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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

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Comments

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    There were cases where it absolutely did, hence why it absolutely needs tweaks. But fully cancelling it was a bad decision.

  • runningguy
    runningguy Member Posts: 993

    ok so killer has 0 hooks, all gens are done, all survivors at full health. can you explain to me how a killer can win that match other than survivors simply allowing the killer to kill them?

    As for hatch, many people have openly said they dont care about MMR, its an invisible number. people care about escapes and is seen by majority of players as a win for that survivor that gets the hatch. it rewards BP too. Change the hatch to a sacrifice pit where survivors jump in and they kill themselves….see how many people use it, not many im betting.

    Either your new to the game or just flat out being ignorant regarding the god loops. many still exist, even the shack can be used as a god loop v killer with no anti loop and no mobility. They are just not considered "god loops" any more because they now have bloodlust and vault blocking. its only recently they tried removing a god loop from badham map where players could infinitely loop a building and jumping through a window without ever triggering chase so bloodlust didnt trigger.

    They removed self unhook because people abused it as a means to go next, but people can still use an offering to gain this 2nd chance back which effects the WHOLE team not just 1 person.

    All of this is pointless anyway because comparing kill to survivor is a futile effort, killers can kill, survivors cant. there will be differences between the role. the nature of the killer role is to play untill all survivors are out or dead so need to be able to play the match regardless of how many "fails" the killer gets. survivors get eliminated by design and giving them unlimited ways to play the match to the very end makes no sense.

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    This entire post completely waters down the issues with the changes that they made. Also you totally made up how long it is until they test it again, they did not specify how long it was going to be. Though honestly, if you really need a long break from dbd just because a change isn't going live because it was bad for the game, then maybe you should take a break whether or not this is rage bait or real.

  • AtlasShark
    AtlasShark Member Posts: 50

    Yes, I am aware The Twins is slated for a rework. This does not mean pushing a patch that actually, truly invalidates them (not in the "Oh, the devs still haven't reworked them so clearly they don't care" way you seem to suggest) is okay.

    Your section about flashlights isn't about them being invalidated, it's actually about them having add-ons which are better than other add-ons. Which uh, yeah? This is extremely common literally everywhere in the game. I'm sorry but like 50% of your post is a very silly tangent.

    Acting like Lightborn existing invalidates the entire existence of flashlights is extraordinarily silly. It's akin to saying Medkits, as an item, are invalidated because The Plague is gonna make you broken the entire match, forgetting that over 98% of games will not be against her. Lightborn has a 5.39% pick rate btw, so like… seems like you can get value in 95% of your games still but maybe that's just me.

    The game is not going to lose its playerbase in the span of time between now and the next PTB. Sorry, but you're delusional if you think that's the case. I agree, changing slugging would be beneficial for the long-term health of the game but if you think that paralleling one unsatisfying add-on from an item to effectively disabling entire Killers (The Twins just being the most prominent) is okay then like, I don't even know where to go from here. It's just such an insane Survivor bias that it's insurmountable, so I'll leave you with this.

    The Twins should be reworked. The anti-Slugging measures cannot hit live as they were in PTB 9.2.0 without completely destroying them. Either the anti-Slugging is put off until that rework, or those changes themselves get reworked so as to not destroy the Killer. Any other option tells me that you think it is okay for the devs to essentially Skull Merchant another character, which isn't okay. I'm sorry, but it's just not and no one should be okay with that sort of attitude to game balance/design.

  • AtlasShark
    AtlasShark Member Posts: 50

    Just gonna respond to some of the things in here.

    DS is quite literally a second chance perk. It essentially reads as "If you lose a chase and are picked up within 60 chances of being unhooked, no you weren't". Second chances are not always bad, but this is a second chance perk. Like, by definition. It's a fair perk to have but it is second chance. In the "survivors have 0 agency in their unhook" situation that is a teamplay issue, and cannot be blamed on the Killer.

    "Killer second chance" is so cooked into the core of the game because the entire match revolves around Killer clawing advantage away from the Survivors. Survivors start away from the Killer, they have full charges on their items, they have no hook states, no one in need of healing, and the map is flush with pallets. The Killer starts at a disadvantage and doesn't really get their footing until the first down, growing that advantage steadily throughout the match. The two roles are fundamentally different and the game cannot function without that passive advantage gain for Killer.

    "bloodlust is second chance, there is not a single god loop in the game". Someone's never played The Hag before I guess (even when you set trap they just rotate to next loop, have another Survivor clear trap at god loop, and then rotate back it's misery). Even now there's some loops that would be problematic if not for the existence of Bloodlust such as Dead Dawg and Garden of Joy main. Most Killers have the tools to contend with these, but some don't and that's why the mechanic exists.

    In a hook trade the Killer is not gaining a second chance to have someone on hook, they are accepting a literal trade (often just taking advantage of a misplay). If anything, a hook trade is the Survivor gaining a second chance to not advance a hook stage.

    You're right we should bring back the self-unhook action I'm sure that's a wonderful idea.

    "They havent been hooked yet". The Killer has multiple win conditions whereas Survivor only has one, escape. This is a fact of the game that needs to be accepted before continuing further. Granted, the Killer's win condition can be simplified to "All Survivors dead, hooked, and/or slugged without recourse", but that is multiple conditions with slugging only included because it is a pre-condition to getting killed (outside of EGC). Comparing this situation to gens being done is silly, and I think you know it's silly lmao

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,005

    Oni wont really get affected as much as you think.

    I think it's more likely you simply fail to see how much it would affect every killer and Oni would be affected most.

    He simply can't pick up everytime he downs a survivor.

    Luckily whole feature was halted and I doubt we will see it in this form, so it's fine.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Twins is affected the most, and while all killers are affected, that wasnt entirely tr. Killers got haste and kick bonusses for each non-sequential hook, and a permanent kick bonus if everyone is hooked once will easily compensate for those 3-4 games where slugging is a neccesity

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    If survivors force a killer to slug, then haste and kick bonuses won’t help at all, because the killer still won’t be able to hook that survivor, and the killer can still get punished by anti-slugging.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    I said DS wasnt second chance, because the previous guy didnt consider any killer mechanic second chance.

    And yes, it can somewhat be blamed on the killer, because the only reason they tunnel is because they dont have any basekit reasons not to. Why blame survivors for being able to path in a way where they can chain windows in a way that makes them really hard to catch? The killer does have the agency to switch targets, but instead window blockers, pallet tile reductions and literal RNG rotations being banned from selection have been added to protect survivors from exploiting a killer too much. Yet, there are basically no meta-viable protections in place from killers exploiting a survivor too much.

    And I have played Hag, you dont really chase with Hag. You lure. The only time you chase with Hag, is because you've set up a web of traps and push a survivor into your web. Chasing with Hag is like equipping Scratched Mirror Myers and then instead of sneaking up on people, you want to chase.
    ALL killers have mechanics to deal with survivors. The only reason Bloodlust exists is because people pick a killer who has a different approach to the game, and still play them as if they are Nemesis. Yeah, you're going to need bloodlust on Hag if you dont know how to play her. Besides all that, doesnt take away that it's second chance. You're actively losing a chase, not breaking any pallets, not being able to use your power to the point that you decide to just brute force an m1. And instead of rewarding the survivor who managed to force you into that state, it rewards the killer for making bad decisions. That is, by all means, second chance. You get a second chance at chase. I've had 1 game in the past year, where bloodlust was absolutely neccesary to beat someone at a loop. That was on a killer I hadnt played in 4 years, who I was extremely rusty at and I was faced against survivors I literally faced with my best killer 3 matches ago and got send to a map that was extremely bad for that killer. Every other time I gained bloodlust, was literally the moment I already downed the survivor.

    Dead Dawg isnt really that big of an issue either. Dead Dawg is still considered one of the most killer sided maps in the entire game. It's one of Hag's best maps too. All you gotta do is break 4 doors ASAP and survivors wont last.

    And I would call the hooktrade a second chance, because attacks now are 4 stacks of STBFL faster than before. Before that change, you could unhook a survivor in front of a face camping killer in time to still pull off Dead Hard or have your teammate switch places with you for a BT hit. Nowadays, thats no longer the case. A facecamping killer pretty much is guaranteed a kill, even if survivors manage to unhook in front of you. That's a kill that originally would not always be possible if survivors teamed up correctly. Nowadays, to do the same thing, you basically need aura's or comms to pull it off. And even then, it depends on what killer you face.

    While it is somewhat silly, I did use the comparison, because strictly speaking, a killer who intended to get any kill at 3 gens(aka, not a killer who intended to kill in endgame) would have lost with enough gens gone, but they can still win. Where survivors could legit be screwed over by game mechanics that make certain things possible (Singu can facecamp and tunnel extremely hard, he is weak against SWF on comms, but that's legit his only real weakness). But the argument is that killers dont have to care for survivor fun and that surviving should be hard. Then why should survivors care about killer fun, and have the argument that getting a 3k should be hard too? Killers literally deny hatch because they consider it unfair, despite it having been nerfed 6 times so far. So why should tunnelling specifically not be nerfed 6 times because survivors consider it unfair?

    Not even talking about that the basekit buff for killers would, in the vast majority of cases, apply to every single match. Where the anti-tunnel/anti-rushed kill would only happen once in a while and when its actually needed. You can still slug for pressure. Even if that survivor can pick themselves up for free after 90 seconds without help, that's still 90 seconds where that survivor is practically out of the game. That's still 90 seconds where you can slug someone else and turn the game around. On top of that, if the next person you hook isnt sequential to the one prior, you would get a 10% gen kick bonus on top of the basekit 5%.
    So, you can slug, down number 2, hook them, kick a gen and remove 15% flat (so, ~14 seconds of progression), find the other survivor, come back, kick the gen again for another 15% flat gone (so ~27 seconds gone, basically 1/3rd of the gen gone with just 2 hooks). That more than removes the need to slug or tunnel in general for most killers. Pig with those changes can easily be B tier, because you have people with hats on that are not gonna work on gens for a while. Trapper wouldnt really see any changes at all, most of the time someone gets hooked in succession, its after a hooktrade anyway.

    Legit, the only killers that actively get harmed in terms of results, are Twins and Sadako. Everyone else either has a net benefit if they simply stop slugging and tunnelling. Sadako is fixable by making her mori count as 3 hooks, Twins is in need of a rework.

    You do have to realize that a lot of players also slug and tunnel because they are boosted in MMR because of slugging and tunnelling. I rarely face survivors that I "have" to tunnel or slug to win, and even if tunnelling and slugging would have given me the win, I rather have the loss that 1 round out of 10 rounds than face survivors who are better than me. If you would reset MMR with these changes in play, odds are that suddenly, no one would need to tunnel or slug to win most of their games ever again.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    It's rare that survivors can actively force a slug. And 90 seconds is a LONG time. A survivor is capable of finishing a gen if you are "forced" to slug for 90 seconds without you achieving anything. At that point, you are making a mistake as a killer. At that point, it's best to still just pick up the survivor even without anti-slug at play. In fact, anti-slug might actually help you, because it would turn a slug you cant pickup, into a slug that you can pick-up. Sometimes, its a good thing to pick up a survivor, knowing they would be pallet saved, because it would save you more time and grant more pressure over time than trying to bleed them out.

    But once again, 90 seconds is a LONG time.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    If “90 seconds is a LONG time”, then anti-slugging doesn’t need to happen. Why should BHVR implement an anti-slugging solution that would majorly upset killers, but would “barely help” survivors at all?

  • Firellius
    Firellius Member Posts: 5,473

    A slugged survivor generally has nothing to play for, so giving them a chance, even if it's a slim one, will make a large difference for the player experience.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    But it wasn’t a small chance. Survivors zoomed so quickly while slugged, that if a killer was forced to slug a survivor to chase a teammate, there was a big chance the slugged survivor would be long gone by the time the killer got back.

    And the fact that Deerstalker got reworked, showed that BHVR wanted slugged survivors to be extremely difficult to find, which means killers would be punished for any slugging at all, even if the survivors forced the killer to slug.

  • runningguy
    runningguy Member Posts: 993

    does this apply to hooks too? a hooked survivor generally has nothing to play for. atleast a slug can crawl to the hatch or out the gates, that more to play for than being stuck on a hook hoping someone unhooks you.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676
    edited September 2025

    I never said the anti-slugging was barely noticeable. I was criticizing someone else’s logic, because they simultaneously wanted us to believe the anti-slugging was super important for survivors but also barely noticeable for killers.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,676

    The reality was that the anti-slugging changes were a HUGE deal, and we had people telling they were “barely noticeable” because they wanted to downplay the changes, to make the changes more likely to get implemented into the game.

  • runningguy
    runningguy Member Posts: 993

    This has been the way I have seen if for a long time which is why I struggle to understand why such hate towards slugging but nothing towards being hooked. hook timer is about 70sec per phase I think? that's 140sec on hook in total if no one frees me. If slug timer is too long just set it so its 140 sec same as hooks? it still means hooks are better because 3 hooks and the survivor is eliminated but doesn't mean 3 downs and they are eliminated.

  • Firellius
    Firellius Member Posts: 5,473
    edited September 2025

    Okay, but now you're just relitigating the case with me, I was just pointing out an issue with your argument, that's all.

    Hooks have been rebalanced over time, though, since they were extremely exploitable too, and slugging circumvents all of that, so there's a good reason hooks aren't as disliked. Plus, hooks are part of the intended gameplay loop, which slugging isn't, which I wager does play part in public perception.

  • runningguy
    runningguy Member Posts: 993

    theres pros and cons to both slugging and hooks. slugging circumvents hook stuff like perks and basekit endurance but the pro side is the slug can move and they require the killer to camp them for 4min instead of 140sec.

    regardless of hooks being part of the gameplay loop, the fact remains the same, hooks remove the players from participating in the match the same if not more so than being slugged but hooking is deemed acceptable. if the criteria for making this acceptable is to be part of the gameplay then make slugging part of the gameplay? saying its part of the gameplay loop to justify a boring mechanic the removes players from playing the match but then demonize an identical mechanic that does the same thing because its not considered part of the gameplay loop doesnt make sense to me.

  • joeyspeehole
    joeyspeehole Member Posts: 293

    As far as god loops are concerned many killers, like the unknown, can disregard loops.

  • runningguy
    runningguy Member Posts: 993

    some killers can yes, but other killers cant. these are the killers im refering to, with no speed and no anti loop like myers, pig, death slinger, trickster, ghostface, houndmaster. these killers cant catch survivors at certain loops without bloodlust, vault blocking or major misplay by survivors.

  • runningguy
    runningguy Member Posts: 993

    stealth maybe…depending on the loop. pointless having stealth if they can see me over the top of a wall or through the cracks in the walls at the shack. taking 2 health states i wouldnt say is an anti loop as you need to catch the survivors to be able to use this ability so its for use after the loop not to counter the loop.

  • runningguy
    runningguy Member Posts: 993

    yes but my point regarding god loops is that without bloodlust or vault blocking then some killers cant catch the survivor because they dont have the speed or anti loop. which is why bloodlust and vault blocking became a thing. taking 2 health states involves the killer being able to catch the survivor at the loop, it doesnt stop the loop which is what anti loops do.

  • runningguy
    runningguy Member Posts: 993

    have to force the pallet to drop first, lots of maps have a shack and if 1 loop can be a god loop that it breaks the game. there is a reason why bloodlust and vault blocking was introduced. cant honestly say 1 god loop isnt an issue. survivors shouldnt be able to hide or run to the shack or wherever this 1 god loop is and be safe for unlimited amount of time which was the case before they introduced bloodlust and vault blocking. now its not so bad because these mechanics have pretty much removed all god loops, now there are strong loops but not god loops. but removing these bloodlust and vault blocking mechanics creates god loops which myers and other killers that dont have powers to counter looping simply wouldnt be able to do anything about.

    badham for example, had a new window in the upstairs of a house to stop people from being body blocked in the small gap by the gen. the result was a god loop that survivors could run indefinitely, never triggering chase. this was pretty recent and was also changed back pretty quickly because having this god loop broke the map.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,850

    If I waited a whole month before I could get a pizza, doesn't mean I would accept a pizza with anchovies on it.

    This patch was TERRIBLE For killers and trust me, if they had pushed this patch through even with tweaked numbers, every game you played would be vs. those killers listed in the patch notes for getting less benefit from the new system and even then, your queue times would skyrocket as survivor.

    Punishing killers for taking advantage of survivor mistakes is NOT the way to prevent tunneling and if they ever do that, MANY killer mains will quit. I know many survivor mains think that would be great cause only the 'nice' killers will remain, but it will only be the S-tier killers.

  • runningguy
    runningguy Member Posts: 993

    loops and pallets havnt changed that much over the years. shack in particular hasnt changed at all. look up god loops badham map, you will find only recently that god loop was reverted. why? because it was an infinate loop that survivors can circle forever and never be caught due to chase not triggering. god loops have all but vanished now….coincidence that god loops stopped when bloodlust have vault blocking came into play? unlikely because loop patterns and been pretty much the same and in fact getting more pallets in next update. i guarantee, remove vault blocking and bloodlust and survivors will loop forever on select loops v select killers.

  • AtlasShark
    AtlasShark Member Posts: 50

    Frankly, the only reason most Killers tunnel is because the Survivor team misplays and grants them the opportunity to. If the most effective way to play is handed to them, why shouldn't they take it y'know?

    I don't blame Survivors for using infinite loops like they did back in the day, nor for abusing currently exceptionally strong loops. That's their prerogative. But again, the mechanic exists for the Killers (characters, not players) who cannot adequately handle it and maintaining the power role is key to the game's flow. And there are several meta-viable options for keeping the Killer from exploiting a particular Survivor too much. Mostly this is in the form of perks (Unbreakable, DS, OtR, Shoulder the Burden, etc.) but also exists in the form of teamplay. Taking protection hits, flashlights, flashbangs, cranking gens, threatening pallet saves, etc. These are all methods in which Survivors can curb the impact of the Killer exploiting that one Survivor. The only situation in which a Survivor is effectively helpless in the situation is if there's little to no teamplay on the Survivor team and they're paying the opportunity cost of not taking preventative perks. Which feels bad, sure. But it's a confluence of factors that all need to be taken into consideration.

    That's what Hag wants to do. Good Survivor teams do not let Hag do what she wants to do. If you haven't experienced the abject misery of having your Killer kit fully exploited by two Survivors while the others do gens then I envy you, truly.

    Again, Bloodlust exists to alleviate pain points for specific Killers (as well as future-proofing the game for future loops). Let's swap examples. The Oni does not have a power that deals with loops until he has earned it via landing an M1. Often he has to rely on Bloodlust in order to obtain that hit because there just exist some loops that are too strong for him to reasonably deal with otherwise. He can't effectively switch targets, because he has a regular Terror Radius and good Survivors will pre-run him all day long. Straight up, he has no option to deal with it until he's already landed the M1.

    I think your definition of "second chance" is far too broad. In fact, I think it would be less of a stretch to say that a Survivor getting healed is giving them a second chance as they can now take another hit. Unhooking a Survivor? That's a second chance. They already lost their chase they should be dead. etc. It's an extremely narrow way to view the game in a way purposefully skewed to your, seemingly, preferred role.

    Dead Dawg is widely considered to have one of the best main buildings in the game, alongside Garden of Joy. I am specifically referencing these loops as problematic because Survivors worth their salt will beeline to these loops in times of need. The maps as wholes are not being considered because we're talking about how Bloodlust interacts with problematic loops.

    Survivor is balanced around teamplay and some level of coordination. It is not the Killer's fault that the Survivor team is not coordinated enough to orchestrate an unhook maneuver using that classic pincer style. Again, I also think that your definition of "second chance" is off, and should be something you personally revisit.

    Either side can win while at a disadvantage, as is the nature of a tug-of-war style game flow. I don't really see where you're going with that honestly. Seems like kind of a silly extension to a silly rant.

    The basekit buffs for Killers are their own can of worms, primarily because they don't benefit Killers equally and are not genuinely exploitable like the anti-tunnel and anti-slug mechanics were. They just weren't a good solution to the issue.

    The Killers who are most negatively impacted would be, The Twins, The Oni, The Onryo, The Pig, The Trapper, and The Hag. The first two are fairly obvious as they're the Killers that slug as a function of their power (they aren't alone in this. For example, The Knight occasionally slugs as a function of his power and could be specifically negatively affected as well). The next two have alternate kill mechanics that do not rely on hook stages, with The Pig's being something that the Survivor is ultimately in control of rather than the Killer. These obviously have issues. The last two have powers that are reliant on Survivor mistakes, making inadvertent tunneling something that can just occur from normal gameplay. In fact, the proposed mechanics actually made the last two pretty abusable. Take this scenario I played out in the PTB 9.2.0 for example. Playing the game as The Hag and hooked three Survivors once each. My fourth hook was on one of the first two Survivors I had hooked previously with two gens left. Mind you, I'm playing the game as the Survivors wish and spreading hooks fairly evenly. That Survivor, knowing that if I kill him I am basically guaranteed to lose the game, proceeds to just run through all my traps after getting unhooked. If I kill him I am limited to 1k, maybe 2k if I play it right because of the gen bonus speed and no regression. Killing him is off the table. If I slug him, he will either get up on his own after 90 seconds or, more likely based on how the team was playing, will pick him up while I try to reset web and he'll do it again. Slugging is off the table. The Survivor has exploited the mechanics to force me to either settle for a 1-2k, or play without traps until I get another hook on someone else as a powerless 110% Killer. The impact of these changes reaches far beyond just The Twins, and it's unrealistic to say we should rework all six of these Killers likely months (if not years knowing BHVR) after pushing changes that either kneecap them or can be exploited and weaponized against them. It's just not how the game should be designed or balanced.

    These anti-slug and anti-tunnel mechanics just were not healthy for the game in the state they were presented to us. Instead of complaining about how they weren't implemented, it is far more beneficial to talk about how they could be altered to make them a healthy change to the game.

    I do not care about MMR. I also know that the game is balanced in such a way that extremely skilled and coordinated Survivor teams stomp even Killers who do tunnel and slug. At some point you have to realize that these mechanics are balanced, and even designed around, in DbD. The changes presented in the PTB 9.2.0 didn't really take that into consideration, which is why they failed phenomenally.

  • joeyspeehole
    joeyspeehole Member Posts: 293

    If the argument against the anti-tunnel and slugging is that people just need to learn how to play survivor better, or learn counters to killer perks or playstyles, then you know, the counter to that argument has already been typed.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Why should the killer be able to win that match?
    Simply flip the script: Ok, so survivors have 1 survivor dead at 5 gens, all other survivors are on dead hook. Can you explain how survivors can win that match other than the killer simply allowing them to escape?
    See how entitled that mindset is? Why do you deserve the possibility of a win when you got nothing done and your opponent pretty much got everything done?

    And while people dont care about MMR, it IS the reason why they feel like they "need" to tunnel. Objectively, ever since MMR has been introduced, the game has been made easier for killers and more difficult for survivors. Yet the "need" to tunnel raised every single year. Why is that? Maybe the MMR system matching you up with opponents you cannot handle because you cared more about a survivor "unfairly" getting the hatch than you "unfairly" getting a 4k.

    And no, godloops no longer exist. There are a few god pallets (aka, pallets you HAVE to break otherwise you cannot loop, like Killershack pallet), but god loops? No.

    And people went next, because tunnelling became the standard. If you were hooked first, you would get tunnelled. Tunnelling epidemic introduced Go Next. And tunnelling got so far because of MMR boosting due to slugging and tunnelling just cus.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Because there legit werent that many long term issues. And I got 3 months, because that's how long it takes for a big patch to come out. This isnt going to be a hotfix update. This is either going to be a chapter or a mid-chapter release. Which is 3 months.

    I work in IT, if something is this big, it will be attached to a release. The only time something like this will be implemented between releases is if it ABSOLUTELY has to be released. And despite player frustrations, it isnt an emergency release. Hence, earliest date it will be released is the next mid-chapter.

    And I dont need a break from DBD because a change isnt going live. I need a break because every single killer I face will take advantage of there not being protective measures against basekit slugging or tunnelling.

    As for most "issues", a lot of those werent even going to be issues due to the basekit generator changes. A 5% permanent damage boost on gen kicks if you hook everyone once. A 10% damage poost on gen kicks if you dont tunnel (just this change alone slows down gens a lot). A 10% hasteboost (which should last untill the next time you damage a survivor rather than a time limit). Free basekit BBQ so you know where to go too. The legit main issue was generators getting blocked if you killed someone before having 6 hooks in total. Which IMO should be killer dependend and requires some tweaks.

    Were there going to be issues? Yeah, sure, there will ALWAYS be issues if you make basekit changes. But other than generators getting blocked, they wouldnt be exactly gamebreaking changes.

    Again, I am still also advocating for an MMR reset after these changes. A lot of killer mains are facing survivors they shouldnt face because they "abused" the lack of anti-slug and anti-tunnel. They "abused" hatch prevention. Not neccesarily knowingly, but it is what got them against players that were even better, meaning they needed to rely on that even more to win games.

    I am actually convinced that if the changes were released as the PTB was, together with a hard MMR reset, that no one would have had a hard time.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    survivors zooming while slugged was a PTB specific bug tho. There was no cap on the speed increase.

  • runningguy
    runningguy Member Posts: 993

    i can axplain very easily how to win that match, i have won many matches like that. its called hatch… thats my point. as survivor the killer can wipe out my whole team at 5 gens. There is a reason i go into every match with hatch offering lol. chances are my team will do awful or go next, killer won…but i can still win via hatch. This scenario doesnt exist for killer, if survivors do all gens and killers get 0 hooks, survivors have won, killer cant pick up a 3 or 4k from nothing (maybe with noed).

    Im aware good loops dont exist because now the game has bloodlust and vault blocking. remove them and see what happens, loops that are currently not god loops suddenly become god loops. there is a reason why bloodlust and vault blocking became basekit….to eliminate god loops.

    as already stated the need to tunnel applies to top swf teams with meta perks, coms, perk synergy, offering synergy. do killers need to tunnel v solo uncoordinated teams? no, i dont think so but the killer doesnt know they are solo or swf so more often than not the killer will assume they are swf and play accordingly which results in soloq getting demolished.

    If your suggesting killers boosted their mmr by tunneling, then the same must be applied to swf teams that boost their mmr by using coms and playing as part of well coordinated team. I have played against many survivors that are usually in swf and when they play solo they openly admit "never playing soloq again". Why? because they have boosted their mmr by having swf advantages that or not available to them in solo? it works both ways. killers that lose when they try to spread hooks can say the same, "never spreading hooks again".

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    "Frankly, the only reason most Killers tunnel is because the Survivor team misplays and grants them the opportunity to. If the most effective way to play is handed to them, why shouldn't they take it y'know?"
    Frankly, the only reason survivors rushed gens in the past, was because killers misplayed and gave them the oppertunity to. If the most effective way to play is handed to them, why shouldnt they take it y'know?
    BASEKIT countermeasures implemented since then:
    Basekit 5% damage
    Survivors need to repair at least 5% before the generator stops regressing(no more gen tapping)
    Gens went from 70 seconds to 80 seconds, and 2 years later from 80 seconds to 90 seconds
    Reduced/removed tall grass so survivors have a harder time hiding near gens
    Reduced the strength of pallets around gens
    Chase related interactions have been sped up by 10%
    And that's just 2020-2025.

    Things that have been added to combat the increase of tunnelling and slugging:
    HUD update to show recovery status
    Basekit BT(which is nice to have, but its just a 10 second timer)

    That's it.

  • runningguy
    runningguy Member Posts: 993

    im not sure where you get that from lol. mmr criteria? your own personal win/loss opinion? mmr counts hatch as a draw not a loss. mmr is counted for individual survivor not as a team. if 1 survivor escapes out the gate then "the team" technically lost, killer gains mmr but that 1 survivor that escaped out the gates also won and gets mmr gain. i have never heard anything stating that mmr is gained as a team as a whole. if this is the case i would be interested in seeing the evidence to support it. last i saw mmr was worked out on a 1 v 1 v 1 v 1 v 1 basis. aside from mmr because who really cares about an invisible number, the "win criteria is dependant on the individual imo. if a killer feels anything less than 4k is a lose then 4k is their win criteria. some killers consider 2 or 3k a win. as survivor my win criteria is ESCAPE via any means necessary. when i get hatch i ascape and the killer is denied 4k. thats a win for me even if mmr considers it a draw. certainly not a loss.

  • solidgamer44
    solidgamer44 Member Posts: 122

    they legit went through with the anti tunneling perk nerfs and slug nerf but didnt go through with the killer regression ones, blatant favorism tbh neither should have gone through bhvr is not cooking they did not forget they legit went over it 100%

  • Monlyth
    Monlyth Member Posts: 1,099

    Playing Killer optimally isn't a "cheese strategy". When you go into comp DbD, camping, tunneling and slugging are all expected, and if the Survivors can't deal with it, well… too bad.

    A cheese strategy would be a strategy that wrecks bad players but usually fails against good players, which tunneling isn't.

    Now, sure, tunneling can lead you to win games you'd otherwise lose, but the same can be said for any good Killer strategy. And it can lead you to neglect Killer fundamentals or neglect other aspects of Killer strategy, but focusing only on getting better at chases and neglecting Killer macro, or focusing only on defending generators and neglecting chase, can have a similar effect.

  • bleep275
    bleep275 Member Posts: 645

    I blame streamers and esports for the downfall of casual enjoyment. Their popularity is influential and everyone wants the prestige of being on par with the best. And in their quest to do so they watch these people and take every word as scripture. If the streamer or comp person says only specific playstyles or perks are viable. They won’t even try to play in ways the streamer doesn’t endorse. The crazy part is…they blindly follow their tactics and builds to the point they’re not even truly winning. The streamer is winning and they’re just a bot with their build.

    They all say “oh you need corrupt or you’ll lose” “oh you need gen regression or you’ll lose” “if you don’t play these arbitrarily ranked s-tier killers you’ll lose”.

    Meanwhile I’m out here with no gen regression or slow down and getting constant 4ks on meme builds. If I can go full terror radius wraith and 4k…they don’t need to tunnel. Heck backpack trapper has YET to make me lose lol. It’s so good and yet I break all the cardinal rules of “optimal” comp gamers.

This discussion has been closed.