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

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Comments

  • soloqcannotescape
    soloqcannotescape Member Posts: 1

    I enjoy playing solo, but occasionally I receive penalties.
    These are penalties for being tunneled by the Killer and having the game intentionally abandoned.
    At that time, I was rescued from the hook, moved a short distance, and was being healed when the Killer killed me.
    Why should a survivor who is being tunneled have to receive a penalty?

  • crogers271
    crogers271 Member Posts: 3,254

    Do we want killers with unique strengths and abilities, like we used to have for old DBD? Or do we want every killer to have the same cookie cutter template like modern DBD?

    We is always tough to get at, but I'd opt for more uniqueness, though I think that poses a lot of concerns.

    1: One of the killer strengths, though less relevant to those of us who are involved with DbD in one form or another every day, is just survivors being uncertain of their powers. Twins is so rare that when I hear the telltale noises my brain takes a moment to remember what I'm facing.

    For a wide range of the playerbase, this gives the killers an advantage where survivors lose critical time early going 'okay, I'm facing X, I should be doing Y'.

    At a certain point though you get to a level where survivors have mapped out plans for every possible killer. Designing the game only around this extreme would be disastous for reasons we've both mentioned. So BHVR/we have a choice, unique killers with the idea that not all of them will hold up, or stay to a few proven categories (i.e. the quickly becoming hated 'dash slop') that can be more consistently balanced across all MMRs.

    2: A related point is that some killer are what I think of as puzzle or gimmick killers. That being there is something about their playstyle that survivors need to figure out. Xeno is a good example - once the survivors figure out how to use the turrets they are going to have a pretty big advantage. I think that is inevitable to a degree, If after the survivors figured out the killer's gimmick the game was then a 50/50, it would be so incredibly lopsided before that as to break down.

    Pig has been mentioned so let's look at her. Deploying a head trap poses roughly an equal challenge whether it is deployed by an average player or the best Pig in the world. There's a few minor differences, but largely this game element in the survivors hands. They control how well its played around, i.e. the pros and cons on getting it off or just focusing on gens. I think that's just a part of asyms, some game elements will take one sides skill far more into account than the other.

    -

    So I'm all for unique killers, but I recognize that some designs are inevitably going to trap certain killers in the weaker tiers. I'm okay with that (though I'll get back to the way it can be dealt with a little later), but I don't know about the overall community.

    Even without the tunnel changes in place, you ask anyone what a killer needs for modern DBD, and the answer every time is they need mobility to keep up with the pace of the game...

    Part of my disagreements with the response to the anti-tunnel changes, is that any change is always going to hit the weakest killers the hardest. New strong survivor perk, more pallets, base kit mechanics, etc. Even when we get pro-killer sided changes, say smaller maps, those will benefit the stronger killers more than the weaker killers.

    And as a live service game BHVR will keep making changes, so its always going to be an issue.

    I felt a more conservative approach that isn't such a hard ball slap is a better approach... because I honestly can't see how satisfying the condition of making a killer fun and fair can happen, when you're trying to insert changes that force a "fair Blight chase gameplay style", on a killer like Pig, without making Pig not Pig anymore... it just can't work that I can see…

    As I mentioned earlier, I think BHVR would have been better off doing this piecemeal, starting small and if they get the results they want, stopping, but that's not their nature.

    I also wish we knew what BHVR's 'panic' point was on kill rate targets. We all know 60% is the number that gets mentioned a lot, but at what point below that do they panic. 55%, 50%, 40%? Because if the changes were made and some killers dropped a few percent I'd be fine, but think anything approaching a 10% drop would need quick overhauls.

    Complaints are frequent about BHVR's pace of changes, but unfortunately we don't get data from them more frequently, so none of us can be sure how 'broken' something might be.

    I do think the unique hook benefits offers a way forward for BHVR dealing with weaker killers without automatically destabilizing lower MMR. People have proposed in the past killers like Pig just getting a strong gen kick or slightly higher basekit move speed, which I think would just make them way too strong in lower MMRs. I think stronger unique hook benefits offer more skill expression that won't immediately capitalized on by newer players, while giving more experienced players a strategy element to utilize.

  • Reinami
    Reinami Member Posts: 6,605

    As per usual? I rarely use stats for unofficial sources. Ghoul yes, but i don't think we have official stats from Ghoul. Want to look at literally ever single official stat BHVR has ever released about nurse? Because she's almost always the lowest killer in the game

  • Reinami
    Reinami Member Posts: 6,605

    No, they aren't. The devs balance for a 60% kill rate. But if you actually read my post you would have already seen that i mentioned that.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    If someone ragequits regularly, that means Go Next isn't being harsh enough. People that ragequit regularly, really need to have harsher punishments. They are the #1 problem with solo q.

  • DeBecker
    DeBecker Member Posts: 934

    So youre still under the same misconception as the devs. Pretty good job so far I guess.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    And the reason is a complete lack of respect for teammates, and a complete lack of respect for the rules.

    The game is better off without frequent ragequitters. They are the #1 problem with solo q,. They should not be bargained with, since they act out of entitlement, and you can't fix that. They should be forced to play with other people that frequently ragequit, so they can ruin each other's games.

    Really, just do that. Place the frequent ragequitters with each other. It's completely fair, because if someone thinks it's acceptable to ragequit, they should be 100% fine being in groups with other people that think the same way.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    No one is being forced to play a match they don't want to play. No one is physically restrained to their computer or console, with a mouse or controller physically glued to their hands. But people absolutely deserve punishments if they ragequit.

    And people mainly DC for a selfish reason. Sometimes it's "this map is boring" or "I got chased first" or "I don't like the killer" or "I don't like one of the killer's perks" or "I don't like my teammates" or "I only want to play games where I'm clearly winning". Selfish selfish selfish.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671
    edited October 13

    Most survivors play through their games without frequently ragequitting. They are playing games that are sometimes frustrating, but they still play through the games. These survivors deserve to be in games with other survivors that will actually play through games, even if they might be frustrating.

    And again, the frequent ragequitters being placed together, is the perfect Go Next solution. Anyone that thinks it's fine to ragequit, should be happy to be with other people that also think it's fine to ragequit. They can ruin each other's games, and the rule-abiding survivors that want to play out their games, won't need to suffer the awfulness people that selfishly ragequit.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Placing frequent ragequitters with each other shouldn't be considered punishment. It should be considered placing like-minded people with each other. It's greatly improving the matchmaking.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796
    edited October 13

    I'm sorry with killers like Krasue and Ghoul which are awful to play against, I'm not faulting people for wanting another killer rn. awfully designed

  • UnicornMedal
    UnicornMedal Member Posts: 1,530
    edited October 13

    I was going to say something like that for the other response. That the queue tends to be a high priority for BHVR. It's why we don't have true blocks or power/perk bans or perks with BP incentives. Asking for a separate one for ragequitters is unrealistic.

    The only exception is how damaging to the game anti-go next was and current DC penalties, but to be totally honest that might be explained away via Play While You Wait being tested.

  • drag27
    drag27 Member Posts: 180

    I agree with this. i find it crazy ppl want to RQ without any penalties

    exactly. abandoning your teammates and disregarding the rules of the trials is so disrespectful.

    Yea put the Ragequitters with each other, see how they like it when their teammates abandon them for no "good" reason. Ragequitting is never acceptable and theres no justification for it.

    Kind of sad that you're getting downvoted just for speaking truth about ragequitting.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    The queue time doesn't need to be a priority for frequent ragequitters. They are already supposed to get time penalties, so BHVR can just shift the time penalties into having a longer queue time for their ragequitter's queue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    I would happily agree to longer queue times, if it means my games won't be ruined by frequent ragequitters.

    It benefits the quality of matchmaking, because the rule-abiding survivors that actually play out their games, won't have their games ruined by frequent ragequitters anymore.

  • Reinami
    Reinami Member Posts: 6,605

    That's not a misconception, its literally something the devs have stated.

  • random1543
    random1543 Member Posts: 262
    edited October 13

    My matches are already 80% ghoul and krasues, so if we get anti tunneling and camping but the same killers ive already having to verse i dont mine.

    My last few matches have been ghoul, ghoul, krasuses, ghoul, krasuse.

    Edit: next match after writing this, another krasue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Nope. I’m not going to entertain this garbage false positive theory, that’s so rare that it literally takes over two months to get one single video evidence of it happening. The false positives aren’t happening often enough for me to care.

    There’s nothing preventing people from purposely trying to enter the ragequitting queue. As long as they are banned from being in my games, I don’t care what they are doing in the ragequitting queue.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316

    Exactly. Tunneling is the main cause for DC.
    Sure, some people do DC if they are found first, but maybe they have played a lot of games beforehand where they have been tunneled out, and they don't want more repeats of that.

    And yes, I too will DC because of tunneling if it goes too far, especially against krasues who are dead set on tunneling, who also runs bamboozle and dissolution, or Oni. I can't stand the way people play Oni these days.
    It isn't fun. That is core issue, and why people just want to go next faster.

    I have also seen a lot of killers DC as well, so this is not a survivor-exclusive problem.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    Fair enough.

    I'd elevate the fun argument. I think people DC/give up the most when they're not having fun and there's a laundry list of reasons behind that. Camping/tunneling/slugging is a major one, as are bully squads. So are endless trials or trials that end too quickly. Many times there are personal reasons, like DCing on first down. But at the end of the day, fun is a major component of any game and it doesn't feel like the highest priority most of the time. In my opinion.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    Let's bring OTR. Scratches disappear now, so it's stronger than before the nerf, right? It's nerfed if you're aiming for body blocks and light stuns since the seconds are reduced, but for countering campers like you, it's a pure buff.

  • joeyspeehole
    joeyspeehole Member Posts: 292

    IT'S NOT COMING. That was just a distraction to push the perk changes that they didn't reverse …and then now this whole fake more pallets nonsense 😒

  • Raptorrotas
    Raptorrotas Member Posts: 3,346

    Just about every other online game does it.

    Ragequitters either get banned, put in low priority queue or gets put with other ragequitters.

    Cant believe how many are still defending ragequits.

  • Sudzer
    Sudzer Member Posts: 26

    I don’t hate the idea outright but think the implementation they were working with (that thankfully got canned) wasn’t the right way to go about it.
    I don’t have answers for the actual right way to go about it, but I do think them building a strong foundation will allow them to more effectively balance existing killers around that new baseline - hopefully.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Meanwhile, any conversation about ragequitting problems has to devolve into people massively over exaggerating how often Go Next makes false positives.

    You don’t need to over-exaggerate this. Yes, the normal queue time would go up, but not by so much that the majority of players would care. I’m sure most players would be happy with maybe a few extra seconds added to their queue times, if it meant a severe reduction with ragequitters in their games.

    Again, the majority of players are actually playing through their games, even if they are frustrating. It’s really just a small percentage of survivors that are ruining lots of games for other people.

    But why is it that most people can manage to play through all their games? Do you really think most players don’t have games that feel frustrating? Do you really think most players don’t have games where they feel like something unfair is happening?

    And why isn’t bully squads on the official roadmap? Bully squad survivors, whose main goal is to ruin the fun of their opponents, isn’t a game problem? But killers, they are using game strategies to try to win a game, are a game problem?