Devs are trying to make the killer as unfun and unrewarded as possible

XLbuff
XLbuff Member Posts: 30
edited October 2025 in General Discussions

I don't like "us vs them" mentality, but recent and upcoming changes are just ridiculous. I honestly don't see myself playing killer anytime soon. Devs managed to make playing killer a chore, stressful and full of "ifs" with punishments.

I've always believed that a carrot is more effective than a stick, but in the end, the developers chose the path of punishment again. Some bloodlust (btw can be gone just by placing a trap or crow or doctor's shock) and BPs for hooking different survs are ridiculous and calling them incentives is a massive exaggeration. I'll tell you a secret, but the players who want to win don't really care about BPs.

The real incentive that comes out of all the changes is to choose the top killers and play sweaty. I don't want that. I also don't want to play weak killers and pretend I'm having fun. By the way, new killer players will be punished even more just for trying to win without knowing all the nuances, most likely, starting with low-mid killers and will be frustrated hard.

Post edited by XLbuff on

Comments

  • Nazzzak
    Nazzzak Member Posts: 7,578

    What recent changes are you specifically referring to? If the pallet density, they've set up a feedback sub-forum you can contribute to

  • cogsturning
    cogsturning Member Posts: 2,629

    The incentives might not appeal to you, but what are the punishments?

    New killer players would probably be the least affected if the new measures go through, because they'll just accept it as part of the game. They don't have ingrained habits yet.

  • XLbuff
    XLbuff Member Posts: 30

    From maps and pallets to next patch (changes revealed on recent dev stream). Some takes from devs based on their data was strange if not laughable. All the killer "fantasy" in the game turns into even more mechanical "play by the book or be punished" chore.

  • Nazzzak
    Nazzzak Member Posts: 7,578

    Those stream changes haven't happened, and may not even happen. They haven't even hit PTB yet.

  • XLbuff
    XLbuff Member Posts: 30
    edited October 2025

    Well, yes, but for now I just see the direction and it looks like devs are seriously ready to add these changes to the game.

    I edited my post to "recent and upcoming" to be more clear.

    Post edited by XLbuff on
  • XLbuff
    XLbuff Member Posts: 30
    edited October 2025

    Every change which devs are preparing for the next patch (may or may not be released as it is, sure, but direction is pretty clear) will make the game harder for the killer and easier for survivors.

    New killer players according to data trying to tunnel/camp etc the most because it's logical to get one player out as quickly as possible to win. Instead of the game explaining "intended way" to them and giving them some noticeable advantages for hooking different survivors they will only be met with punishments when they're just trying to kill as the killer. It's confusing and just a bad design.

    By the way, the changes based on "why players uninstalling the game" and the surveys with such topics NEVER included options about the actions of the survivors. It's options like killer unbalanced, tunneling and camping and general stuff like bugs. I guess killers just don't uninstall the game. 🤷‍♂️

    Post edited by XLbuff on
  • cogsturning
    cogsturning Member Posts: 2,629

    The camping changes are not impressive and a new killer who doesn't know the camp meter exists is gonna learn the hard way either way.

    New killer players according to data trying to tunnel/camp etc the most because it's logical to get one player out as quickly as possible to win.

    Is it the most logical, or did they watch some streamers to figure out the game and learned it there? Because I started this game as a killer-only player and knew nothing but what I figured out, and I didn't tunnel, camp, or slug. I didn't even consider these things until I started playing survivor and they happened to me. I was totally puzzled by these things when I encountered them.

    Instead of the game explaining "intended way"

    The game is in desperate need of a better tutorial for both roles. I think everyone agrees there. But this is going to give new players an indication of what to do. If returning to the hook never reveals the location of the unhooked survivor it's no longer logical to seek them out unless you have a clear LoS. Players can still tunnel without punishment, it's just more difficult and potentially less rewarding. And if the tactic fails, those new players won't rely on it. That's the whole point.

    But new players aren't the issue. They'll accept the game as they find it. It's people with thousands of hours who are too accustomed to these tactics that don't want to change.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,881

    The problem is the last PTB changes were atrocious and we fought hard to not get them implemented… and sure, we won that time… But now we have to do it again? Some of us are mentally exhausted having to do this every single PTB.

    JCGlitchmaster explains it well why so many of us killer players (I am about 60/40 maybe? I play Killer when I am solo, survivor only with friends.)

  • XLbuff
    XLbuff Member Posts: 30

    Yeah, devs clearly have a plan and their direction on the surface. They want such changes, because they want more satisfied playerbase, most of which are survivors (4v1 game) + the changes based on "why players uninstalling the game" surveys with options like killer unbalanced, tunneling and camping, no other side options, like any.

    It's frustrating not because what they want to do, but how. Once again, a bad attempt to balance the game, not caring about the fun factor and what the consequences of such changes will actually be.

  • XLbuff
    XLbuff Member Posts: 30

    I think the problem is that no matter how you play recent and upcoming changes will be noticable in a bad way. Players always abuse anything to thier advantage (I'm sure survivors will) or tend to choose the strongest options, especially when they feel unfairness. And listening developers who clearly show how they see the balance of the game, to be honest, discourages the desire to play the game as killer.

    Idk about your new players takes. Most casual players do not spend time on guides and hate to be punished for something which seems logical for their role. I bet most of them don't even understand why people not on the ground after direct hit and run away with white aura and such things only get worse over time.

  • cogsturning
    cogsturning Member Posts: 2,629

    I don't see how any of these very scaled-down measures could hurt me as killer. They might help me a little as survivor in very specific situations, against certain types of players, but this narrative that everyone plays "optimal" isn't true. Hard tunneling happens in maybe one in every 5-10 of my survivor matches. Plenty of people already don't lean on cheese strats.

    I'm pretty sure most people, when starting a game nowadays, will look up some guides, especially for a game that has basically nothing built-in,. Even more so if they're having trouble grasping it.

    Again, unlike the previous ptb, there is no punishment. That's like saying the basekit BT or the burst of speed after being hit is a punishment. It's just part of the game, and Elusive would be too, if it can get to live.

    And editing whole paragraphs into a response that's already been replied to is very disingenuous.

  • MDRSan
    MDRSan Member Posts: 748

    The changes they'll be testing on the PTB are the most toned down, light touch, completely benign changes they could possibly do and still have any claim that they're there for anti-tunnel purposes. This is literally all carrot and no stick. Is the complaint that it's not carrot enough? Is that how we define something being survivor sided now - killer buffs that aren't big enough?

    These proposed changes do not punish tunneling whatsoever. What actual negative impact do you think it's going to have on your games as a killer?

  • XLbuff
    XLbuff Member Posts: 30

    Good for you, I guess. But I was trying to express my concern about devs direction and tbh don't want to play as killer already because of pallets alone. When dev talked about slugging on The Game map during livestream like he doesn't know why it happens so often and chat spammed PALLETS, yet he saw it but openly didn't understand is kinda concerning.

    Judging by the upcoming changes, things will only get worse. I don't think that you have to play optimal as the killer if the changes will go live to face bodyblocks or some other unfair stuff at times, maybe in specific scenarios, but still.

    Not sure what you mean about editing. Only added part about surveys before I've seen your response and edited my post to "recent and upcoming" to be more clear and avoid misunderstanding.

  • XLbuff
    XLbuff Member Posts: 30

    I don't see the point in going into in-depth specifics before PTB. But 30 sec base endurance and 10% haste, killer aura with body collision back. I can definetly see how survivors can use it not for anti-tunnel. Here's one example for you.

  • cogsturning
    cogsturning Member Posts: 2,629

    The pallet update just happened and everyone is talking about it as though the game has been totally ruined. There's every indication they're going to get reduced anyway.

    What direction? It's some minor buffs. They're trying to do something for players who've been unhappy, complaining, and quiting for years. You do need people to play survivor too. I play it less and less. A lot of my friends are either playing more killer or leaving. There can't just be killers.

    There are already body blocks with the basekit BT though. If someone wants to use their protection on that, let them. Then down them again. That's an open invitation. And yeah, specific scenarios. I'll use my BT to body block if my rescuer is on death hook and I'm not, but for the most part, I'll take my assistance and leave. Most people will, and it's the average, normal players that need the help most.

    There's already several lengthy discussions about the survey. Everyone has made their points. I'm in the camp that the survivor issues are what they want info on right now, so that's what they're collecting. There is no conspiracy against killers. This is one game, one playerbase, and many people play both roles. To think there's any bias (aside from profit) is just absurd.

  • XLbuff
    XLbuff Member Posts: 30

    I already said what direction. Stick instead of carrot for killers. I don't understand when people defend bad game design.

    There is nothing meaningful behind hooks for the main goal of the killer, no game-changing incentives. If people can win faster without hooking different players, but that's intended way to play in devs minds, then it is definitely the game design problem. And such survivor buffs, perks or killer nerfs not gonna change much long-term. It just makes the game more restrictive, less fun, more mechanical "play by the book or be punished" chore. They don't provide attractive alternatives to what they're trying to fight with such balance attempts.

  • MDRSan
    MDRSan Member Posts: 748

    Unfortunately they can't do much about the game's design because even trying something out on the PTB causes killer players to lose their collective minds.

    If these changes go live without any modification you will be as free to tunnel after the update as you were before. Choice is not being taken out of your hands. Giving individual survivor players some tools to counterplay a killer who wishes to tunnel does not equal punishment. Punishment is blocking gen regression or bumping up gen repair speeds if tunneling conditions are detected - both things killers complained about and got dropped from consideration as potential mechanics.

  • Nazzzak
    Nazzzak Member Posts: 7,578

    You might not have to do it again. These changes might end up being a nothingburger once you hop on and try it out. Seems like yourself and others have already made your minds up anyway?

  • XLbuff
    XLbuff Member Posts: 30

    Yeah, see, that's what I mean when I say I don't understand when people defend bad game design.

    You might not understand, but you start to contradict yourself, just trying to justify these mostly useless changes that will make the game less fun for killer, but won't fix the issues. You might not see something as punishment, but that's exactly how developers balance these things. Don't do this or a stick. Not like "there's different way and it's more game-changing", not a carrot. It doesn't matter what you consider a punishment, the approach is the key.

  • cogsturning
    cogsturning Member Posts: 2,629

    There is a small carrot and no stick. A stick means punishment. You can still tunnel and there will be no punishments. The fact that they're even giving a BP reward is noteworthy because they could have given nothing. Like I said, plenty of people already played this way. It's not that hard.

    It's not that it's necessarily the intended way to play, it's that tunneling has become too rampant and players are now miserable. If it happened here and there, fine, but it doesn't. And it's too easy to do for how much it ruins everyone else's match.

    We can never even get to a ptb without all this doom and gloom. It's just everyone latching on on to some terminology (I've heard "carrot and stick" 50 times this week) and piggy backing off of each other's hyperbolic panic. Nothing will ever improve in this game if this doesn't stop.

  • XLbuff
    XLbuff Member Posts: 30

    Of course nothing will ever improve, because devs have made perks as band-aids for years, then add versions of them as base-kit and never change core game mechanics to give killers game-changing incentives. And people on forums keep defending their band-aids as if they are good in the first place.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,037

    Two things:

    First off,

    Stick instead of carrot for killers.

    The "carrot" doesn't work. They've spent 3 and a half years improving killers individually and collectively, and successfully increased the kill rate to 60%.

    They've tossed out bushels of carrots, and even had some pretty egregious issues that made it live for various lengths of time. (Cobruption/gen kick meta, Uber thrill, and individual killers at launch come to mind).

    You know what's happened every single time they gave out those carrots? The response was always "thanks for the buff, now I'll use it to camp and tunnel more". Every time.

    There has to be some restriction that prevents this from being the only strategy that people ever need.

    And, I find it interesting that the "but I need to be able to express my skill" crowd goes silent during tunneling conversations, and everyone generally recognizes that spreading hooks demonstrates more skill than hard tunneling. That's interesting.

    Two,

    It's not a punishment. It's a restriction, or it could be if people actually allowed them to.

    I wonder if we would have had the "conspicuous actions" change of people had cried and used this language before 6.1. Because adding the conspicuous actions and, specifically, disabling tunneling perks in the end game were good changes for the health of the game. And I'll stand by that like I have since they announced it.

    But, in modern lingo, turning off tunneling perks in end game is exactly what people are burning the forums down about, isn't it? It's exactly "punishing survivors for progressing their objective", if you use that wording.

    But just like that was necessary, so it's hard tunneling restriction. Period. For the health of the game.

  • cogsturning
    cogsturning Member Posts: 2,629

    Why do only killers deserve things? Isn't it possible that killers have had too much for too long and survivors need to be caught up?

  • tes
    tes Member Posts: 1,223

    It can’t be nothing burger. This changes removing opportunistic tunneling probability. I expect more killer will hardtunnel even more. That’s ridiculous this changes leading to nothing just because it didn’t hit what you yourself want to see in the game

  • Monlyth
    Monlyth Member Posts: 1,099

    We've already done this anti-tunneling song and dance once, and Killer players fought hard not to get those changes implemented because they were terrible. The fact that these changes are just as bad tells me the devs barely learned a thing from that PTB.

    I can forgive a developer team making mistakes, running failed experiments, but I draw the line at making the same mistake twice.

  • XLbuff
    XLbuff Member Posts: 30

    Maybe I didn't make myself clear enough in the other comments and people keep clinging to carrot like rabbits, having their own view on it. My english is far from perfect, but I will try.

    I do not think individual killer buffs, any perks or base-kit band-aids will ever change fundamental flaws in core game mechanics. Only actual changes to core game loop can actually fix issues. If devs want killers to hook different survivors then it has to be the goal, this goal should be rewarded, not with some BPs and a bit of bloodlust, it should be game-changing incentives. You as a player should want to play this way, not restricted to.

    None of other changes will matter long-term. People complain about tunneling from the beginning and they will complain after next patch, and other patch and after another year.

  • CrypticGirl
    CrypticGirl Member Posts: 1,580

    What kind of incentives would be "game changing" enough to get people to spread out hooks?

  • Shinkiro
    Shinkiro Member Posts: 454
    edited October 2025

    Yeah, these changes encourage more hard tunneling and more proxy camping because theres no incentive not too, it'll still be more optimal and you're essentially penalised for not doing it so why not go harder?

    The killer incentives have to be good enough to make choosing to ignore the unhooked survivor the more rewarding play, and the incentives have to be things that contribute to winning and playing the game and not useless garbage like 750BP and a pointless bloodlust that literally most killers will end up cancelling almost immediately. Literally nothing else is worth bothering with unless it gives at least equal value to progressing toward the killer objective or denying the survivor objective longer, otherwise none of these changes should go through.

    We can see from Japans stats these changes are not mechanically needed for the game itself, it is a player problem, so if BHVR want to gigabuff survivor survivability they need to give incentives and buff killers in a way that equals it out on their end.

  • Nazzzak
    Nazzzak Member Posts: 7,578

    How do you know what i want to see in the game? The proposed changes don't look like they'll prevent tunnelling. Looks like they'll just make it slightly more inconvenient. But again, the PTB isn't even out yet.

  • Nazzzak
    Nazzzak Member Posts: 7,578

    The last proposed changes literally punished killers with gen blocking. This new proposition does not punish killers at all. They are not "just as bad"

  • tes
    tes Member Posts: 1,223

    It’s pretty clear you don’t want to see tunneling as meta at all according your posts

  • coolgue1
    coolgue1 Member Posts: 249

    Sounds like someone has their mmr boosted so high with tunneling and plays like that every game they feel like the have too lul u mad you own problem no pitty here

  • tes
    tes Member Posts: 1,223

    Tunneling will stay as meta ad soon as this game stay within format of 4 vs 1

    Swf will stay as meta as soon as survivors have to play in team

    Camping will stay as meta as soon as 4 players can spread out

    Gen rush will stay as meta as soon as killer designed by the way to always finish the chase. Which is, again, a cause of killer playing alone in the match

    All of this stuff above I mentioned isn’t some kind of mechanic. It’s player behaviour. And it’s not caused by ingame mechanics, it’s caused by format.

    If you want to change it, don’t change mechanics, change format.

    Trying to change meta play to opposite (e.g. spreading hook, solo, staying in same place), leading to breaking balance, because in the end you end up with two broken metas for specific side, like old survivor play. I’m talking about chase vs stealth

    Trying to simply cancel all kind of meta, will also lead to game breaking balance as well.

    Some players seems really wanting to go against logic of design of this game, but the most upsetting thing developers prioritise such opinion. It showing me they lost completely their own vision of game and will chase whatever data will show them, even without full understanding of what caused this data. The thing they weren’t able to understand people “pallets” screams in comments during “oh I don’t really understand why slugging is more common on Gideon” showed me they simply don’t understand killer side at all. And from survivor perspective they consider only casual part just because in their surveys it’s pretty clear that in 1 vs 4 game with higher probability game will be dropped by survivor. Even on this forum, my personal opinion was cancelled out completely multiple times by their supporters fellows just because on survivor I’m playing different than them. In the style of “I want to be tolerant to your opinion, but since you don’t find my issues actually that problematic it’s impossible” aka “I’m chasing everyone joy and fun as soon as it’s my own” or “I’m accepting your position as soon as its my own as well”

    Just make optional play around it and learn community to consider meta probably, just making MECHANICS harder and not playstyle. It’s not that hard, when you actually educate audience instead of indulging. But I assume BHVR issue they can’t provide complicated mechanics :/

    So crutches crutches lovely crutches

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,881

    Haven't you been listening? Killers are tunneling and slugging EVERY SINGLE MATCH.

    Sure, I don't tunnel or slug because I don't care about sweating for the win, but you listen to survivor mains, tunneling and slugging oh yea and facecamping, all three happen every single match.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,037

    I do not think individual killer buffs, any perks or base-kit band-aids will ever change fundamental flaws in core game mechanics. Only actual changes to core game loop can actually fix issues

    I actually agree with this. Unless or until there are changes to the core game nothing significant will change.

    I've actually proposed a "hook donation" system in the past, where survivors basically share the first hook in a pool, and "second hook" and "death hook" are individual. It doesn't change the goal of eliminating someone as fast as possible, but it significantly alters how killers will get there. You can't just camp or tunnel through effectively 6 hook stages without eating so much time that you lose, and it drives the game toward getting hooks as fast as possible.

    I doubt that will ever happen, but it would be an example of how to change the meta. Although, I think people would still dislike it because they don't like change, among other things.

    If devs want killers to hook different survivors then it has to be the goal, this goal should be rewarded, not with some BPs and a bit of bloodlust, it should be game-changing incentives.

    I think BP incentives are a harmless incentive that shouldn't be controversial. It isn't going to "fix" anything, by a long shot, but it also is one of the few ways that also doesn't impact game balance in any way. It might only incentivise a small group, but I think it's worth it given that it basically costs nothing, and doesn't cause a balance problem.

    You as a player should want to play this way, not restricted to.

    My main disagreement is mostly this: we already learned a long time ago that comeback mechanics need limits or it causes problems. It's why I brought up things disabling in end game, which I've always thought was reasonable. But without those limitations, the game was pretty different after the gates were powered. Putting those restriction in was necessary.

    The main problem with something like tunneling is that there isn't a limitation in using it, at least not a limitation that people will admit to. And, unfortunately, that limits the conversation in an awful lot of areas.

    You can't really have a discussion about "how to fix m1 killers", for example, without someone using it to tunnel. Even if we went extreme, like "after each hook the trapper can teleport to any gen in the map exactly once (like Freddy)". Sounds good, fixes some of the large map and traversal issues, and can cut down the time between chases.

    Except, people will just use it to slow walk across the map, kick a gen, and teleport back the instant they get an unhook notification to tunnel.

    At some point, those tactics need to have limits, or people will do them excessively, especially if it wins games. There was no buff we could give to stop 3 genning, it has to be limited to get people to stop. Tunneling is the same way, unfortunately.

  • Nazzzak
    Nazzzak Member Posts: 7,578
    edited October 2025

    Which posts? I've said countless times on this forum that i rarely saw tunnelling in my survivor games and never found it an issue personally

  • Shinkiro
    Shinkiro Member Posts: 454
    edited October 2025

    I think BP incentives are a harmless incentive that shouldn't be controversial. It isn't going to "fix" anything, by a long shot, but it also is one of the few ways that also doesn't impact game balance in any way. It mightonly incentivise a small group, but I think it's worth it given that it basically costs nothing, and doesn't cause a balance problem.

    But the changes they are being used to bribe people for ARE a balance issue. BP is a fine extra external incentive if you want to err on the side of caution for killer compensation but the actual meaningful compensation NEEDS to be IN THE GAME ITSELF, and it needs to actually be worthwhile or nothing changes. People are going to double down because there is no incentive at all not to tunnel because apparently (to no ones surprise) survivors cried about killers getting only half decent benefits and we cant have that in our survivor game where only they are allowed good things can we?

    Even then, the number is absolutely laughable. Really shows how much the team cares (not) about killer players. They can try adding some 0's on the end and maybe people might care enough to sabotage their own games. Gimme 10k a hook and ill let little timmy run around longer, otherwise i get more BP just playing properly…

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,037

    But the changes they are being used to bribe people for ARE a balance issue. BP is a fine extra external incentive if you want to err on the side of caution for killer compensation

    Yes, that's why I said it's mostly harmless to put in a BP incentive in the first place. People can choose to play however they want, and most will continue to choose the meta (in this case tunneling). That's why I said it shouldn't be controversial, but it also likely won't be impactful.

    actual meaningful compensation NEEDS to be IN THE GAME ITSELF, and it needs to actually be worthwhile or nothing changes.

    Here's the problem: we've tried for over 3 and a half years now to just "buff killers and trust that they will be incentivized to change away from tunneling". And for 3 and a half years, the response to those buffs going live is always "thanks for the buff, I'm going to use this to tunnel harder". Every time.

    There's always some "other reason" why people have to keep tunneling. The goal post moves every single time. The devs have been playing whack-a-mole with the killer's flavor of the month "reason for tunneling" for years, and the "reason for tunneling" always switches immediately to the next "big issue" that "forces killers to tunnel".

    There are only two options here: blanket or blind incentives will not work. Either:

    A) An incentive has to be completely, undeniably incompatible with tunneling immediately as the game starts, but somehow still work with other play styles. (No one has yet proposed something like this - that I've seen).

    B) There must be some downside implemented that limits tunneling at the start of the game that decays or is removed as the game progresses.

    At this point, we're at the "downside" stage. You are more than welcome to attempt to come up with an incentive that would be beneficial, but so far every single proposal I've ever seen boils down to "just giga buff killer" with changes that would also giga buff tunneling also.

    apparently (to no ones surprise) survivors cried about killers getting only half decent benefits

    This is a very misleading take. The Anti-Tunnel PTB was testing an "early elimination penalty" with the compensation of base kit BBQ and base kit Pop. I didn't see a single person complaining about the compensation of making those perks base kit. Not that it was impossible that this happened or "no one" did, to be clear, but if that happened it was overwhelmingly drowned out by the flood of killers screaming about not wanting the "early elimination penalty" part.

    So the devs pulled the "penalty" that would limit tunneling, and also pulled the corresponding compensation that was no longer justified. Nearly 100% of that PTB pull back was because of killer players "feedback". And it wasn't even remotely close to "constructive feedback".

    And, just to be clear, the versions of Pop and BBQ that they tested were fully compatible with tunneling on their own. BBQ just lets you know you are safe to camp or lurk near the hook because you know where the rest of the team is. Pop had no limitation to hooks, and was given on every hook, including the first three. So base kit pop would just get used exactly like the meta perk is now: step away to kick a gen and go immediately back to the hook to tunnel.

    Which is why those downsides were present in the first place.

  • cogsturning
    cogsturning Member Posts: 2,629

    Yeah I don't argee with that narrative. But I think a lot of people use the terms too liberally. If you get unhooked and hop right on the gen next to the hook while still injured, of course you're getting downed again. And leaving someone on the ground to pursue a potential saboteur or to break pallets isn't egerious slugging. But also, both those examples will be unaffected by these new measures, thanks to the conspicuous action and lengthy slug recovery time.

    But I will say, it's been steadily growing worse in my survivor matches lately and I do go multiple games with hard tunneling. It just depends, often on time of day or region.