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Every Game is Just Hook Trade & Tunnel – The Game is Falling Apart

coolgue1
coolgue1 Member Posts: 249
edited September 15 in Feedback and Suggestions

At this point every match feels the exact same:

  • Someone gets hooked
  • Teammate trades
  • Killer goes right back to hook and tunnels

There’s no counterplay, no variety, no skill expression. It’s just hook → trade → tunnel until someone is out of the match in the first 5 minutes. Survivors don’t even get to play the game, and killers aren’t being pushed to actually improve because tunneling is the easiest way to win.

The worst part? Every killer can do this. It doesn’t matter if you’re playing Nurse, Wraith, Clown, whatever—they can all tunnel, and they don’t even need a perk to do it. Yet survivors are constantly told “just bring X perk” as if it’s our fault. Why should survivors be perk taxed just because killers want the easy way out? If it’s a strategy every killer can abuse without building for it, it’s a design problem, not a survivor problem.

And BHVR, stop listening to the people that live on the forums instead of actually improving their gameplay. The players defending tunneling aren’t interested in balance, they just want their free wins. Meanwhile, the larger community is getting tired of the same unfun loop.

BHVR needs to implement something at this point. Look at the player count—dropping every single day by the thousands. That’s not just “burnout,” that’s people getting sick of an unplayable loop

Dead by Daylight is supposed to be about tense chases, teamwork, and clutch moments. Right now it’s just a tunnel simulator, and if nothing changes soon, the playerbase will keep bleeding out.

Post edited by Rizzo on
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Comments

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    The game has always lost players in the months after big chapter releases. This proves nothing. Go look at the history on Steamcharts.

  • Abbzy
    Abbzy Member Posts: 2,055

    Same with gen rushing every game i play fair with fresh hooks if unhooked survivor doesnt run into me abusing antitunnel for free bodyblocking gens are done in 100% effiency faster pushing me to play dirty as my opponent and its still 90% easiesnt win for survivor just do all gens asap so killer is left with all of his gen protection in endgame with few hooks but its not fun as your discription of first problem.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    Check steamdb the game had between 80k and 120k from june to august, it's dropping hard and the next few months of hard tunneling meta aren't going to help

    I suspect the hype for krasue chapter isn't that high all the good stuff is deleted, ironically new killer is S tier tunneler

  • Amanova
    Amanova Member Posts: 379

    And that tunneled person gets penalty for dying so fast plus grade loss, killers should be punished for doing so too

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    what are you even linking bruh, september just barely started… check the last week of august the game had between 70-90k at all times, now it's already around 40k and as low as 27k (yesterday)

  • runningguy
    runningguy Member Posts: 760

    the counterplay is dont unhook too soon, do the gens furthest away from the hooked survivor. killer will have to either camp the hook giving people free gens or they will have to go fair distance to chase someone else which then someone can unhook and run. dont hook heal and dont unhook too soon.

  • sinkra
    sinkra Member Posts: 545

    If tunneling should be punished so should gen-rushing.

  • ggsk
    ggsk Member Posts: 57

    There are many anti-tunneling and anti-slugging perks,
    But no one uses them.

  • Skillfulstone
    Skillfulstone Member Posts: 1,124

    Although I personally haven't really noticed a noticeable difference in tunnelling, it kinda makes sense as we have a few precedents;

    After Map offerings were announced to be killed, suddenly map offerings were used every game almost without fail since people knew their offerings would soon be near-useless (rip map-dependent achievements, the offerings really either should make more of an impact or at least not be consumed if the map wasn't chosen).

    Whenever a Killer, or any perk, is announced to be nerfed into the Shadow Realm, there's a rise in pickrate before the update (people using the Killer/perk before it gets nerfed.).

    After the (2nd) BNP nerf was announced, I had rarely seen so many BNPs in matches since the days where BNPs did a full gen with one button press.

    Now tunnelling is effectively on borrowed time (pun intended) so, either in "protest" or just to do it while they can, people might tunnel more since it won't be an option forever.

    I don't know why, but people seem to forget that the changes weren't scrapped, they were just delayed since almost the whole playerbase showed/told them all the holes in their first try. In a coming PTB, when those systems won't completely overshadow a new Killer, the systems will come back hopefully improved and, at the very least, getting hard-tunneled at 5 gens (hooked 3 times in a row) will be either much harder or punished and incentives for not tunneling will also return better.

    I hate getting tunneled as much as anyone, but if it's not done correctly then the system could do some serious harm to the game. I'd rather wait a bit longer and have a system that won't be easily abused/weaponized and/or forces players to follow a set gameplay loop every game.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 203

    The only way to effectively play against camping and tunnelling is by slamming gens. Removing the ability to do so would be a massive buff to the very things they're (ostensibly) trying to lessen.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,275

    Wanna know why?
    Because it is boring to always have to run second chance "meta" perks, that maybe gets you to another unsafe loop before you inevitably go down again.

    It shouldn't be a requirement at all.

    True gen-rushing would be to bring toolboxes with BNP's and builds specifically for doing gens as fast as possible. At least that is how I would define it

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    I was gonna say, business as usual then.

    He's right. Numbers drop and then a licensed chapter drops and they spike back up. It's what keeps DBD afloat.

  • ggsk
    ggsk Member Posts: 57

    If that's the case, then Survivors are thoroughly enjoying the chase even when under concentrated fire.
    It's understandable for players doing simple tasks at generators to complain, but it's strange to complain to the player who's being targeted.

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    I feel the same about having to run gen defence so there’s more than 3-5 chases before the gens are done and the games over in 5 minutes without having even seen some of the team.

    I’d love to be able to run some of the undetectable and terror radius stuff without the game being over before there’s chance to get any value from them.

  • Brimp
    Brimp Member Posts: 3,547

    You can thank no hook grabs for the removal of skill expression. No threat of the killer grabbing = free trades. Why coordinate a save against a camping killer (which still can happen in soloq) when you can just wait for the killer to walk far enough and then full send it to the hook.

  • runningguy
    runningguy Member Posts: 760

    every abandon option available was for survivor benefit. they are adding more pallets for survivor benefit. the anti go next to stop people suiciding leaving 3 people to do all 5 gens was for survivor benefit. they even back tracked on the anti hiding afk crows because survivors complained. to say they dont care about survivor experience is just flat out wrong.

  • Brimp
    Brimp Member Posts: 3,547
    edited September 13

    A lot of this can be literally said for BHVR keeps enabling survivors. Still no abandon option for killers when gates are powered/opened so if they're in the gate they get to rub in their escape by either bagging at gates or intentionally waiting out the end game collapse and running out at the last second. So many killers are left in the dust because their kits weren't designed to keep up with decent survivors and that shows when some people are noticeably cockier when it's a killer they know that can do nothing about their taunting.

    If anything, the PTB would have showed BHVR absolutely caters to specifically extremely casual or even bad survivor players that don't really have a fundamental understanding of DBD other than objectives which wouldn't be bad if they did the same for killers which they didn't despite their proposed "incentives."

  • Choaron
    Choaron Member Posts: 818

    "At this point" = the past 9 years.

  • Amanova
    Amanova Member Posts: 379

    And that camped survivor will get go next penalty how is that fair?

  • stikyard
    stikyard Member Posts: 592
  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,275
    edited September 13
  • TheTom20
    TheTom20 Member Posts: 675

    While it's annoying if they don't do that 80% of the roster just instantly losses against a good team if they don't do it not sure what the devs should do anymore .

  • Xray
    Xray Member Posts: 275

    i think the game is impossible to balance and trying to do so will just ruin it which it seems is happening rn with the the latests changes that got rolled back. You just gotta accept that things in the game are just gonna suck and probably never get better.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,471

    There’s no counterplay, no variety, no skill expression.

    Protection hits exist. You are not completely helpless as a team against a tunnelling killer. Even as a solo player, taking protection hits for a recently unhooked Survivor is still an extremely effective strategy.

    Why should survivors be perk taxed just because killers want the easy way out?

    I hope you realise that this goes both ways too. You have to throw on at least one slowdown perk if you don't want the game to be over in an instant.

    Look at the player count—dropping every single day by the thousands.

    We're actually up ~15000 players on average per-day from this time last year, according to Steam Charts.

    Dead by Daylight is supposed to be about tense chases, teamwork, and clutch moments.

    There will be no tension if there's never any threat of someone being eliminated. It will make every match play out the same.

    I agree that they need to do something, but railroading people into playing a certain way all the time isn't it.

    You can provide more tools for Survivors who are being tunnelled to escape, but nuclear options like a global 25% gen speed boost for killing someone "too early" (which is possible without any tunnelling at all, by the way), or blocking any generator from being kicked or blocked ever again, is too far imo.

  • BbQz
    BbQz Member Posts: 412

    It's not really impossible it's just the tactics they use are really that fun, and your average person will feel a level of compassion when it comes to tunneling some one from the start and slugging 3rd kill for minutes as you hunt for person 4. They are VERY strong strategies that have been proven to have no counter truly as you can see knowledgeable people about the game getting 100s of win streaks. But a good portion of the player base hasn't played over 2000 matches let alone the fortitude to get a winstreak of that level using really repetitive and unfun strategies.

    A lot of killers don't load in to a match with that mind set but that really only masks the problem with it's effectiveness because when they do it's very obvious you won't win.

  • Firellius
    Firellius Member Posts: 5,436

    And this is why they should stick to the 6 hook requirement and not lower it!

  • Wolf65
    Wolf65 Member Posts: 97

    Your answer does not make any sense. Why should 6 hooks be alright? Why go any gigher than 4?

  • coolgue1
    coolgue1 Member Posts: 249

    Because it would make the system completely useless u can't give wiggle room that can be abuse if they want to truly stop it, look at hatch for an prime example it abused in 90% of game to stop it from spawning

  • Crowman
    Crowman Member Posts: 10,091
    edited September 14

    It's always funny seeing people bring up Steamcharts as a sign the game is dying just because the number is less than a previous month. We've done this song and dance before several times and the game is still here. Looking at the numbers on SteamCharts you can see that the game has more players now than it did at the start of the year. Hardly the death of DBD.

    Let's also not forget that Silksong and BL4 are new game releases this month and currently DBD has no active event or recent content.

    EDIT:

    For some further evidence let's look at this page: https://store.steampowered.com/charts/mostplayed
    #24 for most current players
    #17 for most daily players

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    I never said the game is dying if you read the comment, just saying extra players from fnaf are gone we had much higher numbers during the entire summer, player retention seems terrible

    the "funny" thing is many people seem to like the 2v8 meme mode more than the real one, even though you play against the same 5 killers endlessly it's still more fun somehow, they should probably be worried about this… there's a reason they constantly do player satisfaction survey

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,471
    edited September 14

    That's happened with literally every chapter since the beginning. There's a surge of players for the new content, and some of them leave after that. It's not an indication that player retention is dropping, we're actually up in terms of playercount from this time last year.

    Summer is also far more popular for games in general because all the kids are on school holidays. September time is when they all go back, so there's always another drop there.