http://dbd.game/killswitch
Survivors actually get punished for being tunneled out
I just had two games back to back where I was tunneled right off the hook and camped. Team mates tried run interference but the killer was hyper focused. So I get the ban. How is this fair??? I play the game and the killer gets rewarded for tunneling and survivor gets a ban for existing???! Thank god I didn’t waste my money on the new chapter.
Comments
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Just wait until you hear about the people that want it to be even more severe.
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You cant be banned for no reason, did you happen to say something in the egc when you were angry about being tunneled? Or did you dc both games?
Edit: I did not know there was a time based go next protection system. Even with that though you have to be going down so fast. I get tunneled all the time and Ive never seen a penalty for it.
Post edited by nossilgk on-15 -
The issue is many killers often feel they need to tunnel to keep up with gens. This seems to have an impact with the anti go next system which is designed to prevent players just starting a match and getting themselves killed each time just because they dont like the map or something by giving them a temp ban/penalty.
Solutions?
- could decrease the sensitivity of go next but this would lead to more people killing themselves ruining the game for everyone.
- Could nerf tunneling so survivors last longer but this would mean many killers would struggle to keep up with gens.
- Personally i think we should leave the anti go next as is so it does its job, nerf gen speeds AND tunneling potential so survivors last longer while killers can still get kills without tunneling. This would mean tunneling effectiveness would go down, killers would have more time to kill and survivors wouldnt be hit with an anti go next system.
Just my opinion.
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I think they're claiming the game mistook them for purposely getting killed as fast as possible to get out of the match, like how people "go next" by running to the killer off hook and getting in their way until they get eliminated (which I'm pretty sure can still be punished automatically.) It would be interesting to see what the leniencies for that actually are interanlly, but without timestamped footage its kinda hard to say whether it should apply or not. Lot of missing info in front and behind the scenes to really say much without knowing.
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worth noting too without an actual evidence of them being banned we can only assume they are overexaggerating the dc penalty stopping them from playing for some time as opposed to officially banned
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You can if the game thinks you died too quickly. It's a newish thing the devs implemented last year, to stop people from giving up or letting the killer sacrifice them etc.
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Its not so much to say they're lying, but rather that if there is an issue with a system like that throwing false flags, that type of data is very important to both understanding and addressing such an issue. People tend to be pretty hyperbolic with this game, so even a false reading could be understandable that it triggers depending on how it actually went down. Those types of measures always need to account for things, but there's things like intent which will always have their limits.
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While tunneling and camping continues to be rampant with killers and now even capstone worst ever with The First addition, it's pretty easy to NOT get a ban or penalty if you get tunneled or even just want to get yourself out of the match early. You can still die pretty fast while staying within the rules.
Same as the killers game the rules of the camping mechanics in game by diving in and out of camp radius just long enough to still camp and hammer any survivors coming in for a rescue. The current anti-camping mechanics do basically 'nothing at all' to stop killers from camping and camping continues, as it always has.
I play both killer and survivor a lot and my take is that the game heavily punishes survivors for just about anything, while favoring even the most toxic behavior from killers. Killers get no repercussions for anything they do, that I have ever seen, even playing as killer. Killers can be as toxic as can be, with no reprisals whatsoever, and if the survivor just says, 'Nah, I'm out on this joker.' ← bam, penalty time. You get punished for leaving a toxic game where killers hold the game hostage, down a player and then 'sex pump' them repeatedly on the ground, smack them on hook, down and what I call, 'aoe camp' a downed survivor so they cannot be rescued for the entire game, even if that means the other survivors get out, but yep, killers do this all the time, just to harass a survivor that looped them hard, because they're angry now.
We need more slap down on toxic killers, but yeah, I also know that is 'HARD' for the game mechs itself to detect toxic movements versus legit game play, and that's exactly why toxic players get to 'game' the system rules and get around it while acting horribly and ruining the experience for everyone.
I also play as survivor against killers who are fun and an absolute pleasure to be in the match with, and they add great game value and a challenging match without being a jerk. (Thank you to all you killers in this category!) The toxic ones.. meh… Please go play Hello Kitty Island or something, and chill.
All that said, it's NOT that hard to get out of the game if you want out, without a ban or penalty. Just stay within the game's rules, same as the killers are doing with the anti-camp stuff.-4 -
So Anti Go Next still exists?
You're being downvoted for suggesting a change to gen speeds.
I wonder why. Please take my upvote.
Killers had different gen metas during the game life spam and the shift towards a new meta was ALWAYS because perks were nerfed, not because something better came up.
Meanwhile survs can stack toolboxes and gen perks since launch. NICE!0 -
bc the game favors killer, they don’t give a rip about us survivors just bc they have been in matches with comp players, lets be honest 🙄
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This is just incredibly untrue. Survivors have always been favoured in the game. If you don't like being tunnelled, there are like 7 anti-tunnel perks you can use to prevent that. Don't like being slugged? Well, there are another hundred or so ways to solve that, too. I agree it's dumb the OP is being punished for getting tunnelled, but trying to claim the game favours killers is one of the hottest takes I think I've ever seen related to this game. A strong survivor team is almost always going to win against a strong killer as long as that killer isn't a Blight or Nurse.
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KytLuna, you aren't wrong about 'survivor teams'… that is strong with survivors and a good team will run those perks in coordination, like in comp or swf's…
Now, say that again, only, when playing PUB matches with uncoordinated survivors, not speaking to each other… >:D
Really what is needed there is a different game balance between SWF and PUB… because literally, they are just different games at that point.0 -
Bro you can Finish a Gen in 17secs in this update and finish the match in 2 mins now and wonder why Killers Tunnel so much.
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I get this, honestly, but I think it's larger than that. A lot of games, even soloq public matches, almost always have at least three survivors running Spring Burst/Lithe and DS/DH, or some kind of gimmick build that just destroys your killer games. If you're not playing a high-tier killer, every game you play is gonna be terrible.
Just the other day, I was playing a Bubba match, and some Mikaela brought both Chemical Trap and Bada Bada Boom, which gave her so much distance on me for literally nothing. Another game I played as The Artist had three different survivors running Spring Burst, two of which had Dead Hard, and the other had Decisive Strike.
The people in that game were not in a SWF; that was just their soloq builds. Unless you're going against some bad survivors, you're pretty much always losing. What makes it worse is how horrible the matchmaking system is, but that's a conversation for another thread.
One thing you said I agree with is balancing. BHVR should add a competitive mode for the game, allowing some relief for those of us who want to be able to play casually with a chance of winning without needing to run meta builds or sweat super hard for that.
I've recently found myself maining The Artist, and unfortunately, with the current state of the game, if I want to go for wins with her, I find myself needing to slug and tunnel a decent amount. Do I enjoy doing so? Not particularly. Is it pretty? Also no. Do the survivors in my game have fun when I do so? I'd say up until they realise what I'm doing. But survivors have so many advantages over killers in every format of the game, it is not even funny at this point. Killers literally NEED to resort to tunnelling to win, and that's just a fact at this point.
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Did you disconnect from the match?
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What do you mean “us survivors”? A lot of people play both sides and thus care when there are negative things affecting both survivor side and killer side. Why are you turning this into an “us vs them” thing.
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Why are you turning this into an “us vs them” thing.
Because we know there's no real argument to actually be put forth most of the time so people have to resort to that to try and validate their opinions.
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This is completely false lol. A group of survivors that bring in 7 or 8 second chance perks all while Gens are rapidly getting done. It goes both ways.
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I'm probably going to be forever stranded on this rock, shouting that unhook notifications needs to be disabled. It will help a little bit against tunneling.
I would also say that the fresh unhook needs to lose their scratchmarks and pools of blood for the duration of the anti-tunnel measurements.As for the killer, to de-incentivice tunneling, some of the hook oriented perks needs adjustments, to make hooking more lucrative.
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Do you think adjusting perks that rely on unhooks is a fair trade for basekit perks for free? I get the idea of trying to improve unhook perks to incentivize them more vs the meta, but we already have perks for those things on survivor, so they'd be getting them for free. In fact there are quite a few perks that do just that under other circumstances, like lucky break or parental guidance. Babysitter even does just that but you have to be saved by someone running the perk, which would become even more pointless if given for free. Always reminded of Kindred when it comes to things like that.
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I'd say give those a try at first, and see if it helps.
At least it is nothing like the punishments proposed in the 9.2.0 PTB.And I am going to refer to this comment that I made in another thread:
Don't you think that changing some of the hook-based killer perks to favor hook spreading would reduce tunneling?
I also suggested changing toolboxes, so that the effectiveness of perks like Hyperfocus and Stake Out gets reduced.3 -
Don't you think that changing some of the hook-based killer perks to favor hook spreading would reduce tunneling?I do, but that isn't what I asked. I asked if you think its fair compensation when one side is focused on removing the necessity of perks to get their functions while simultaneously reducing freedom of choice for the other. I mentioned kindred because it continues to be the underdog perk of being extremely valuable but never being taken because people assume the value applies more to other players than themselves, they can't find room in their build for it, or whatever other reason. Its the perk that arguably helps solo queue the most, yet its not even considered meta. It kinda tells the story of both changes simultaneously, that the perk slot is worth more than the effect to most people unless its overpowered, and that people want things for free without needing to invest in them (which is supposed to be the entire point of perks.)
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Ahh, I see. I completely misread your comment then.
I would personally say that if one side gets base-kit changes, the other side has to get some compensation for it too. I'd definitely suggest something like a mini base-kit (say 10% or so) current version of Pain Res, so that it gets easier to spread pressure by hooking.-1 -
Well a thing which would be helpful here would be a statement from BHVR to answer the question "What is dying to fast".
Since as you know I die to take the first chase with most Killers because I like that part about the game and most of the time I get tunneld for this but I never got a warning or something like this.
I can understand that if you get hit of hook and instantly (and I mean instantly not with a short chase in between) that a system could trigger. But I think from time to time that this is mostly unlikely to happen if you try to survive.
Just think about the following.
If you are the one who got chased first you got the whole map to play.
Okay you can say you got ambushed and grabbed from the gen or insta downed but… after you got unhooked you get 10 seconds of enduring to reposition yourself on a completly unplayed map. So how you go down instantly again?
Why I want to see a statement to this question is the following.
If the story of OP is true and his whole team tried to tank for him, than even more time should have been wasted and it would speak against the argument "he died to fast".
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Pain rez is a good approach, as its both designed to spread hooks and carries the stipulation of only working on certain hooks, but would that not lead to complaints from survivors about gens popping without the need of the perk? The idea was originally to boost the next kick, which showed uneven affect across the roster, and even pain res would have a similar issue: Instead of solely redirecting behavior and giving more bonus to weaker killers and less to stronger ones, it becomes a blanket buff that helps killers like Nurse and Blight just as much as killers like Ghostface and Hag.
Survivors would only be happy with something like that if the amount on the basekit PR was inconsequentially low. If its too low, it would literally feel like wasting a gen regression event to the killer, so they might even actively avoid it in that case. I actually like using fresh hooks as a way to incentivize killers to spread them (including beyond first hooks) but the only way both sides would agree on what that entails would be if it was designed in a way that normalizes killers instead of blanket buffs: Anything less would just further the divide in tiers and lead to more frustration for whichever side gets the worse deal (and even possibly the other, if its both uneven and lacks meaningful impact.)
Carrot and stick combined approaches need to be measured in order to have the most effect on player mindset. If you're nerfing something, you need to make the value people got from it be attainable through more healthy means. If killers are tunneling to minimize survivor snowballing and securing their own, you need to find a way that addresses the two adequately to make the easier choice less desirable. The first thought might be "but people will always do it" or "how do you match something as strong as getting someone out quickly?" but the approach should be "how do we make that decision more healthy" and "If I take away X, how do I solve the reason people feel the need to rely on it."
The survivor HUD is a great example of those kind of ideas done well, as it helps solo queue much more than SWFs due to redundancy, but does so in a way that requires adequate understanding and game sense to get the most out of (while still having moderate value without that understanding to boot.) Something that was essentially a net nerf to killers was a healthy change for the game due to how it was implemented, and the considerations its design included. It addresses those types of hypotheticals evenly, having its value require a form of skill to bridge the gap between comms and a lack thereof, without requiring additional resources (perk slots,) and having impact that varies based on the aforementioned skill. It simply exists as a tool that players get as much or as little from as they are able to do so, within a respectable degree so as to not make related perks redundant nor necessary. Even though killers didn't get a direct compensatory buff to go with it, I would consider the addition of hook counters after the fact to fit that bill. Either way, the consequences of such a system upon the game loop itself were addressed in its design, both regarding potential and average application. With how rare it happens, I sometimes wonder if it was an accidental success.
My point is that considering both sides in a change you intend for one side isn't supposed to be a tit for tat kind of concession. The idea is that if you want to make changes to core gameplay mechanics as influential as the "power play" that centers around survivors outnumbering the killer at the start of the match, you need to focus on how it affects both roles evenly. Same with the opposite, which is part of why "knowledge check" killers tend to outperform at lower MMR while being pushovers at higher ones. If something affects balance in terms of a core mechanic, afterthoughts can be more harmful than helpful, so its important to really think about how a change intended to benefit one side would benefit both in regards to game health more than just adjusting personal outcomes.
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It’s not rare. Most of my games survivors bring so many second chance perks. I certain games I tunnel bc I know my gens are going to fly so I want to stay ahead of them pressure wise.
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The game is literally designed to be killer sided. It's an asymmetric pvp game.
True a top tier 4 man super sweat swf is an absolute nightmare to play against. But that's a tiny fraction of the player base.
I think a lot of people on the forums forget that. And a lot of killers end up with that opinion becuase they have been getting 3 and 4k games for so long that they skyrocket their mmr and end up against super good survs all the time. Maybe if killers took it down a gear, and wouldn't resort to tunnelling playeds out then their mmr would be more reasonable
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I've been wondering about this auto go-next detection system and what triggers it. I got tunneled out by a p100 Blight recently like 2 mins into the match and I wasn't penalized. It must have to be cumulative or something, or it pairs with DCs and recognizes the specific players history.
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You are right! They are meant to give you some space and distance from the killer. Its the only way to really defend yourself. Its a great mechanic. I just have to make adjustments and counters.
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Nope first match I got one gen and then got immediately hooked back to back with a very short chases in between . Second match some thing but two gens.
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You need to remember that just because a game is designed with a specific intention, the developers won't always execute it properly. Dead by Daylight is one of those cases. It was designed to be killer-sided, sure, and maybe it was at the very start, but survivor has, for a very long time, been the stronger role; the only reason that's not realised by a lot of people is that survivor is a lot more complex and difficult to learn than killer (or at least most killers) due to its requirement for proper teamwork.
As for what you said about MMR, it is basically non-existent. A few pretty big creators themselves have stated that MMR does pretty much nothing for the game. If I'm correct, the soft cap on MMR is at around 1600 and a hard cap of 2100. With this knowledge, it's safe to assume that the average MMR of the frequent player would be around 1600. When you reach above 1500 MMR, the game will match you with anyone between the range of your MMR and 1500, which is a pretty wide range of MMR once you reach above roughly 1800. This means that even if you are at well above 1600 MMR, that is roughly the MMR the game will aim to place you in. So skyrocketed MMR doesn't really matter, because even at higher MMR, you're still being placed with such a wide range of players in terms of skill.
Your point about skyrocketed MMR only matters if the killer player never actually took the time to learn the killer they're playing, and instead began going straight for wins no matter what. The same goes for the survivor. MMR only matters if that survivor was hard carried to the higher MMRs and never really learned the role properly.
Besides, even without all this talk about the game's god-awful MMR system, it has been proven on multiple occasions to be pretty survivor-sided, whether you care to admit that or not. Maybe it wasn't made this way by design, but right now it just is. And even then, it's hard to really say if it's one side or another side because builds make the game so circumstantial that a single perk can turn the whole tide of the game.
At the end of the day, though, it is really just opinion. Everyone's going to think differently, and that's perfectly fine. But it is quite fun to debate this kind of thing. I think the only reason people care so much is that it gives them something to talk about with others. Though a lot of people tend to get really confrontational about it…
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The thing is that it mainly hinges on the skill level of the survivor, and the skill requirements for that role are so high.You can't say that survivor is the strongest role when only the absolute best survivors can take control of a game. If you have a full swf team of super sweaty players then yes killer will have a tough time. But if the killer is good then they can still win. But if you cater only for those players, the experience is skewed for everyone below that skill level. Balance can't just be for the top 1% of players who play tournaments or stream the game 8 hours a day. Games need a casual and hardcore playerbase. At the moment the casual survivor playerbase just gets repeatedly rinsed.
I consider myself a mediocre survivor at best, and an effective killer player. It's not too common that I get a killer game that I can't win. I come up against a lot of very good survivor teams, and more often than not i get control of the game from them without too much difficulty. To the point where I honestly get bored with 4ks so most games now I actually let at least 1, sometimes two survivors go. Unless they are being particularly obnoxious in which case I'll play for the 4k.
Whereas my survivor experience is on the whole pretty abysmal. I usually play with at least one team mate, rarely solo q anymore unless I have a challenge to do, because I'm not a fan of the feeling of banging my head against a brick wall. I'm lucky to survive 1 in every 4 survivor games, and that's on a GOOD day. On a bad day I'll easily go 10 games in a row with no escapes and no 5 gen completions.
Many of the old weaker killers have been buffed to be more effective, pig, sadako, freddie have all had reworks and are much more effective now. While we have all sorts of new killers with busted basekits that have no real counterplay. cough ghoul cough vecna. Game can't be survivor sided when like 80% of the survivor playerbase gets repeatedly killed in most of their games.
And yeah totally agree the mmr is busted, as killer i play against super weak teams of evidently new players i should not be matched against. So usually i cut them slack and do the odd farming game or at least let 2 of them go. While as survivor, despite my atrocious escape rate i end up matched against p100 killers way more often than I should.
And yeah it is fun to debate, hence why we are all on this forum. People probably get confrontational because that's the nature of people but also the nature of the game. Losing games on dbd is a very punishing experience, for killer and survivor. Tends to trigger people so they come on here, vent and tend to be very one sided on their opinions. I play both roles equally and try to stay objective. With any luck conversations on this forum can help improve the game for the better. And improving the experience for new and lower skilled survivors can only help the game. Because it's very hard to get new players to start or old players to return to dbd after a long gap. Dbd needs it, I'd like to see player retention stats, I'd put money down that new players don't stick around long.
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