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

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Comments

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316

    This is actually a fair and balanced approach. Thumbs up from me.
    5 hooks as the limit, since that can also help reducing staggered tunneling (alternating between two select survivors)

  • Mr_K
    Mr_K Member Posts: 10,345

    Its clear they were ready to go live and pull it last second. BHVR being BHVR they left nearly every other change going with it in.

    Unlikely but hopefully they fully test the next system in a PTB and shoot for the following mid chapter to bring it live if it passes.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530
    edited October 14

    For sure, it's just my observation based on lurking/posting on different platforms over the years and if it doesn't apply to someone then they shouldn't take it personally.

    I agree. I almost wanna say it's the role itself that creates that narcissistic attitude. Being the 1 in the 1v4 contributes to that somewhat, but it's hard to say if that's the only reason. I'm still figuring it out.

    Very much this too. I think humiliation and a sense of control factor into it greatly. It's why the types it does apply to get so bent out of shape over social elements like bagging at the gates, but are totally fine with oppressive aspects of the game that don't affect them. Not saying anything with DBD is that serious, but it is interesting to unravel.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    I think if it does come back, it'll be before the end of the year. If not, then who knows.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Thank you, this is exactly what I've been hoping for. I think these are reasonable ideas, with a few notes:

    Give it the Incapacitated effect as a placeholder. This prevents Item usage.

    Blocking item usage and even pallets is a good idea, but I think full "incapacitated" is too much. The survivor should have a way to choose to do conspicuous actions and not just have the eruption problem of standing at a gen afk until a timer runs out. Just not the ability to "choose instantly while invincible standing at a pallet".

    Things like chests, gens, and interacting with killer powers should be possible actions, but cancel the effect. Agree, though, that items or pallets, for example, should be blocked.

    Remove auto-aim

    This should just be a toggle in settings. Like shadowborn Fov, just let the player decide. I don't play console, so maybe it impacts them more, but iirc you do play console so maybe it's not as necessary as, say, a shooter.

    The HUD should always be accurate, and reward keeping an eye on things,

    This is an excellent point, and fully agree.

    Unique Hook Bonus

    No real complaints here in the theory, just that I don't think BHVR is going to make 2 tiers of the effect to implement. They've been hesitant to do "killer specific" core gameplay effects in the past, but they need to eventually make some kind of change that isn't just buffing blight because trapper needs help. Not sure if they will get over that for this feature.

    It could also be spaghetti code issues. Like, doing so would cause hooks to spawn instead of exit gates or something.

    As an aside, I've been asking for details since the PTB and this is the first time I've seen something other than just "it's abusable" with no explanation or solution besides "pull the plug on everything, don't do it, no no no no no".

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671
    edited October 14

    They are related, because survivors complained so much about the phase 1 survivor changes that they got massively nerfed, but they also expect the phase 2 killer changes to be as powerful as possible.

    Phase 1 and phase 2 should be treated equally. The phase 2 changes should be small and not very impactful, because that is what happened to the phase 1 changes.

    The suggestions in this thread are way overboard, considering how weak the phase 1 changes are. This thread is basically a "how can we nerf killers" instead of "how can we balance the game".

    And none of these suggestions would fix the kill rate problem, where the changes would massively lower kill rates, but there isn't enough compensation to bring the kill rates back up to 60%. Remember that the kill rates are supposed to be at least 60%, even if you don't want them to be. Which means if you make giant killer nerfs, without proper compensation, then you aren't balancing the game properly. The easiest solution would for the "killers aren't tunneling" incentives to be much more powerful, but instead, people just want to nerf nerf nerf, and don't want killers to have real compensation that actually helps them change their playstyle.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    "Further adjustments down the road" means the phase 2 changes should wait until the adjustments are ready.

    The kill rates are always supposed to average around 60%.

    We aren't supposed to have a "well, the kill rates are really bad, but we'll fix it over the next few months" situation.

  • Pulsar
    Pulsar Member Posts: 22,935

    Like I said, it's a placeholder. I think it's an issue that Elusive allows for flashlight saves and/or pallet saves.

    They already made two tiers of the effect, I just modified it a bit.

  • random1543
    random1543 Member Posts: 262
    edited October 14

    i don't think its healthy to be talking about kill rates when we don't even know what the current ones are, BHVR has not given us official stats on what the kill rates in over a year and there is no way to get a official number (i swear last one i saw was around when they reworked Freddy)

    you are just assuming the kill rate will drop below 60% when we haven't even had access to them stats in over a year, the current kill rates on certain killers could be over 80 percent but we don't know. (no nightlight does not count, im talking about official stats released by bhvr.)

    Edit: this is the last official kill rate i could find posted in 2022. please if there is something newer show but dont go on about kill rates when you dont even know what they are (again nightlight does not count as it only includes matches people upload

    image.png
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    https://forums.bhvr.com/dead-by-daylight/kb/articles/503-stats-january-march-2025

    image.png

    image.png

    We literally got official stats in April of 2025, with official statements that the average kill rate was 60% and the average escape rates were 41%-42%

  • ObsidianButterfly
    ObsidianButterfly Member Posts: 211
    edited October 14

    The most recent official stats way from back in the January to March block.

    Untitled Image

    Untitled Image

    One of the biggest problems with BHVR's data is they are either purposefully obscuring things, or they don't understand why certain numbers are the way they are.

    Freddy was fresh off his rework, so it wasn't a surprise to see him high. Lot of people played him and survivors were still learning how to deal with him, so his kill and pick rate was unnaturally high. I imagine it did not stay there otherwise we would have been changes by now. And we don't really see anyone complaining about Freddy.

    MMR 500 is pretty low, so it isn't a surprise to see Sadako and Dredge fairly high, but those are not telling the full story. Example: Sadako is low level stomper, but is generally a really weak killer once survivors have an idea of how to play. She falls off hard as MMR goes up. She has no chase and Condemn is basically worthless against average survivors. Dredge is inherently stronger than Sadako, but has the same problem of falling off as survivors get better and can better deal with his powers.

    Blight, Nurse and Spirit are almost always in the top of the kill rates because they have inherently broken powers. Skull Merchant was completely gutted for having a 68% kill rate, yet killers like Blight and Nurse continue to be untouched for years.

  • random1543
    random1543 Member Posts: 262

    thank you I knew there was one around freddy rework i just couldnt find

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    No. That's not acceptable, because if a patch happened that massively raised kill rates, you know survivors would be complaining non-stop until the changes were reverted.

    The actual solution is to figure out a balanced system, which includes the adjustments, and test it on the PTB to see if the kill rates are similar to the average PTB. And if the kill rates are too low, then you delay phase 2 even further until another set of adjustments can be made.

    BHVR doesn't ever need for phase 2 to go live before its' ready. It only takes a couple of days on the PTB to figure out if the changes are completely out of control or not. The kill rates on the last PTB were massively lower than average, and it's not because killers "didn't adapt", it's because the PTB was completely out of control.

  • Raccoon
    Raccoon Member Posts: 8,134

    How many matches do you think occurred on the PTB in that time frame?

    It's not a stretch to say that they had thousands of matches worth of data in that time frame if even a very small portion (ie 1% - 5%) of the Steam player base played any number of games on the PTB.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316

    More data often yields better results.
    So testing with a larger audience, and with a wide range of skill is preferable. Remember that most people who do test PTB changes often have thousands of hours of playtime in the game.

  • Raccoon
    Raccoon Member Posts: 8,134

    AFAIK, the PTB did continue.

    The data probably lead to the same conclusion, hence the lack of updates on the system as of now.

  • DeeBeeDeeAddict
    DeeBeeDeeAddict Member Posts: 74

    I'm going to go out on a limb here and say it's a combination of all three: data gathered was poor, implementation was very far from optimal, and BHVR has demonstrated over and over again during the past year that they're tragically incompetent.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    The last time survivor complaints hit critical mass, was when the healing times got massively increased. And if you remember correctly, BHVR ended up reverting the healing times for altruistic healing.

    You can just observe the 6000+ hour streamers, that usually just stomp over the vast majority of their PTB games, that were having severely reduced kill rates.

    But really, it's common sense the kill rates would be majorly affected. For reals, do you think killers camp, tunnel, and slug because they are hateful and spiteful towards survivors, or do you think they do these things because they are at severe game disadvantages if they avoid doing these things?

    Like seriously, of course the kill rates are going to go way down. The incentives were absolutely terrible. Do you really think nerfed BBQ, that was easily dodged, and often showed 0 survivors, was really going to help killers spread hooks?

    Am I stuck in an alternate universe? Does anyone really REALLY think that the phase 2 changes wouldn't have severely lowered the kill rates, if it went live as it was?

    Why difference does it really make that it was a few days? You still would have whined and complained if they waited 3 weeks. And if the changes went live, and were reverted shortly afterwards, you would have extra triple whined and complained about that.

    Why are you pretending that you would have been fine and accepting of the patch revert, if BHVR took longer before the announcement?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    So you obviously think that Ghoul should have been released exactly as he was on the PTB, and there should have been a mandatory “wait and see” amount of time, where BHVR gathered data from a wider audience.

    And only after all that happens, could Ghoul finally have received his first nerf?

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316
    edited October 14

    Ghoul was horribly bugged on the PTB, which is a different story altogether.

    It's sort of funny how powerful 6.1.0 is in an argument just because the Killer complaints haven't changed. 😵

    That much is true. Also 6.7.2 from a survivor's standpoint @UnicornMedal

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    So if BHVR fixed Ghoul's bugs, you would have been fine with absolutely everything else from the PTB reaching live for a few weeks, before Ghoul's first non-bug nerf?

    Really? Do you understand how many things have been nerfed with Ghoul, that weren't bug-related? Do you remember how massively overtuned his Kagune Mark auto-aim was on the PTB? Do you remember that he pretty much had non-stop Enrage Mode on the PTB? Do you remember how quickly Ghoul recovered from a leap on the PTB, if he hit the cancel button in mid-air, because the slide component wasn't added as basekit yet? And his leap range wasn't nerfed yet, and he didn't have a token penalty from breaking a pallet yet?

    Like, you're really going to tell me that PTB Ghoul, without the bugs, would have been fine to release for a few weeks, so everyone could "wait and see", and try to adapt to him, before making the first non-bug nerf?

  • Garboface
    Garboface Member Posts: 412
    edited October 14

    I don't defend the use of rage quits. I I defend the exchange of them for a bot. Give me a bot anyday. I'm surprised at how few people play solo cue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    That would mean admitting that people can know if something needs to be changed, just by seeing it on the PTB, and it's not required to reach live, and it's not required for a larger number of people to try it out.

    And if you admit that sometimes changes are so bad that people can figure that out on the PTB, that would mean admitting that it's possible the phase 2 changes were so bad that people could figure that out on the PTB.

    It's not a strawman, because this is in response to an argument that was claiming it is absolutely impossible to know if a change is bad on the PTB before it reaches live. That's what happens when people talk in absolutes, and say a thing is ALWAYS true.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,316

    You know, I am pretty sure that would have been the case too.
    Considering how many posts there has been regarding pallets over the past two weeks or so.

    It would have made more sense to test either in a separate way, not just everything at once.
    - Yes, some maps really needed the increase in pallets, like a few Coldwind variants, Borgo, the Pale Rose, and Haddonfield. But MacMillan was perfect the way it was beforehand, and some others just needed a minor increase (like one or two extra pallets). And Crotus Prenn really didn't need to become more dense with pallets, only shifting around some tile spawns, to reduce a dead zone that could occur in front of the Asylum.

    But to not get sidetracked here, there should have been a separate test period for the anti-tunnel / anti-slug changes, to test the impact on the playerbase after adjusting to the other changes.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Actual real question. If BHVR released the entire phase 2 PTB to the live servers, then 4 weeks later realized it was a complete disaster, and completely reverted the entire phase 2, would you have been happy?

    Would you have said "well, BHVR really gave phase 2 enough time for people to properly test it, and properly give feedback, and the fact that it's getting completely reverted after 4 weeks of being live, is proof that phase 2 had major problems and deserved to be completely reverted"???????

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    The point is people keep bringing up the fact that the changes were reverted so early, as if that actually mattered.

    I’m claiming that it wouldn’t have mattered if the changes got reverted after a few PTB days, or if the changes got reverted one month after they had gone live, that the same people still would have complained about it, and the same people would have said it’s unfair.

  • crogers271
    crogers271 Member Posts: 3,254

    I’m claiming that it wouldn’t have mattered if the changes got reverted after a few PTB days, or if the changes got reverted one month after they had gone live, that the same people still would have complained about it, and the same people would have said it’s unfair.

    The thing you miss is that even in that extreme scenario, they might still be correct (though the 'same people' is overall a strawman)

    As an example: BHVR has moved on from the days of dark atmospheres and stealth gameplay. Some people on here think they were wrong. It's impossible to know for certain what would have happened if they hadn't changed their mindsets as its a counterfactual argument.

    As another example: you frequently complain about them heavily reverting the AFK crows mechanic. The fact that they reverted a substantial portion of it by itself doesn't make you right or wrong in what you wanted changed or whether the first approach was best for the game.

    But if they had kept going with the PTB here's some things that would have happened:

    1: People would have had more time try out different playstyles to see how much impact the changes had

    2: BHVR would have gotten more feedback to make a decision on how to modify their approach

    3: If it had conclusively proven a failure to the whole community, like happened with the first try of anti-slug / auto mori, then we wouldn't be wasting time on this topic and could move onto others

    4: If it has conclusively proven to actually work, we could have implemented it, then we wouldn't wasting time on this topic and could move onto others.

    BHVR went for a big change, they invested a lot of time into the idea, walking it back so quickly before they were able to gather necessary data is a foolish waste of time.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671
    edited October 15

    Survivors refused to adapt to the AFK crows, and instead insisted they should be able to play exactly like they’ve always played, which caused the AFK crows to be nerfed into uselessness.

    And I don’t remember seeing you complaining that the survivors should have “adapted” to the AFK crows, and I don’t remember seeing you complaining that the AFK crows wait longer before determining if any nerfs should happen.

    They had time to gather data. It’s called a representative sample. You should have learned that concept in school.

    BHVR had enough data to know the new chapter would have been a complete disaster if the phase 2 changes went live. Many killers would have boycotted, and the chapter sales would have tanked into the ground.

    The phase 2 changes were toxic to the game, because many people would have just stopped playing killer for reals. And we know this is an actual possible scenario, because it literally happened when MMR went live, back when matchmaking was very overtuned. A lot of players just stopped playing killer, and the survivor queue times were absolutely awful.

    Post edited by Coffeecrashing on