http://dbd.game/killswitch
When will we hear ANYTHING from the devs, mods etc regarding tunneling?
Comments
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1k is 25%, 2k is 50%. 3k is 75%. Out of 4 or 100%.
Now if i asked what's closer to 60%. Its 2k. Which is a draw.
So you are more likely to draw and rarely win.
Since that extra 10% is giving you an edge to win.
Its not 50%, its 60%. You are nowhere near close to ever losing, since the loss condition is 1k or less. Or 25%. But statistically AND by the developers, you should be drawing and more win then you should ever lose.
Idk how else to explain it to you.
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“Why would the devs listen to a bunch of emotional noobs demanding a change that would prevent most of the killer roster from being able to stop survivors from escaping in advanced play?”
with the way the content creators and killer mains reacted to every thing this year I wouldn’t be able to tell who were the emotional noobs14 -
To be fair I know of several SWF's that have gotten way past 20 wins in a row…So guaranteed? No, that is false.
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i believe just recently my escape streak as soloq was atleast 30 escapes in a row. i wasnt keeping track but i saw on the recent played matches on the stats tracker that every single match was an escape (gate or hatch). abandoning matches gives a blank result so there was 0 abandons and all 30 showing escape.
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1Ks and 2Ks also don't contribute to the 60% kill rate, though. They detract from it. Only 3Ks and 4Ks (IE: Wins) add to that 60% KR.
The devs aiming for 60% KR is them aiming for majority killer wins.
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it does feel like they made some extreme changes to the game recently and then just went radio silent. like yeah sure we took away your syringe and styptic and nerfed fog vial into the ground to the point that no ones using it, oh and we abandoned the anti-slug update, and oh yeah we did the bare minimum to address tunneling (lol), and oh yeah ghoul/nurse/blight are perfectly fine!(lol), now we're just gonna coast and hope you forget how we've tanked our game into the ground.
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and also why when you say nerf swf to solo level you get downvoted
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Seems the majority are actually SWF players. They also intentionally derail any "soloq vs SWF" discussion into "survivor vs killer" argument, and this thread is a good example of that. As long as SWF mains can keep the narrative within the "Survivor vs Killer" paradigm, their dominion over DbD is safe.
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it's odd since they advocate to have every viable killer needs to be nerfed to the low tiers but we also need to buff solo to swf level which is impossible
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First and foremost, the most important thing is to align our MMRs.
Otherwise, this discussion will just keep going in circles.
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We have to live with that unfortunatly, they could just adjust first anti tunnel ptb changes since killers also got good basekit gen regression and aura there it could shape up a game for a while so it's not boring like now
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abandons in the stat tracker have been counting as escapes…the stat tracker is a joke.
Otzdarva made a video testing this…
Otz finds a major flaw with the Abandon system : r/deadbydaylight
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Killers should learn to pressure all the surviviors. This works both ways too.
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i just double checked and when i abandon the stats tracker shows a blank result, no escape, no sacrificed just blank. They dont contribute to the escapes/deaths they are void but if someone abandons it shows blank. So someone can abandon and have it not show as a death or escape. so from what i can see on my stats tracker is the escapes are actual escapes but the blank ones are the void matches where i abandon.
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If you watch the Otz video I linked, it shows that when 4 people abandon in the same match, that it counts as 1 DC and 3 escapes. So if you test it by abandoning yourself, that may count your match as a DC, thus blank. But many of your "escapes" may still be abandons if other people abandoned in the same match. It also means that for killers, their kill rates will be much lower on the killers that are most deadly because they make the most survivors abandon. Regardless, the stat tracker seems wildly inaccurate when compared to official dev stats that use an internal system to monitor.
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The video doesnt show survivor point of view, it only shows what the killer can see which is different from what the survivors see. if it showed the survivors view it would show blank for each individual survivor, not escape. Also part of the reason for the killer stats showing wrongly is because otz abandoned and did not kill the bots. If killer wants the kills they need to remain in the match and kill the bots.
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And i know killers who have gone to 1900 wins in a row with 4k's if you really wanna take the "high hour mains" into consideration.
But if you play with a squad of randos or people who have low hour counts, they wont escape 20 times because of either getting an s-tier sweat or inexperince.
And barely anyone plays in highly experinced group, compared to killer, i can get a 20 winstreak easily even as a survivor main. Because im on my own and i barely have to learn much.
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The Killer hears the unhook sound, so he goes back, ignoring gen progress, which leads to gens getting finished.
"Oh, thank goodness I'm tunneling! These guys are gen-rushing."
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Pressuring all the survivors is not possible as killer especially in the early game can only pressure 1 or 2 survivors at most. You chase 1 or lets say a 2nd that's very close by. The others are free to do gens so most of the time 1 or 2 gens is done by the time the killer gets their first hook. Killers with no mobility has it worse off while the crack heads or teleports like HillBilly, Ghoul, or Xeno can start another chase very quickly.
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If you're having trouble early game then use an early game perk to help you out. Corrupt Intervention or Lethal Pursuer are both good. Once you get that first down, the pressure builds. Ideally, one on hook, next in chase, one going for unhook/heal, and only one on gens. Obviously it's never that perfect game by game, but it's how i've played for years now and i have great success in my games, even without playing high mobility killers.
Spending too much time on one survivor (whether in chase or tunnelling) is a no go for me personally, as it costs me pressure by leaving the others unattended for too long. My focus is always on slowing the game down enough for me to always keep ahead (or pull ahead if I've had a rough start). Sometimes it doesn't work out for me (and that's absolutely fine) but majority of the time it does.
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out of curiosity what perks do you use?
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This feels one sided but so do many of the comments. Solo queue is a nightmare for survivors RN as killers can easily hard tunnel and use slow down builds that essentially block all progress after a certain point, but we also have the annoying 4 man sweat squads that all killers assume is in every game that are making it harder on everyone who plays casually.
Atp I'm not even sure how this game can be balanced in equal favors when the games design allows a baby trapper to face 4 p100 flashlight bangers and not take into account the fact that poor trapper has less playtime than the amount of time it took for said 4 man to queue up for one game.
Imo they need to completely rebuild the game from the ground up, but that requires actually working and why do that when the players are still giving you money for cosmetics released back in 2017. Sorry for the rant.
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Depends on the killer I'm playing, though i switch up perks often out of boredom. I mostly just play Freddy and Pig these days.
My current build for Freddy is Corrupt, Batteries Included, BBQ, and Zanshin (slept on for Freddy, though I find the auras can be overstimulating so I switch it up at times). I'm mostly chase focused. For Pig, currently Corrupt, THWACK, Brutal, and Plaything. I like to keep them busy.
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so as you openly say you work on slowing the game down in order to spread hooks and not tunnel with m1 killers… you killer choice and perks say they gens are too fast to spread hooks. Pig has built in game slowdown via the traps AND requires a slowdown perk. Freddy has teleport ability AND requires a slowdown perk.
With this in mind, an m1 killer with no real built in slowdown and no real map traversal such as pyramid head, myers, trapper ghostface to name a few. it can actually be very much needed to tunnel unless they bring slowdown perks.
While you are right, over committing and blindly chasing for too long is a bad move, tunneling the weak link can be more efficient than applying pressure. Not always but it can.
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Myers was my third most played killer until his recent rework, which I'm not a fan of. I performed fine with him too. I guess a difference between us is that I don't think any particular perk is "required" to be able to play this game. Probably why I enjoy Chaos Shuffle so much. Perks keep the game feeling fresh and break the monotony, which helps maintain my interest, but I have no qualms about switching them up regularly. As I stated above.
I've also been playing this game for 5 years. I'd like to think at this point my experience and developed game sense accounts for alot more than perks do.
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we really need to see our teammates perk in the pre-game, all of them. there's so much potential for perk coordination but you just can't do it without being in a swf. for example just imagine if your teammates knew you had deliverance every trial so that they don't pre rotate, or borrowed time, or conviction, wglf, etc. etc.
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Because its a terrible idea.
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i dont think any perk is needed, i dont run slowdown perks. But i tunnel, which doesnt require perks… just basekit chase and smart play by going for the weak link, not over committing. Seems to work for me. But without slowdown perks and without tunneling, thats when i struggle.
im in the mindset that people do what they need to do, as long as it is in the rules of the game then its fine. If people need slowdown perks thats fine, if people need to tunnel thats fine, if people need swf thats fine, if people need to gen rush thats fine. We do what works for us not what works for other people.
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I agree. I don't actually care how others choose to play their own game. Some of my aforementioned perk choices would give me little value/slowdown if I tunnelled (eg. Plaything, also THWACK since it's benefit to me is in being able to simultaneously set up ambush on the person I'm chasing while, occasionally, knocking someone off a nearby box and making them have to start over). I simply pick perks that support the way i enjoy playing.
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I don’t explain because no explanation is needed. Your question is merely posed from the perspective of a killer. Your problem is that you pretend to know nothing at all.
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explanation is needed clearly. im actually survivor main these days and have been since they did myers rework. you are once again providing no explanation yet expect your argument to be valid? at least explain it if you can
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why?
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I always make sure coupe de grace is on my Freddy build
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I think bringing things down via nerfing just sucks as an answer to anything 'established.' A newly released killer/perks on both sides should not remain overtuned after release. Those outliers don't apply imo.
The idea of nerfing things to bring them down to other comparable things is strange to me. Why do that when everyone who plays the game will feel bad about things getting nerfed? Why not bring the lower things up?
Players dislike their things getting nerfed. Players like their things getting buffed. I would wager that, despite all the disagreements around here, everyone does kind of want the game to be great for everyone.
But nerfing things only brings bad feels and thats not exactly what a game is supposed to do. So buff the low things to bring them up, not bring them down.
That's my view anyway. Thoughts? Ty! :)
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but survivors constantly ask for killer nerfs and killers getting nerfs after launch and want the upper killers to be brought down to b tier or lower but survivorsare constantly asking for solo to be buffed to swf levels knowing full well that swf benefit from whatever buffs that solo gets swf also benefits so all that happens is killer gets weaker by consequence
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Giving solo players additional information about their teams perks and a lesser kindred (no killer aura) or some other team info would dramatically improve the solo experience without providing any benefit swf doesn't already have. If those solo buffs effect kill rates we would then see buffs to the killer side to push the kill rates back to where bhvr wants them, those buffs could come in many forms with the most straightforward being additional gen time or regression buffs.
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i would be very surprised if they allow everyone to see eachothers perks.
- would increase lobby dodging worse than it already is. people dodge for crazy reasons like "oh its sable" or "oh its console player" do we really want to add another reason for people to lobby dodge?
- The devs have always said players can play as a team or selfishly which is why the match isnt scored as a team and why there are perks designed for solo players.
- knowing what perks people have could benefit griefers.
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you got basekit BT and perks like DS, DH. you guys need to accept the fact that they are not going to delete tunneling completely
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Ill give it a go!
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The best anti tunnel methods are already in the game but lot of people refuse to learn or step up that's why we get so many terrible team mates.
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No, but they can sure nerf the hell out of it.
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Best thing we can do is like I said just stop playing Survivor once more and more people stop playing Survivor and express frustration on why they have stopped playing like camping tunneling and slugging and Killer queue times are back to 30 mins then they'll have to do something.
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Even if we accept that tunnelling will always be in the game, it could at least become a legitimate part of the game and be balanced like one.
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they can't because it true they the same
nice 17 down voted😑 gave you up vote.
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lol thank you, im used to the downvotes. comes with the territory of saying what needs to be said instead of saying what people want to hear.
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indeed that is probably best, if people are not happy with it then it makes no sense to keep playing something they are not happy with. But isnt that pretty much what your saying killers did? killers were not happy with the changes so pretty much threatened to quit killer role and stop playing which would push the survivor q times up. If this is what it has come to then no matter what happens, one side walks….resulting in the death of dbd. make changes to prevent killers camping, tunneling and slugging and killers quit. dont make changes or make changes that dont really stop these things from happening and survivors quit.
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heh yea, then afterwards they nerf the hell out of something for survivors. hows that been working out?
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