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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Honestly, I am done for now and I hope you are too

24567

Comments

  • runningguy
    runningguy Member Posts: 993

    tunneling isnt toxic behaviour, its the killer doing their job. if bully squads were doing their job (gens) i wouldnt have an issue with that either because its part of the game. killers shouldnt be required to run slow down perks but look at how many do…. part of the game

  • bleep275
    bleep275 Member Posts: 645

    you ever hear the phrase "false equivalency"? if not this is pretty much the perfect example of it.

    And yes, i agree. if you are repeatedly getting tunneled out then your mmr should drop. drop to a point where the comp kid tunneling mindset is no longer there. There is a point in MMR where the fun layers reside. They meme, have personality, and dont constantly rage and insult like high mmr.

    now for the false equivalncy. Tunneling is an issue because it targets one player to remove them from the match ASAP. body blocking does not remove you from the match….it puts someone else at risk of being removed from the match. taking a hit via bodyblocking is an altruistic action that harms one player but benefits another player and is often a response to tunneling. Everytime i body-blocked in this game its to defend against a tunneler. Tunneling is a selfish action that harms everyone's gameplay and enjoyment , with the exception of you (the tunneler). Now im sure your next argument is along the lines of "mememe i guess im just supposed to sit there and be afk since dieing isnt fun for the survivor mememememe". no. thats not what im saying. Losing, even getting absolutley decimated can be fun. Tunneling is not. The ONLY point tunneling is seen as good for the survivor is when they get to tbag at the exit gate to spite you as a final "haha" at your failure to ruin their gameplay. but that is not fun. that is toxicity born out of your toxic gameplay. winning, despite what tunnelers believe, is not a requirement of fun.

    Again. Body blocking and tunneling are not equivelent. those other actions you stated..DOES NOT remove someone from the game. Tunneling does and does so by targeting one person. It is toxic.

  • UnicornMedal
    UnicornMedal Member Posts: 1,564

    XP. Every time, I will play for XP. Grind out the Rift faster and earn Iris quicker.

  • UnicornMedal
    UnicornMedal Member Posts: 1,564

    Can't really blame people when they're not forced to. You also have to consider the amount of people that do play both but keep their alliances with one side (i.e. Killer/Survivor is so hard and when I play the other side it's so easy). The most important thing you can do is play the game however your heart desires, but drop any of that baggage once you leave the game and compare your experience with the experiences of others to see the bigger picture. They will always fill in any gaps you're missing.

  • cogsturning
    cogsturning Member Posts: 2,256

    Eh. I'm done with the Rift by a month in. XP giving shards is appealing though. Give me more of those, faster, and I'll suffer more. I've got plenty to unlock still.

  • runningguy
    runningguy Member Posts: 993

    im not sure what bully squads you have against but in my experience bully squads spend all match trying to make the killer quit, they dont do gens at all. and with the hatch, doing gens is optional as many have clearly shown they can hide all match not touching a gen and still escape. survivors CHOOSE to loop pallets. they can lose line of sight, hide, make use of the whole map but its not optimal to do so and will result in them losing. thats why people loop. killers can CHOOSE to spread hooks but its not optimal and often means the killer ends up losing thats why they tunnel. elimination is built into the game just like pallets are. survivors use pallets as efficiently as they can, killers eliminate is efficiently as they can. there reall is no difference.

    The argument to bring perks to counter bully squads doesnt apply to killer because killer only has 4 perk slot. its impossible to cover everything with only 4 perks. survivor on the other hand, they are a team. they have 16 perks between them with many perks that benefit everyone not just themselves.

    survivors have plenty of 2nd chances throughout the match i really dont think giving them yet another chance to come back after they have all been downed is the way to go. at some point people have to accept the loss. if survivors misplay and end up getting themselves slugged in a group together no way should they have yet another 2nd chance. its like saying if all survivors perform so badly in chase they all get themselves hooked then expect a way to come back, being left on the ground and being left on hook is the same. Both disable to survivor from playing the match, both not fun experience, slugging is longer but it also means its more time for other survivors to do gens.

    my apparent double standard is due to the drastic differences between my killer and survivor matches. as killer im going against sweaty swf team and a regular basis so i have to use everything in my arsenal to win as do they. as survivor im solo so it is harder to counter tunneling especially when people dont do gens or just mess about in the corner of the map but i can counter it with a good team and even with bad team mates sometimes. not always counterable due to the team or my own skill but i counter it enough to maintain a 45% escape rate, tunneling requires team effort to counter effectively.

    i know many people have said shouldnt need a team to counter tunneling because some people go in solo but if that was the case then swf would demolish killer. thats the main issue i have seen, swf v solo. they are like 2 different game modes. v solo tunneling isnt needed so much because you can always rely on poor team play and people that just do totems or going for adept. this helps by the killer time to play fair. SWF is totally different. they have good team play, coms, synergy with perks….thats when tunneling is needed, its not a choice its a must. how do i know i dont know if its a swf squad or solo team from the start so i assume its SWF and i play to that. sorry solo people but i didnt know your not swf untill it was too late.

  • runningguy
    runningguy Member Posts: 993

    they die eventually yes but the bully squad dont care at that point, they had their fun. i have seen it many times. i have also see hiding for the hatch very often as have others, thats why they were doing anti hiding afk crows. it was becoming common place in my killer and survivor matches they would hide for up to an hour in some cases. theres a reason the anti hidding was on the agenda.

    i didnt say i struggle to be 60%, i said i struggle to get 60% if i dont tunnel. with tunneling i maintain 60 to 70% kill rate v sweaty swf on a regular basis. the matches are pretty even, fun and balanced. without tunneling, my kill rate will plummet. the only exception is when i play myers, my kill rate is between 80 to 90% and had somthing like 100+ win streaks but thats due to tombstone being op which is why they are reworking myers. no myers and no tunneling = big drop in kill rate, swf demolishing me and very unbalanced matches. there is no denying swf and solo are very different, killers need to be strong enough to handle swf teams. the result is soloq suffers because they dont have the advantage swf teams have. weaken killers so soloq can deal with it (by nerfing tunneling and slugging) sounds ideal but the result will be swf will be way too op.

  • Wolf65
    Wolf65 Member Posts: 97

    A call this made up nonsense. If a killer is "hard tunneling." and "face camping"(which is technically been removed years ago), it's a free gen rush wirh anything past a 1K being the survivors fault.

  • Wolf65
    Wolf65 Member Posts: 97
    1. I fundamentally disagree the need to "adress" "slugging and tunneling". It's just part of playing the game.
    2. This "shake up" would hit people, accidently breaking this new rules, way to easy. And if that bullsh*t wozld hit me like 2 times just by accident, if would rather quit, either for good or until it's fixed(aka removed).

    Enjoy your 30min lobby wait. Maybe they bringt in killer bots. Fun PvE.

  • Wolf65
    Wolf65 Member Posts: 97

    Your opinion is not the truth and mine is not a lie. From when I startet playing (2016) until I quit (2021). I followed all the devs streams, major youtuber and read all the patch notes. Killer got 1 step forward and 2 steps back EVERY patch for years. I came back because a friend told me it got better, but most of the core issues are still there. The killer shortage had been denied, but survivor shortage is all of a sudden an important topic. Double standards anybody?

  • runningguy
    runningguy Member Posts: 993

    the difference is killers dont get half as much 2nd chances as survivors do. the hatch for instance, its not the killer that wants to avoid kills and wait for hatch, thats survivors. as previously said, i can take the loss. when all gens are done i acknowledge game over, survivors won. when all are down/hooked survivors should acknowledge game over, killer won.

  • DeBecker
    DeBecker Member Posts: 934

    Basically everything killers have is second chance, but nobody cares.

  • runningguy
    runningguy Member Posts: 993

    such as? the only real 2nd chance the killer has is NOED.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,005
    edited September 2025

    Then just hook the survivor.

    Oh right, just hook survivor as Oni to always end my power, very effective…

    If you came back after 20 seconds, you are going to find them within 20 meters of where you left them. Shack is 10 meters wide for reference. It's not that hard. You just walk around in the general area and listen for sound.

    Which wastes my time even more, which is not really good when my slugging is under time limit.

    All you need to do is fix full slugging, which 90 seconds to unlock unbreakable does more than enough, rest is simply overkill.

    Slugging should be an option for the killer, it just shouldn't be primary tactic. Those changes made slugging kinda impossible in general.

    It should definetly be trimmed unless you want to remove all situations where killer needs to slug, but good luck with that….

  • AtlasShark
    AtlasShark Member Posts: 50

    The comment about The Twins was all I really needed to see to disregard this post. None of these changes should be considered until they can be reworked healthily so as to not invalidate a Killer (hence why they will be re-introduced in future PTBs). Sorry, but that's just not be an acceptable attitude towards balance.

  • runningguy
    runningguy Member Posts: 993

    thats because survivors are not supposed to be able to run forever. survivors start the match at their strongest, the killer is weakest at the start. survivors have a full team, full set of pallets, can spread out to do more gens. as the match progresses this slowly shifts to killer being strongest at the end and survivors weak at the end after they use pallets and reduce the amount of gens that need to be done. thats the base of the game, hardly 2nd chances for killers to get kills after failing. keep giving survivors chance after chance and they will start the match strong and will not get weaker as the match progresses.

    2nd chances are things that give the player another chance after failing, breaking pallets and chasing long enough for bloodlust or survivors vaulting same vault so it blocks isnt the killer failing.

    1.survivors can fail to do gens and still escape via hatch.

    2 they can fail to find hatch first and still escape if they have a key.

    3. survivors can fail a chase and get injured then heal.

    4. survivors can fail in 2 chases get hooked/downed and still get saved after failing the chases.

    5. now they want another 2nd chance after failing chase by recovering themselves from being downed.

    when can the killer get a kill without doing anything after failing? they dont have a team to protect gens for them or to chase for them, the killer has to do everything, survivors wont die on their own while i sit back and do nothing. but if i have a good team as survivor it is possible for me to sit back and do nothing then escape.

    you say these anti tunneling perks only delay the inevitable, i dont run any anti tunnel perks or anti slug and im solo. i go in with a gen build. this month so far out of over 70 matches my escape rate is 52%. im by no means an amazing survivor but i do play a fair amount of survivor and killer and i seriously dont see the issue. the only issue i see is the god awful team mates i get. if i had a good team constantly maybe my escape rate would be higher. sorry but i have to call skill issue in many cases that people fail against a tunneling/slugging killer. it is strange that a lot of people complaining about these tactics actually have an escape rate of around 40% atleast which is the target rate for survivor. if these tactics were effecting escape rates negatively and making killers over 60% kill rate fair enough but they dont.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,353
    edited September 2025

    Ahem.. What do you think some killer players do as soon as the final gen pops?

    The amount of times I have seen, or ended up in situations like this:

    facecamper.jpg

    Now, this example is from the anniversary event, where I played with @HeroLives, but the point still stands. Killers will absolutely facecamp you.

  • cburton311
    cburton311 Member Posts: 462

    I agree they should implement something sooner rather then later and if that something under delivers then buff it in the future.

    I disagree with all the buffs and nerfs and systems required for their proposal. It's all just too complex. I think it could be solved much easier. Survivors get 5% haste buff off the hook until someone else is hooked. On unhook there is no longer a notification for the killer.

    After 90 seconds of slug time, survivors can lift themselves up from slug for the rest of the match.

    That's it. Let's try that for a bit and see what new strategies emerge.

  • XDgamer018
    XDgamer018 Member Posts: 713

    thats endgame… there are no rules there its gtfo or try and secure a kill at all costs… if anti face camp was still active the killer might aswel be removed from the match after the 5th gen is completed…

  • Mr_K
    Mr_K Member Posts: 10,350

    its a generational thing considering the age of the game, but facecamping existed because standing that close blocked the unhooked prompt. Facecamping is no more because survivors can unhook from multiple sides. Further nerfing this method is the removal of hook grabs.

    Think about it for a moment and see that what the killer is doing here is limiting their field of view. It would be better for them to stand back a few steps and stalk any survivor that comes to help. More than likely that Myers is close to T3.

  • Mr_K
    Mr_K Member Posts: 10,350

    What happens the Devs take another approach than what was in the PTB? Would you be happy if they gave you the PTB version just to rip it from you hands next patch? Historically speaking, even if the replacement was better, that would cause more outrage than just taking the time to work on it some more.

  • oecrophy
    oecrophy Member Posts: 448
    edited September 2025

    • Accept the loss” sounds dramatic — but “use your kit” isn’t refusing to lose. By that logic, every second-chance survivor perk is “refusing to lose,” too.

    • DBD rewards elimination for killers the same way it rewards resource use for survivors. Using either isn’t a character flaw; it’s a gameplan.

    • Yes: tunneling is a tool — just like survivors have their tools and toys.
    • I’ll take “accept the loss” seriously when you queue without the full survivor kit: no second chances, no get-out-of-jail-free perks, no “oops, baby-perk activated — white-glow endurance saved me.” Deal? 😄
  • Wolf65
    Wolf65 Member Posts: 97
    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001809#Comment_4001809

    Facecamping was when killer could block the unhook. Their hitbox blocked it. They could go afk and still no unhook possible. That was removed.

  • oecrophy
    oecrophy Member Posts: 448
    edited September 2025

    Co-sign this. A lot of teams don’t realize how important early time is. Off spawn you’re strong: four healthy, full items, perks @ no cooldown, every pallet, full map control. While I rotate or take a chase, your gen clock is ticking — time is the currency in DBD. “Killer comebacks” aren’t magic buttons, they’re time trades: I pay time, you make progress. If you waste early (hide & vibe, totems, goofing off), you’ll need all the safety nets later and then complain about pressure tools. At the start you have EVERYTHING, the whole map. It’s normal the killer is weak early. Don’t call that a “bad start” or a “comeback” — that’s just the nature of the game once players aren’t giving insta-downs.

    The start is survivor-favoured — use it, and you’ll need fewer miracles. Tunneling/slugging are tools, not a morality play, and definitely not a one-button win. Learn the counters. And yup, runningguy is right: you already have plenty of safety nets and second chances, but it’s never, never, never enough. And “endgame perks with no counters?” … ehwm, ouuufh, big ouf — may I laugh now?

  • oecrophy
    oecrophy Member Posts: 448

    …or Unbreakable, sabo, “insta” heals — yada yada — all the good “I played bad → I still get away” stuff survivors can stack. By “white glow” I mean anything that gives EnduranceFTP → Soul Guard, MFT, DH, WGLF, the whole kit.

    The script goes: “Oh, he misplayed, he’s down—” white flash.
    “Okay, now?” He’s bad again, didn’t use camera— mid-chase insta-heal.
    “Alright, now for real—” nope: down in a pallet, teammate there, FTP hits, and I’ve got Soul Guard ready.

    fun and fair, right? white glow at it finest : (pov a friend, little german streamer)

  • Senaxu
    Senaxu Member Posts: 494

    Hot take: this thread is mostly role tribalism + negativity bias….
    Ten smooth matches vanish behind one miserable one, and the loudest outrage sets the agenda.

    Let’s be honest about extremes:

    • Some killer-only players would be happiest if survivors spawned slugged and only needed carrying to hooks.
    • Some survivor-only players would love 3 gens at 2× speed.


    Both would call that “balance” because it serves them. You can’t design for those edges and keep the game healthy.

    What would actually move the needle:

    1. Close SWF ↔ Solo. Basekit Kindred-lite (hooked broadcast), a global anti-camp meter, simple perk info of others while loading in, plus a ping wheel. Then separate MMR by party size (solo/swf) and tune KR per bracket. Stop pretending comms don’t exist.
    2. Punish sabotage, not roles. Early DC(chase to short, gen to fast)/suicide/AFK = one courtesy pass, then queue-served lockouts (start 15 min at the 2nd offense, escalate to 60+). Tighten AFK thresholds; right now the system is more forgiving than a year ago.
    3. Ship a minimal, low-abuse iteration instead of stalling months. Trim haste/anti-tunnel values (≤10%), no “crawl+recover” abuse.
    4. Compensate killers when Solo QoL rises. If you fix Solo parity, buff or rework the killers that actually need it. Balance the system, not someone’s favorite fantasy.
    5. Publish the data (KR by party size, DC rates, tunneling/slug flags). Kill the speculation loop.

    Design for the middle 80%. Fix SWF-Solo, punish griefing, expose data. Not the volume of complaints matters… the content does.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,966

    Strange then, that many years later they added a literal "Anti FACE Camp" mechanic. That people have been very, very specific since it's inception that it is designed specifically and only to combat face camping, and literally no other purpose.

    I won't deny that the definition of "face" camping has shifted over the years, from what you describe by denying the only single unhook spot, to simply standing nose to nose with the survivor (or hitting on hook). But you can still hit people on hook for the full duration and their only option is to jump off hook into getting immediately hit right now, on live.

  • Wolf65
    Wolf65 Member Posts: 97

    Than call it something else. "Shifting the definition" is like moving the goal post.

    "We want A removed."

    "Ok, we removed A."

    "We want A removed."

    "We already removed A."

    "No, A has changed, so we want it removed, again."

  • Pulsar
    Pulsar Member Posts: 22,954

    I don't think any of us call Mori's something different just because they don't function the same as they used to.

    "I'm getting mori'd" used to mean you got downed. Then it meant you got tunneled off of first hook. Now? Doesn't really mean anything.

    Just a weird hill to die on.

  • Wolf65
    Wolf65 Member Posts: 97

    Nope. You just keep sticking to your combat term and move the goal post. And "face camping" has always been a stupid strategy unless, the survivors played STUPID. If a killer is camping the hook, just punch gens. Any camper getting more than 1K, is bad plays by the survivors. Stop blaming killer,.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    If hard tunneling and bully SWFs are equivalent things, then why aren’t we having QoL changes to nerf bully SWFs?

    Why is the demands for game changes ALWAYS about how the game should be less frustrating for survivors, but NEVER about how the game should be less frustrating for killers?

  • cburton311
    cburton311 Member Posts: 462

    Personally, I would be ok with any changes that move the game in a better direction. If that means, exhaustion perks have to go, or any other changes to balance the game, so be it.

    I must acknowledge, that I might be alone in this sentiment. There would be many that would complain. This is where the devs have to do what's right for the game regardless of what any one person says.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    That doesn't make sense. Bully squads are even more unacceptable than tunneling, because they literally revolve their gameplay around ruining the fun of the other side.

    Tunneling is an actual game strategy that can help killers win games, so there is an actual valid reason for killers to tunnel.

    There are zero valid reasons for bully squads to exist.

This discussion has been closed.