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So... when is the anti-tunnel and anti-slug measures BHVR promised is coming in...?

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Comments

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    >At an undisclosed point in time. The last time they tried anti-camp and it got booed off the stage, it took them literal years before they tried anything again

    good

    >We're still waiting on Skull Merchant and Twins reworks. 'A future patch' could be next patch, but is more likely on a longer term schedule. The +10 seconds hook timer that was supposed to come with 6.1 to counterbalance the longer gens and not have that be a strict buff to camping took 'em two years. Are we gonna have two years straight of killers being designed for anti-tunnel before we actually get said anti-tunnel? Do you think that that is their plan?

    no, I think that's their incompetence and/or inability to properly communicate. Logically, +10 seconds nerf happened so late because they didnt initially think it would've been necessary and gathered data to make a decision. They made it sound like they just forgot to add it right away. So either they're unable to communicate properly or they are actually incompetent and self reporting.

    Either way it doesn't contradict what Im saying, they're either painfully slow at making decisions or have delayed reaction.

    >Krasue was tested on PTB with the anti-tunnel/slug changes. We then didn't get the anti-tunnel/slug changes, but they did buff the hell out of Krasue moving from PTB to live.

    No, I quite literally did. Krasue was buffed because she was NOT GOOD ENOUGH with these changes. If they are planning to go through and are already halfway done coding that, why not proceed? If people get mad, devs roll out a bunch of placebo nerfs like they did to ghoul and they'll have an easier time selling the systems to the community later.

    Either incompetence or slow decisionmaking.

    There's also multiple other factors like the fact they still need to sell the chapter and NERFING the killer people ALREADY perceived as "clunky/bad" wouldnt make a good case. It's not just one thing, it's multiple.

    >IF what you're saying is true and the reason Krasue is this overtuned is because of the anti-tunnel changes that didn't come in, wouldn't it make infinitely more sense to, when they realised they weren't going to push the anti-tunnel, leave Krasue as is and not buff the hell out of her in response to a patch that is not happening?

    IF the changes aren't actually coming in and not just delayed. Again, bigger picture, at least within a year which is slightly more than their development cycle IIRC.

    Look at Singularity and his update. It was planned to ship somewhere in late 2023, but was promptly delayed and instead we've had Skull merchant 2.0 with 8 kick system / AFC. Then he got updated almost a year later and the changes he's got didnt involve any actual nerfs to 3 genning (unless you count camera CD skip exploit that got fixed w/o a patchnote) and a QoL that cut the camping punishment by 4 seconds. Something tells me if they didnt choose to go for the fundamental design change and opted to balance killers individually w/o external bottleneck, Singularity would've been nerfed badly.

    >That's nonsense too, considering all the other changes they made and have made in the past. They have no problem making 'drastic sweeping changes' on the short term, and this PTB, if anything, proves that to be the case!

    You just gave examples of them being unable to make quick decisions / changes.

  • Choaron
    Choaron Member Posts: 818
    edited October 7

    There are anti-tunnel and anti-slug measures already. Those are called DS, OTR, Unbreakable etc.

  • blackmoonrealex
    blackmoonrealex Member Posts: 36
    edited October 7

    As a killer main that uses Spirit and Sadako, I’ve never had to slug, tunnel, or camp. I consistently get 3-4 kills, even against SWF teams. I’ll never forget when I was up against a 4 flashlight-ridden Feng SWF team. They looped and tea-bagged me like crazy, but I got them all. So I don’t understand why killers complained about the changes; I thought they were perfect. Maybe there’s just a lot of bad killer mains out there who need these toxic tactics to win?

    I’ve played plenty of survivor though, and I feel for you guys. It’s just not fun. Tunneling and slugging run rampant, and they simply prevent you from playing the game. You wait around more than anything else. I’ll stick to killer.

    Implementing some of the 2v8 ideas would help, if anything. The hook moving after a hook, no unhook notifications (was that in 2v8?), simple gen flash-bangs, variable difficulty/catch-up but built-in nowhere to hide. 2v8 is the best mode by far.


    I won’t get into the idea of having more for survivors to do other than gens, but that would fix so many problems this game has, and become something special.

  • NODD3RS
    NODD3RS Member Posts: 196
    edited October 7

    When I played primarily survivor I wondered why killers constantly tunneled. But after playing killer (below A tier) I can understand why. The concept of solo-queue and S tiers distort how people view the game. Like yes, solo queue is abysmal, and it needs changes. But a four man swf running full meta with toolboxes/ medkits is extremely hard to counter for any killer other than S tiers(Unless theyre very experienced). The pallet changes are extremely hard to counter if a survivor is somewhat competent. What is a demo going to do against 4 pallets chaining into shack?

    The disparity between killers is honestly jarring. A blight/nurse tunneling is almost a guranteed win for the killer. S tiers are undoubtedly broken, but they skew the strength of tunneling. A wraith tunneling is not even comparable. If tunneling is changed, and survivor meta tool boxes, medkits, full swfs, go unchanged, A-tier killers will be mostly fine. But that leave half the roster struggling.

    Im fine with tunneling nerfs if the killer disparity, addons, items, maps, swfs, and other things are addressed simultaneously.

  • UndeddJester
    UndeddJester Member Posts: 4,970

    With how ready and willing so many people were to throw at least 60% of the killer roster in the dumpster with the original proposed changes and simultabeously be completely unwilling to give any time of day to the myriad of very obvious problems it entailed... I'm extremely worried about the return of these changes.

    I don't disgree with reducing the power/effectiveness of tunneling/slugging... but shooting m1 killers in the knees and at the same time giving killer side a bunch of effects that only benefitted the A and S tier killers, instead of taking the obvious route of taking a nerf hammer to those A and S tier killers and then buffing killers across the board was madness to me.

    The way discussions were going around the issue, I genuinely feel like DBD is on borrowed time if anything even remotely resembling that PTB ever comes back...

  • Balrog
    Balrog Administrator, Mod, Co-ordinator Posts: 461

    We can disagree without making things personal; please keep the thread civil. Thank you!

  • Mr_K
    Mr_K Member Posts: 10,345

    You won't get the PTB version just like we didn't get the PTB auto mori changes. Something tamer will come out at some point.

    BHVR will rework the idea and give us the ability to test it in another PTB. This is good as these large game changing/breaking ideas should be tested in a PTB.

    What people are doing is discouraging BHVR from doing these public test. If an idea comes to the PTB its automatically must come to live or BHVR is breaking promises. BHVR has said they want to fix these issues but last PTB wasn't the solution and it will take more time. Or do we want to suffer through half baked solutions that hurt more than help?

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

    Well I can't see how you reach that conclusion myself to be honest; the proposed unique hook changes as written had a clear and obvious preference for highly mobile killers who are also lethal in chase.

    • Pop Goes the Weasel - Favours mobile killers that can make it across the map quickly to reach gens before they pop, and also requires a kick of the gen, which again favours mobile killers who can catch up after the fact.
    • BBQ And Chilli - Favours mobile killers who can get across the map in time to reach Survivors in time to capitalise on the auras.
    • 10% Haste buff for 15s - Doesn't address any non mobile killers issues, and because haste is proportional to how faster the killer is going, has greater amplified effects on faster and more mobile killers.

    However you slice it, mobile killers won out way more on that system over less mobile killers, and it doesn't take a genius to see that mobility is already a massive boon for a killer to have over his immobile counter parts. That is why, barring few exceptions most mobile killers are typically B-S tier and immobile killers are typically D-B tier...

    With the changes provided there is a clear and obvious preference for mobility, that leaves any killer who is immobile fundamentally incompatible with the new direction of the game, and this creates a more insidious problem that no one wanted to talk about.... what do these hypothetical buffs to these killers look like? "Trust me bro, we'll fix em later" is not something I can put stock in if the fundamental mechanics of the game are hostile to anything that deviates away from "down fast and sprint across the map to stay viable".

    You want to buff low tier killers in this new world order after the tunneling changes are in place? Tell me, how do you buff Trapper? Hag? Pig? Myers? Sadako? Ghost Face? Bubba? Clown? Deathslinger? Trickster? Etc?

    Because short of just slapping some kind of high mobile ability on them, you basically have to make all of them super lethal in chase to make up the difference to match up to their A and S tier counterparts... everyone either becomes homogenous... OR you have to make all of them extremely obnoxious in their individual identity, kind of like the Clown changes were...

    • Trapper - Massively increase his trap setting speeds and haste boosts so he can lock off tiles and catch up quickly so he can effectively chase new Survivors in areas he isn't already set up in.
    • Hag - Needs a rework/overhaul to allow her to establish/maintain map pressure to effectively chase down Survivors... possibly something like her teleport Iri basekit.
    • Trickster - Needs to be able to maintain LoS and down much more quickly with his Knives to the point it's unlikely for him to have much counterplay

    What about alternative kill condition killers?

    • Pig - Massively crease the lethality of RBTs, bring back gates opening trigger traps, lower the timer overall, make headpops far more likely to make her weak mobility and chase still allow her to be actually dangerous and still overcome the tunnel punishments. Or make the RBTs pointless and turn her into discount Chucky.
    • Sadako - Massively ramp up the danger of condemn, grant passive video tape Condemn accumulation, etc to allow her to pressure the whole team consistently even through the tunnel changes, or make her condemn toothless and instead ramp up her chase somehow.

    Fundamentally these changes shifted the game to the Kaneki / Krasue style of killer design. Highly mobile, little counterplay in chase, cause thats the only thing that would be viable. I dunno about you, that sounds like a bloody awful direction for DBD...

    ...and your answer to anyone who doesn't already play highly mobile/lethal killers is effectively "screw you, you don't matter, no one likes you anyway, we just wanna face Wesker".

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Would you rather BHVR treat phase 2 exactly like the AFK crows, where the buffed AFK crows went live for a while, then got completely nerfed into uselessness, and months later they are still completely useless?

    Seriously, would that make you happier? Because I’ve literally never seen a survivor with 3 AFK crows since the nerfs happened months ago.

  • Duncan_Ellis
    Duncan_Ellis Member Posts: 49

    I've gotten them while doing the "last two survivors hide and seek" several times, also seen them as a killer. (Although I didn't know what the heck was going on the first time, I just thought the player was being a schmuck)

    So yes, they do work, just not as fast as "you" want.

  • HexHerbz
    HexHerbz Member Posts: 84

    Hopefully never. Survivor is the only thing I'm enjoying on dbd right now. I don't fancy sitting in Qs for 20 mins to consistently play against S tier killers only. Forget that

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    The AFK crows are so easily delayed and bypassed that I’ve literally not seen a survivor with 3 crows in literal months of playing the game.

    How on earth can you twist that to “not as fast as I want”? So you would be ok if the anti-tunneling changes were nerfed so badly that you never ever saw them activate? And if you complain, I could say “they do work, just not as fast as “”you”” want”???

  • DeBecker
    DeBecker Member Posts: 934
  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    First of all, that's BHVR's MO. Changes made to the game are usually extreme and very black and white. Secondly, I would like some consistency. I do believe delaying the system was most likely the right call. But you have to admit the way they handled the entire thing was not good.

  • Alicia_Tried6041
    Alicia_Tried6041 Member Posts: 277

    Like come on if you create pressure by winning chases theres no need to camp, tunnel or slug.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    There should be consistency. The phase 2 changes should be just as impactful as the AFK crows.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671
    edited October 9

    TD;LR: Survivors are just crouch walking in a small area, and using things like chests, dull totems, or killer interactions like disarming a Trapper trap, to hide for 10+ minutes.

    Problem 1: AFK point gain is 25% if the survivor is moving at all, which includes crouch walking back and forth in a small area. It takes 8.5 minutes of being AFK, for a survivor to get their first crow, if they are just crouch walking in a small area.

    Problem 2: Opening a chest, or cleansing/blessing a dull totem, aren't important enough to fully reset AFK points (and they currently fully reset AFK points). Cleansing/blessing a hex totem, absolutely should be worth a full AFK point reset, because there is an actual need for survivors to remove hexes.

    Problem 3: Some killer interactions aren't high-priority enough to be worth a full reset of AFK points (and they currently fully reset AFK points). It's ok if high-priority killer interactions fully reset AFK points, like searching a Pig box, or solving a Pinhead puzzle. But disarming a Trapper trap, or looking through Springtrap's cameras, really isn't important enough to be worth a full AFK point reset. All the killer interactions should be reviewed, to determine how many AFK points each interaction should remove.

    Do you honestly think the phase 2 changes had the equivalent impact to the game as anti gen tap?

    Post edited by Coffeecrashing on
  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 9

    Thanks man

    Cheers the response man, I greatly appreciate the effort that went in to it, with well thought out and well put together points and arguments. It's a refreshing change compared to how discussion over that PTB have usually gone.

    You do raise a good point about reimagining the game, and in amongst all the smoke, I am absolutely not against reducing the effectiveness of tunneling. As much as I bang on about this PTB, I do agree that the tunnel situation is certainly not elegant… what my issue has always been is the ham fisted approaches to achieving the amti tunnel goal, and this idea that these changes should have gone through because stopping tunneling is more important than any of the issues around it.

    How to buff m1s?

    What I would have expected given the, to me, obvious issues with these changes as highlighted above, is we as a community would keeps the bits that were sensible (like elusive), discuss the issues and come with alternative and better solutions for the bits that were obnoxious, introduce the risk/reward you're talking about but avoid sledgehammering m1 killers into the ground with little more than token buffs that don't synergise with those weaker killers.

    As already said by others in this thread, buffing lower tier killers isn't really possible, because they become oppressive at lower levels. This is a major issue, people have cited Trapper, but while he is a good example, a far better example is Pig, whom I main... and what terrifies me most is how these killers get buffed in this new world order.

    Pig ultimately is a killer who has to take whatever she can get. You are constantly having to reevaluate your situation to try and figure out the best way to squeeze Survivors, and when she gets the chance, she is very good at doing so... this is what makes her incredibly good against weaker survivors, she needs a couple of Survivor mistakes to get her snowball going, but once she has it she can be deadly, and low skill Survivors give her those opportunities...

    As a result she has enjoyed a high kill rate because of it, despite the fact that she is a C, some people argue D tier killer. My big concern is, if you take away her ability to capitalise on those survivor mistakes, she has to be buffed, substatially... but what do buffs to help Pig look like? Can she even get any because she does and probably still will enjoy that high kill rate at low MMR? Anyone who puts time into Pig inevitably hits the Pig wall, where you start going against Survivors who are competent and know what they are doing... and your games get exponentially harder.

    I'm a killer who started out alway going for 8 hooks and could do consistently on Pig without tunneling, slugging or camping... I would punish obvious misplays, but generally I was very fair... Then eventually I switched to 6 hooks then kill, I had to because I was regularly starting to throw games trying to 8 hook, finishing with 2, 1 or sometimes even 0ks regularly... and nowadays I often have to kill on my 5th hook because the game is just running away from me, I just take too long to down, even if I'm playing my mind games well... and often even then, I'm still quite often losing the game or snatching a win on the bleeding edge.

    I'm still not tunneling and not slugging, but it just keeps getting harder and harder to even get my RBT pressure going... and I do get the odd 0k from time to time... With the tunnel changes proposed, I saw no way you can buff Pig that doesn't make her oppressive at low level and bully fodder at high level, that also doesn't butcher her identity beyond recognition.

    An alternative suggestion

    A suggestion I've been spitballing in my head for a while regarding anti-tunnel is some kind of Despair/Hope mechanic (sadly I don't have a better word than hope, and it's taken already, but to present the idea)... Something like:

    • Despair: Whenever a survivor is unhooked they suffer a stacking 20% Conspicuous Action penalty for 120s.
    • Hope: Every Survivor who has a 1/2/3 hook stages left over another Survivor gains a 0/10/20% Conspicuous Action bonus.

    This needs fleshing out, but this rewards killers who spread hooks by inflicting multiple repair and heal penalties across the Survivor team, slowing their speeds overall, while also decentivising tunneling because the tunnel target has a penalty you aren't benefitting from, and you risk giving the rest of the team a boost to repairs if you continue to tunnel.

    Combined with the elusive change, that is a thematically satisfying, far more reasonable set of changes to build around... but conversations never made it this far, as slamming m1 killers in the dirt was seen as completely fine... it reminded me of the Skull Merchant conversations, where if you didn't blindly support the popular narrative (no matter how unreasonable it was), you were public enemy number 1... and the way things looked, we just couldn't get Survivors and Killers on the same page to even attempt to hash out a more reasonable answer. 🥺

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Nope. We're comparing phase 1 with phase 2.

    The phase 1 anti-hiding mechanic is very easily bypassed by survivors, and excessive hiding is still very much in the game. There are also still a lot of survivors that Go Next, and the system punishes innocent survivors so rarely that it takes over two months just to get one video of it occurring.

    That is how the phase 2 changes should go. Killers should be able to easily camp/tunnel/slug, while bypassing the phase 2 mechanics. And camp/tunnel/slug should very much still be in the game, with the phase 2 changes punishing innocent killers so rarely that it takes over two months just to get one video of it occurring.

  • Firellius
    Firellius Member Posts: 5,464

     I don't think so, though I certainly think there are easier approaches. They should probably get rid of the idea of gens blocking and tie the speed boost to number of hooks

    Oh, I like that! Severe at 3 hooks, strong at 4, modest at 5, and weak or gone at 6?

  • crogers271
    crogers271 Member Posts: 3,254
    edited October 9

    Broadly, yes. I hate to guess at numbers because, as I believe you also said during the PTB discussion, the numbers are tied to how strong the killer unique boosts are, but it could be a fast dropping scale (50/40/25/5/0) or it could be a linear scale (dropping the same percent for each additional hook). The former would be more anti-tunnel, the latter easier to explain.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Because phase 1 focused on problematic survivor behavior and phase 2 focused on problematic killer behavior.

    The whole point is that problematic survivor and killer behaviors should be treated equally. They are either both supposed to be handled extremely gently, or both handled extremely aggressively.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    But the phase 2 changes actually got super reverted, which implies the killer changes need to be way larger than the phase 1 survivor changes.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 10

    And just to give a TLDR version to this (very engaging and interesting) debate:

    With the tunnel changes as proposed, my biggest worry with this whole thing... it's all well and good saying bring it to live, reimagine the game and nerf tunneling and slugging first, worry about low tier killers later...

    However it's not a question of if you will buff the weaker killers or not... but more a concern or what do buffs to these weaker killers look like in this new world these changes are proposing?

    Because if Myers is anything to go by, I think having a whole stack of reservations and concerns is absolutely completely valid... as I said before "trust me bro, we'll fix em later" looks very scary to me with these changes on the table. 😬

  • Reinami
    Reinami Member Posts: 6,605

    Great, so if it is balanced around casual players, then where are my nurse buffs? Why are we crying about ghoul and blight and nurse needing nerfs?

    • Ghoul's kill rate is 58%
    • Blights kill rate is 57%
    • Nurses kill rate is 50%

    Devs balance for a 60% kill rate. So these 3 killers are fine. Actually nurse needs some buffs.

    You don't get to have your cake and eat it too. If you balance DBD around casual players you MUST BY DEFINITION contend with the fact that the majority of "top tier" killers that everyone complains about that needs nerfs are actually fine, and might even need buffs.