Heres my diagnosis and recommendations. Hopefully no matter your stance, you agree.

I'm not gonna bore anyone with personal life and #########, but I am a very unbiased player when it comes to whats best for the game's balance. I'm actually studying Game Design in University at the moment, because ever since I started playing DBD in 2016, I've always wanted to work for DBD's Balance Team.

  • The Anti Tunnel and Anti Slug machanics had good intentions, specifically for Casual players as stated by the devs.
  • They were noticeably overtuned and strengthened forms of frustrating gameplay for killers, like bully squads forcing garunteed pallet saves.
  • The changes make all forms of tunneling too hard to do, and if you manage to succeed, you were severely punished.

What tunneling I find unacceptable is tunneling at 5-3 gens. It's unnecessary, its annoying to vs, and this update fixed it very well.

What form of tunneling is acceptable to me is when almost all generators have been repaired, and forcing someone out of the game to reduce pressure is the only way to win at this point in a match. This update destroyed all forms of tunneling by making catching a recently unhooked survivor too hard and long, while actively removing your ability to defend generators if you succeed in killing them.

Simple number tweaks to the punishment requirements and a new requirement can easily salvage the machanic, I'd have no problem with it as either role if: A, the minamum stage requirement to avoid giving free gen speed was changed to 4 stages and 3 or more generators are incomplete. B, killing a survivor after hooking them previously to make all forms of generator defense disabled should also require 3 or more incomplete generators to trigger. C, when 2 generators or less remain, the Hook Protection duration is lowered to 10 seconds.

This way, actually tunneling someone (trying to kill them when spreading hooks can still be an option) is properly punished for, while tunneling in end game isn't because thats necessary to win as majority of the roster.

Anti Slug is bad simply because its a direct buff to SWFs and doesn't help casuals much at all. The auto recovery is good, but also giving basekit Tenacity wasn't. Choosing between recovering and crawling was strategic, you either try to get picked up while the killer is away, or you set up for a grasp save. This update made it far too easy for coordinated groups of survivors to garuntee saves with Power Struggle and Flip Flop, as well as any Background Player + Flashlight builds. It was quite literally impossible to avoid getting stunned if these players managed to get in your lobby.

The machanic's basekit unbreakable is quite flawed. A strong effect that is never going to occur unless you're vsing a Bully Squad. It can be fixed by: A, making the resolve bar (Anti Slug) pause when survivors are near you, similarly to Anti Camp. B, make recovering or crawling a choice again. C, reduce the timer to 30 seconds, but it has to be regained each time its used. D, basekit Soul Guard if the killer is ground camping, but this and the machanic entirely disables when all generators are complete. E, the machanic completely disables when 2 survivors remain.

This aims to target extreme slugging only, while not making survivors completely immortal if they coordinate builds together. Anti Slug will actually help you pick yourself up more often if the killer is capable of picking you up, but chooses not to. Slugging for the 4K is still a viable strategy, since the 2 remaining Survivors can't use it anymore.

  • In an attempt to balance these machanics further, the devs temporarily delayed their release, stating they want these features to be "less punishing for killers." For reasons stated, this statement is completely true and quite frankly seemed kindof obviously broken.

There is nothing wrong with that. They aren't too sure what should be done to balance it quite yet, and its a big machanic that's going to need testing before hitting live servers. Its not something they can just quickly number buff and send out post PTB, coding other changes takes time and alot of work, believe me, I'd know.

What I want to know is, do you agree? I'll put a poll, and I want unbiased explanations on your thoughts. Thank you.

Comments

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Thank you for writing a fair analysis that considers the impacts of these changes on both sides instead of the toxic “us vs them” garbage that we’ve been bombarded with all weekend by people who don’t bother to look at this from both angles. I’m sure you’ll get plenty of downvotes from those folks because you didn’t criticize the “killer mains”.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    It's ok if Anti-slug helps survivors pick themselves up when the killer could hook that survivor.

    It's not ok if Anti-slug helps survivors pick themselves up when the killer literally can't hook that survivor. Because that would be punishing the killer for slugging even though it wasn't the killer's choice to slug.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Maybe BHVR wouldn’t take people’s opinions more serious if they didn’t use the words “killer main” in a derogatory way in literally every single comment. I’m glad they are tuning out the toxic “us vs them” garbage.

  • brewingtea
    brewingtea Member Posts: 705
    edited September 8

    I would attack my verbiage, too, if I couldn't think of anything I had said wrong.

    edit: What difference does it make? They clearly don't care that survivors are bailing in droves. I wish they WOULD tune out the whiners, but since they're apparently listening to them, I might as well whine…

  • brewingtea
    brewingtea Member Posts: 705

    If it was 80/20 it would be even, since it's an asym game.

    The fact that we're treating 50% killers (over twice what it should be!) as if that was "balanced" just proves that killers are over-represented in the feedback.

    I guess BHVR balances the game by Electoral College, lol

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    I would define Bully Squads as an entire SWF of players with coordinated builds that make some aspect of survivor far too strong. For example, pallet saving squads. Pallets are a finite resource, even with Apocalyptic Ingenuity, you could theoretically eat all the pallets in a match and defend gens at the same time, leaving all 4 survivors with garbage builds that can't help them when their main purpose is no longer usable. The chances of these players being that dumb though to let this happen is pretty low

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    Anything would be too much and you know it, imagine the update was only 30 seconds of elusive effect after being unhooked and nothing else, no punishment for killing early, you would get the same doomposting and biased videos saying DBD is dead. If it does anything at all, if it gives survivor any value it's over, it's "too much"

    Anticamp was the same and now it pretty much never comes into play, it might as well not exist. Devs say they want to make the game healthier, at some point they'll have to ignore the crying and finally push something to live server… I don't think they have what it takes to do it, they're too scared

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    The numbers did pose a problem, at least to me. 6 stages means you need to at least have the entire team hooked at least once, then you can kill someone. And even after doing that, if you happen to kill the most recently unhooked survivor, you lose all gen defense. Thats clearly not tunneling if you've gotten half your stages already.

    4 stages means you've made an effort to spread hooks at least, and once gens have gotten to 1 or 2, you can now tunnel as a last resort. Winning without some weird endgame build on a minamum A tier killer is barely gonna give you a shot at 4king without tunneling in late game gens.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    They balance the game around a target kill rate of 60%, which is exactly where it’s at.

    I feel like we’ve been over this before already, but some people actually play both sides. This is not an “us vs them” vote of 80% survivor-only players vs 20% killer-only players, as much as some on this forum want it to be. A lot of people (like myself) play both sides and will shout loudly if something hurts killers too much and will also shout loudly if something hurts survivors too much. These people, who are not all evil “killer mains”, are now shouting loudly that the changes were bad and overly punishing for the killer side.

    The concept is good, but it needs more work. I am optimistic we can get some changes that will reduce the unfun aspects of tunneling and slugging without overly punishing killers for playing normally and thus moving too far away from that target kill rate.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Giving 30 seconds of elusive and nothing else would be just like 2016-2021 DBD. It was one of the problematic things killers could do back then, that being to insta hit a survivor off the hook. Then again, back in that day survivors could infinite loops, and that made them completely uncatchable, just as this update would've done with the anti slug changes and SWFs running pallet save builds.

    Anti camp is a seperate problem. It doesn't do anything at all, none of your teammates know your meter progress. It's pretty much there to stop "face camping" which was no more of a problem then camping is in general. Either way you're still trading for a pull, either way either chainsaw killer is making that save impossible.

    There is hope now for killer specific nerfs, as we've first seen in this PTB. Maybe we will see a future where secondary instant down attacks can't trigger near hooks and instead force the killer to make the unhooker trade rather than just die and their hooked teammate. Personally, thats my biggest frustration as a survivor when killers camp. Expose wouldn't make sense to include since you have to earn that through your perks or powers. If you're getting expose downed trying to save, that'd be on you and your teammates (if they're alive.)

    Just my opinion. I agree Anti Camp is a fundamentally flawed machanic.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    First I don't think there can ever be an unbiased opinion most people even when trying to put it aside will have it for the side they enjoy to play more which isn't a bad thing just needs to always be kept in mind.

    TUNNELING

    When it comes to tunnelling I think 3 (maybe 4) hooks is the ideal limit as it should only really punish hard tunnelling any more than that is too much with the gen block completely removed.

    As you need to keep in mind killers like Pig and Sadako who have insta-kill powers who may get punished for using their powers.

    Then there is more slow but strategic killers like trapper, hag and knight who have down time and cannot travel far due to no movement or having to stay near traps so pressuring survs across the map who split up is more difficult.

    This is also reflected in the "rewards" for hooking where a boosted gen kick, small haste and base kit BBQ is good for Ghoul or Blight but not so much for Trapper or Hag and to allow them to take advantage of it would require something more like a basekit pain res for non-dash/free teleport (think Freddy, not sadako )

    So if we do have this system 3-4 hook minimum for the progression boost to gens with is lasting 60 or untill the next person gets hooked. For the same hook gen block I think this is too much and should be scrapped.

    As for boosts for hooking No haste, No aura just the gen pain res style regression as dash killers should not get aura read basekit. I guess you could tailor it killer to killer but that can over complicate things as everything added will need to be accompanied by tutorial (a good one) as new killer player are going to have no idea about all the systems in play.

    Also timers for the base kit BT ,Haste and the new "Elusive" should be reduced with the BT and Haste being the current 10 seconds and elusive being 15 (due to how much stealth this provides and you don't have to walk, also add foot steps being silent too as its not listed in the original description) and the hook status should not be blocked as this gives vital info to the killer about peoples where abouts are for stopping heals, knowing rotations or just when to leave area as otherwise it promotes more camping so the killer could just look at what happening due to the UI being unreliable.

    SLUGGING

    The 90 second times has knock on effects called Oni and Twins with Oni taking a big hit and twins getting obliterated due to it so big buffs to killers that need to slug more to make up for it and Twins needs a rework due to it.

    The base kit unbreakable needs to re-set every time you go down with it not activating while downed through player choice (for example plot twist). Also to prevent free struggle-outs, wiggle should decay while down this is mainly due to maps having bad hook spawns or if a team decides to bring breakdown/sabotage build with a possible sabo nurf (just so survs cant do it in the killers face).

    The base kit tenacity should be removed as the player should need to make a choice as to what they want to do as a team that knows what they are doing will set up pallet saves with not much the killer can do.

    So I think 90sec timer that resets every down. Wiggle decay. The player should still need to choose to recover or crawl(It can still be automatic just pause recovery while moving). No speed boost. Self downs should not contribute to the unbreakable.

    Allot of the problems with slugging as a whole is due to 9 years of balancing the game around it in mind is going mean rebalancing or reworking allot of perks but mainly killer powers to work with it.

    ENDING

    I think I covered most of the issues may have missed something may add more or edit as things go. Who knows what the next attempt at this will look like next PTB.

    (Also if you make it on the balance team sneak in some spingus buffs id be forever grateful)

  • BbQz
    BbQz Member Posts: 414
    edited September 8

    It's weird to me that people bring up generator count when it comes to tunneling if you're tunneling somebody let's say it takes you 30 seconds to get your first hook and then 15 seconds for that person to get saved another 30 seconds to hook them again. Obviously those are really optimistic times but at this point you have almost three generators fully completed. So by the time the guy gets off the second hook stage three generators popped and you're like oh well, I guess I better tunnel. There's only two gens left

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    I like both sides when they're played in their intended outcomes. Solo queue seriously kills my survivor mood though, it's very annoying to have teammates not playing well or ignoring the objectives for challenges. All that can be fixed with seperate grade gainable and quick play game modes, but the game isn't popular enough to split the queues like that at the moment.

    When it comes to killer specific nerfs or buffs, I feel like this is a good reason to have a Power Types sorting/stats machanic. Each killer would have tags attached to their bios and hover break downs, featuring a new sorting/stat machanic to better understand a killer's kit and the expected playstyle: Setup/Control, Mobility, Stealth, Hindering/Chaser, Tracking. Each has 3 levels based on how much their kit uses each playstyles.

    Someone like Trapper would have 3 ticks on setup, since its the entire aspect of his kit. He would have one tick on mobility (he has mobility with trap setting, its just minimal,) tracking (his traps reveal locations and auras,) and some Hindering/Chaser (his traps completely immobilze survivors temporarily.) No ticks on stealth unfortunately, since his kit is broke asf.

    Dracula, a killer thats known to be a hybrid, or mix of all playstyles could have 0-2 on all of his power type tags. No ability he has is insanely overpowered, they're supposed to be weaker versions of existing abilities, all crammed into one kit.

    With these in mind, maybe they could say "okay, no mobility killer gets basekit pain resonance or haste (going off your suggestion to switch basekit pop to that.) Setup killers get extra haste and kick percentage. Hindering/Chaser killers have longer basekit BBQ to start the next chase sooner. And these micro buffs can be changed from killer to killer too if some are performing too well/too poorly. The devs can get more creative, so yeah I agree with you there.

    Slugging for killers with slug playstyles should just apply Knockout's old effect of slowing down crawl speed temporarily or completely immobilizing the survivor for maybe 15 seconds. Could help Oni and Twins alot, especially since one of them is completely incapable of picking up a survivor when they're in power.

    One question for you though, who is Spingus? Idk if thats what some people call a killer in the roster, kinda sounds close to Spirit, I've never heard that before, but I'll keep "Spingus" in my mind, once Im down with Nurse (she gotta go man.)

  • drsoontm
    drsoontm Member Posts: 4,954

    The problem with the mechanic is that it tries to force players to do "unnatural" things and looked stupid (watch any video displaying survivors exploiting the heck out of it)

    It's difficult to make the game easier for beginners (killer is always stronger in the newbie bracket) without making killer even weaker at higher MMR.

    All these protection perks (DS, OTR): why not make them "public"? I mean, if the devs really care, there is a bunch of perks that help against tunneling and that could be made free.

  • SoGo
    SoGo Member Posts: 4,257

    My feedback so far:

    Tunneling prevention:
    • Survivors don't need a free 30 second aura read and an immunity from Killer Instinct. They have way too many tools already.
    • Disabling the hook aura and hook stage progress does not make camping less prevalent. Proxy-camping is still a thing. The delayed unhook notification is good though.
    • The Haste after hooking is just not it. I would rather buff the duration of the basekit BBQ to 8-10 seconds and maybe lower the distance to 32 meters. And remove the Haste, obviously.
    • The punishments for tunneling are too severe. Restrict the repair speed bonus to only a real tunnel out (death at 3/4 hooks) and remove the other one entirely. Instead, the second punishment could be that you no longer get any bonuses from spreading hooks after someone dies before 6 hooks.

    Slugging prevention:
    • The basekit faster crawling is a wee too much. I would keep it as a perk.
    • Make it so the Resolve bar resets to 0 after you use it to self-pick up.

  • Wolf65
    Wolf65 Member Posts: 97

    TL;DR... almost, I stopped after you claimed to be neutral and want the best for both sides and than complained about "tunneling".

    Did you adress gen rush later? Maybe that wozld make me read the rest.

    If someone tunnels from the get go -which is the most logical tunneling- 3 to 4 gens should be done by the 1st K, unless the rest is not afk. So, what's the issue again?

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    2 still seems like too much to me. For now, I'd rather it follow the same logic as other systems and shut off in endgame.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited September 8

    Good luck at Uni man! I did a games software development course at Uni, it was a programming course that ran parallel to the games design course and we had modules that crossed over.

    The main thing I learned from that course regarding game design was a design principle known as Intrinsic Motivation. What this describes in its simplest form is the players incentive to keep playing the game. Things like unlockables (such as chars and perks), currency (bloodpoints and shards) and cosmetics (battle passes and alike) are all examples of this.

    Another more gameplay oriented version of Intrinsic Motivation is the feeling I will describe as "close, but no cigar". The idea is that gameplay should not always be about success and dopamine hits, because success doesn't keep a player playing... what keeps a player playing is "Argh! The checkpoint is right there!!!" and feeling like they are improving/progressing to that goal. This takes many forms, but quite often you need things that deny a player, where they just miss, maybe even get frustrated... close... but no cigar.

    DBD is obviously a very complex game where applying this principle in DBD this takes many forms, but where it gets tricky is you have 2 very different gameplay loops to manage these principles for. DBD is effectively a race between the Survivors to complete gens vs. Killers trying to kill all Survivors. An example for both sides of this principle in action is just missing that vault/hit while looping, just making the pallet or denying it. Just completing that generator vs. Just making it in time to deny it.

    Where this gets hard is the Intrinsic Motivation for both sides is diametrically opposed, and in my opinion the reason DBD should err on the side of the killer is there are 4 Survivor players needing their intrinsic motivation.

    In scenario 1: If you have 1 Survivor juicing the hell out of the killer, that player is winning many trades, and just making each vault/pallet. The killer is constantly on their tail and they are slowly losing resources so each encoubter is getting tighter. They have their motivation as the gate is getting closer but theyvare very much in danger. The killer meanwhile is always losing ground with every trade, and isn't motivated to play because the game is already in a losing state and getting worse by the second, they arent close to winning in any form and a comeback becomes more unlikely. This is PvP, and the way it goes... however there are 3 other Survivors who have not had any killer interaction at all... they have no Intrinsic Motivation because their game hasn't even posed a threat to them.

    In Scenario 2: If you have the Killer dominating and catching Survivors at every turn, the Killer has their motivation while these exchanges have been going well, there is always 1 bad chase where 3 other survivors can make a comeback. Survivors meanwhile all have their motivation because all of them are feeling the pressure, and all having their close calls, so everyone is engaged in the trial.

    This where camping and tunneling comes in as a problem, because whilesoever that Survivor is alive, there is always this looming threat over the killer, so the killer has their motivation still while tunneling... however in SoloQ, the Survivor being tunneling is in the same position as the Killer in Scenario 1, where their chance of winning is drastically reduced... and we also have the issue that the other SoloQ Survivors are also not getting their close calls and threat to their chances applied, or of they are, their agency is with the player being tunneled, not with themselves. They can try to help, but they can't make the killer stop tunneling, and they are also forgoing their win con to try and have a say in their chances of victory… so they also lack Intrinsic motivation in this scenario. The above however does not apply to SWF, who's agency is tied to getting everyone out... thus their Intrinsic Motivation remains intact.

    Speaking of agency, this is another important principle of game design thatbis tricky to work around; you should avoid taking away the players agency. The intent of a game is to immerse the player in world with rules they understand, where they can make decisions that has tangible impact towards acheiving the games goal. Again this takes many forms, but within reason you should avoid taking away a players ability to make meaningful decisions, or even shoot themselves in the foot. Being able to make meaningful decisions, even if your only choices are bad ones is a cornerstone of a players investment in the game. If the game dictates exactly what to do and how to play, players feels they are on rails and have no meaningful impact in the game.

    The classic example is your choice of weapon, items, upgrades/perks, etc, etc. In these cases, having one blatantly overpowered perk/weapon or w/e that makes all other choices redundant or pale in comparison in value is bad because it means the player has no choices, they either take this choice to compete or put themselves at a severe disadvantage. Massive disparities in things like this are usually traded off with limited availability, ammo, duration, invetory space, etc, so this still retains decision making on the players part.

    In gameplay, this also takes the form of your paths to victory. Simpler more linear games tend to retain their agency by posing multiple threats (think multiple enemies/targets), where you have to make use of your resources to get past easily, or save them and take harder routes. In more complex games it usually in the form of different strategies or routes that have their individual advantages and disadvantages.

    The challenge therefore is to try and make it so the killer can pose an appropriate level of threat, where we maintain the close calls and near misses/hits in the game, but also ensure that neither side is on an automatic lost cause... while also allowing players to feel they have important decisions to make towards their success in the game.

    This is why the SWF/SoloQ issue is such a problem, because SWF inherently has more agency on their fate than SoloQ does,and thus has more intrinsic motivation to play... if you try to give more agency and motivation to SoloQ by secerely cramping the killer, you take away agency from the killer, and you hit Scenario1. The game has to be balanced for both, it's extremely difficult to retain agency and intrinsic motivation for all possible parties in all scenarios.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839
  • drsoontm
    drsoontm Member Posts: 4,954

    It appears I've accidentally deleted a paragraph or something. I was speaking about the weaker killers of the rosters that were made even weaker (while the stronger killers would still be able to manage)

    You shouldn't indeed and you don't. Better players don't need these perks but they can loop and position. Same as killer don't need Lightborn and so on, but it helps a lot especially with the now so easy my-mother-could-use-them improved flashlights.

    As for "playable", come on. Exaggeration doesn't drive an argument. Tunneling and camping may be annoying for beginners (and bad players) but the game is very playable.

    My point though was if (some of) these perks help the less experienced players to hold on, it's kind of strange to keep them behind a DLC. The devs could make them "free", they could even make them base-kit (to some degrees, with appropriate rebalancing for all I care).

    But no, most of the many anti-<annoying-stuff> perks are pay-walled.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    I think the main problem with soloq is just the lack of communication I don't think any kind of base kit addition will ever have the same effect as just adding even a ping wheel if not comms.

    Screenshot 2025-09-08 140137.png

    image.png

    Game is not doing bad by any means I think its mainly just BHVR matchmaking is not good. (And this is just steam)

    So like a profile check for each killer.

    Trapper

    • Territorial (Does not want to move outside his web )
    • Control (Survs are forced to make unfavourable decision due to the traps)
    • Set up (Must invest time into his power)

    Then you would have something like.

    Oni

    • Charging power (Must invest into charging it)
    • Slugger (Benefits from leaving survs down more)
    • Powerful (Insta down potential)

    Or like

    Onryo

    • Warping (Teleportation)
    • Stealth (Harder to track or spot)
    • Executer (Insta kills or kills earlier )

    Just keep it to 3 so it gives an over all idea to what they do then on the side of that there could be.

    Hook Powers

    In the case of Trapper

    Haste ✅

    Remote Gen Regression✅

    Aura Read ✅

    but then someone like Dracula

    Haste ❌

    Manual Gen Regression ✅

    Aura Read ❌

    I think for the sake of new players this game needs to have codex for all the different terms and status effects.

    Having a base kit knockout for killers like Oni M2, just the recovery speed and moment reduction would be good no screen effects or aura denial so survs can still see each other (unless ping wheel but that's a big if). In the case of twins she usually slugs for long periods, bleed outs are not uncommon with her so rework is needed specifically for her.

    Also spingus is springtrap/animatronic.

    Damn, going to assassinate nurse mains good luck o7

  • CompetitifDBD
    CompetitifDBD Member Posts: 839
    edited September 8

    ahh. people call Springtrap Spingus? Interesting. He definitely does need a buff, he's really just a weaker Huntress/Xenomorph hybrid. He should be able to use the cameras as well, and maybe have a lock on machanic that can instantly teleport him to the door you were looking out of.

    Nurse I don't wanna say is a personal project, but she is quite broken and easily my least favourite part of this game. I know changing her would hurt a lot of players, which Is why i want to make her less broken, but still the strongest killer in the game. Mainly through changing her ability from just free form blinking, to teleporting directly on the opposite side of walls, props or loops first. Kindof like, if you get a power hit by tping across a loop first, then you get a free form blink to follow up. Nurse is really just too easy to play, and having a good chase majority of the time is decided by guessing correctly as a survivor.

  • Princeharlequinhq
    Princeharlequinhq Member Posts: 82

    I think another main issue with the PTB is it doesnt actually respond to the reason people tunnel or slug to begin with. Yes there are forms of these that are used in a normal gameplay loop to achieve a win but I do believe the main people that are doing both arent doing it to win. They are doing it for the same reason that survivors do butt dances in the exit gate after they win. They get a high from making the other side miserable or upset. So, in most cases, you arent punishing the players you actually want to punish by speeding up the objective because that just gets them to the next group of unsuspecting players faster. However, you are punishing those that are properly adapting to pressure in a normal gameplay loop.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316

    Bully squads are those who go out of their way to make the games miserable for the killer.
    All of them has some sort of blinding tool (flashlight, flashbang etc.) - No I don't count Blast Mines into this category, as they are generator-based, and cannot be used to save a picked up survivor.
    Many use perks like Head-On, and purposefully guide the killer near lockers. This is super annoying to play against.
    Flip-Flop + Power Struggle is another combo regularly used.
    Background Player is a must have perk for them.
    Sabo perk and sabo toolboxes are also commonly used.

    And the common denominator is that they are mostly good survivor players with many hours under their belt, who blames their behavior on "standard gameplay being boring"

  • Batzu
    Batzu Member Posts: 17

    I feel like you spelled mechanic as "machanic" as a way to lure out redditors. Not to say I ain't a lil reddit but the frequency of the typo feels like bait.