Stop hard tunneling.

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Comments

  • cogsturning
    cogsturning Member Posts: 4,039

    Gen kick regression, removal of gen taps, 90s second gens, bloodlust, nerfed infinites, nerfed main buildings, nerfed map sizes. Since apparently every feature added to the game is a perk. The amnesia about what your favorite side also receives is truly remarkable.

  • Nazzzak
    Nazzzak Member Posts: 7,971

    Also nerfed the distance survivors got upon getting hit, and kick times (walls, pallets, gens) were also reduced. This community does have selective memory.

  • Domicci
    Domicci Member Posts: 368

    reducing the time to do somthing is not the same as having entire better perks added base kit. when will you survivor main learn that the game is survivor sided your just bad. also want to talk about not remembering, remember how apparently killers didnt like being handheld because im sorry thats a bold face lie survivors didnt like killers getting stuff like them. this game is every us vs them because the devs treat killers as the them look how they treat pallet density a massive buff to survivors as a quality of life change and how they use kill switchs on killerin nano second but leave or straight up tell survivors how to abuse perks like with the infinite items.

  • crogers271
    crogers271 Member Posts: 3,605

    In addition to what @Nazzzak has added,

    Respawning hooks (twice I believe, so two perks)

    Windows auto blocking (a bit broader than nerfed infinites, but covers that as well)

    Basekit shadowborn

  • cogsturning
    cogsturning Member Posts: 4,039
    edited July 14

    Calling someone who you don't know anything about and who I know for a fact plays killer a survivor main while spouting out some rubbish about us vs them in one statement is peak irony. You've also done nothing but cry about killer and blame survivor for everything and have the nerve to tell someone else they're bad.

  • CrypticGirl
    CrypticGirl Member Posts: 1,734

    If you actually think the game is survivor-sided, that says a lot about your skill level.

  • Domicci
    Domicci Member Posts: 368

    Ya im actually im actually in higher mmr the game is objectively survivor sided but because survivor suck so bad at this game and just give up and go next the data doesnt show that. If yiu really think thid game is killer sided your hust showing what yiur true skill level is. Go look at comp they have to ban so much from the survivor side to give the killer a chance in un restricted matchs sirvivors 4 outed and killers never even one there was a single tie and that was from the best Billy player on hid best map and he had to hard tunnel them out. Survivors objectively have more tome to do there objectives them killer sense looking at the numbers it takes 340 seconds for Survivors to do all gems open gate and leave whole it takes kilelr 600 second with 30 second chases to kill all the survivors. You just do not knlw this game well or dont understand data like the devs dont if you think this game is killer sided. Numbers are my thing and extrapolate data from large models for life and death decision for 6 years and I can tell you ad a professional the devs of this game do not understand there game they cant even understand why people get slugged the most on game one of the most pallet filled maps in the game.

  • CrypticGirl
    CrypticGirl Member Posts: 1,734

    MMR is an invisible number, so you don't know if you are higher MMR or not. Also, the game is handed to you if you can just kill two of the survivors, so you can drop those Killer numbers by half. Also, the fact that the devs aim for a 60% kill rate shows the game is objectively killer-sided.

  • Domicci
    Domicci Member Posts: 368

    Coll yet another person not understand why a 60% kill rate is needed for a 50% winrate in killer senses its an asim we have to use middle school math not first grade math. When you have 3 negative out comes for kilelr and 2 positive out comes for killer you need 3 kill avrage per game to have a 50% win rate meaning a 60% kill rate to equal that 50%. Now let's look at survivor we can go back to first grade math they have 1 good out come and one bad out come meaning if escape rate for survivor is 50% they get a good out come 50% of the time. So no the 60% which most killers dont even reach isnt kilelr sided its to make the game balanced because this is an asim not a normal pvp game. This community and the devs in particular need to learn how to read numbers properly and understand them its not hard its basic middle school math .

  • Domicci
    Domicci Member Posts: 368
    edited July 14

    Ill stop when the devs stop they are the most us vs them mentally thus form is mostly survivors posts that support survivors talking points are boosted but ones that go against it are downvoted to hell. When in nearly every stream they talk about survivors as I us we and killer as them. You dont like i use it because if I can use the us vs them arguments it dumpsters alot of survivors arguments I play both sides I like both sides but survivor mains are more toxic to everyone even other survivor players while its rare if ever I play into a toxic killer I had one call me an Italian slur because of my name but funny enough I heard it first from a survivors the day before (im not Italian by the way I had to look up what it ment and its not nice to say the least)

    Also the reason you dont keep reading is because your identity as a survivor is being threatened so you dont want to look at argument that are against your side. Your doing just as much us vs them when you ignore argument because tou dont want your side hurt or exposed.

    Also the game is litteraly built on us vs them its an asim its cant get more clear cut us vs them. And the devs feed into it showing they are on the survivors side with how they talk. So when they devs stop ill stop.

  • Nazzzak
    Nazzzak Member Posts: 7,971

    Again, you're the one on here every day posting about your struggles to compete and what the devs should do to make your games easier. That speaks for itself.

    People who are skilled at something don't consistently have bad results. Hope your games get better for you.

  • MDRSan
    MDRSan Member Posts: 867

    Assuming your 340 to 600 second numbers are accurate for the sake of argument:

    Regression events never occur? Survivors never spend any time healing? Survivors never spend any time unhooking? Survivors teleport directly from generator to generator? Killers never push more than one person off a generator at a time? Hex totems that need cleansing never exist in matches? Killers can't apply pressure to a generator without fully committing to a 30 second chase on the survivor?

  • Domicci
    Domicci Member Posts: 368

    The 340 and 600 are the base each side pulls back but survivors have a stronger base they have chase extenders like sb lith overcome while killers do habe regression only one sides main time extensions being nerfed while the other side has not had theres nerfed as well as getting more time extension tool wirh pallet density with the "quality of life" another thing showing which side the devs balance for.

  • Domicci
    Domicci Member Posts: 368

    Killer is the power role in name alone swfs and competent survivors are the real power role. The problem is more survivors suck or worse give up under hook and screw over there entire team.

  • uila82
    uila82 Member Posts: 7

    I realize it’s hard to balance the game for Killers, SWF groups, and solo players alike, but as someone who plays in a duo (I wouldn't even dare play this solo), I feel like I’m at a significant disadvantage. I understand that tunneling is often necessary for a Killer to secure at least one kill; it’s a more complex issue than it seems. I haven't really played the event because people say it’s heavily survivor-sided. I can only imagine what it’s like for Killers in an event like this—it’s probably tunneling in 10 out of 10 matches. I think the "cages" from the 2v8 mode could be a solution; the anti-tunneling PTB changes were incredibly unfavorable for Killers and were never going to fly. On top of that, they made the mistake of nerfing one of the most popular anti-tunneling perks.

    What about separating competitive matches from casual ones, using mechanics that favor the Killer without the need for tunneling? In an era of streamers playing all day and chasing win streaks, the game has never been more competitive, and solo players often end up more frustrated than entertained.

  • THE4saknbacn
    THE4saknbacn Member Posts: 21

    I like this idea at the end a lot. A ranked game mode would be very good for the game I think because it could take away overstimulation for new players. This is extreme, but what if there’s a specific level requirement to use different killers/perks to simplify the game for new players, then gradually introduce more killers and more perks? Like players under level 20 can only use base game killers/ perks. I think something this game sorely lacks is a sense of progression

  • uila82
    uila82 Member Posts: 7
    edited July 14

    So, it’s a good idea. They would need to create a mode for casual players. The problem is that you’d still have "tryhard" players in both modes, so I think the balancing issue would get more complex, and the imbalance might even worsen. The real questions are: how do you make the game more dynamic without relying on cheap tactics? If they eliminated or reduced "tunneling," winning matches against high-level survivors would become practically impossible. Increasing generator repair times? I don't think that's a great idea, considering it's already a somewhat tedious objective. Creating varied objectives? Maybe. And what about perks that address "anti-gen" strategies and "gen-rushing"? Would they be niche picks, like Borrowed Time?

    Your idea sounds good, too. Keep in mind that the game's MMR is a joke. I get tired of trying to get friends to play, only for almost all of them to quit because they find it frustrating—like a beginner getting matched against players with hundreds of hours of experience. The friend I'm playing with right now actually had a really negative first impression and only decided to give the game a second chance after some time had passed.

    And there's another problem. Even a player with limitations knows how to tunnel, which is the core issue. Most content creators do this and recommend the tactic because they try to teach the easiest path to success. How could we make this move unappealing to Killers—while still satisfying them in other ways—and ensure that beginner and casual players don't fall victim to tunneling in most matches? Satisfying both sides seems like a really tough challenge, haha.

  • crogers271
    crogers271 Member Posts: 3,605

    Coll yet another person not understand why a 60% kill rate is needed for a 50% winrate in killer senses its an asim we have to use middle school math not first grade math.

    Not the math argument. That's not true at all.

    1: Even if your math was correct, it would still be killer sided because draws existed. Killers would have a 50% win rate, but the remaining 50% isn't losses, its a mix of losses and draws, meaning their win rate is higher than their loss rate (thus the survivor win rate being lower than 50% because it would mirror the killer win rate).

    2: The math isn't correct because it lacks steps (being Middle School math instead of High School math). An average does not inherently mean the most common result. The five possible results (0k to 4k) aren't distributed evenly, the game tends towards the extremes - meaning the average being in the killer favor to get the 60% kill rate the killer needs more wins than losses.

    3: If the discussion is MMR based, that's decided on an individual metric, so killers have a WR of 60% and survivors a WR of 40%.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,869

    Bias is strong here. Your generalisation that apparently being just being competent or in a swf is enough to dominate every killer is ridiculous. Survivors have to be playing at absolutely peak efficiency to dominate killers in a way that according to you happens in most games. It takes thousands of hours to get good enough to outskill a killer so solidly and consistently.

  • uila82
    uila82 Member Posts: 7

    Exactly. Many people seem to overlook the fact that this is a game involving some players who spend practically the entire day playing—and even making money from it—while others cannot dedicate that much time to it; they play for only a few hours a day, find the game frustrating, and end up losing interest.

  • Domicci
    Domicci Member Posts: 368

    No they dont survivors have all the tools they need just because the average survivor players sucks because of the constant hand holding the devs give and keep trying to hand hold more

    As well killer has way less Rome to mess up sense they have no one to fall buck on unlike survivor who has peopld to fall back on so if a survivor makes a grave mistake it costs them a chase vs kilelr who it costs them the game.

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 951

    okay but what if i tunneled you specifically? >:)

    (yes i agree btw)

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,869

    Hardly. Killers have to make constant mistakes to lose that hard. A survivor team winning a game is like a house of cards, it only takes a mistake or two for the whole thing to fall down and for killer to snowball.

    I see (and often am one of the) killers that turn a 2 hook game with gens finished into a 3/4k win. Both via their own plays and via survivor mistakes. For a killer the game isn't over until all 4 survs are either dead or escaped. For survs if killer manages to tunnel someone out early or get too many hook states before 2/3 gens are done then that's basically it. You'll seldom, if ever see survs pull games back from that.

  • Domicci
    Domicci Member Posts: 368

    go for it i loop well and run an unhook build so i expect it

  • BloodBehemoth
    BloodBehemoth Member Posts: 86

    According to the number of downvotes you got, the majority clearly expect you to do that.

  • coldflame
    coldflame Member Posts: 278

    fortunately the buttons i press on my keyboard are not a democracy

  • Brimstoneslinger
    Brimstoneslinger Member Posts: 29

    In most recent dbd history killers got 5% kick regression against grab removal, anticamp, longer hookstates, longer bt and since you want to derail the topic with "amnesia" argument anti 3 gen is a basekit perk too, pallet density is still horrendous and borderline lose-lose double pallets are implemented at most maps now, the survivor ui is a basekit perk on its own too

    I specifically excluded basekit bt from my argument to not waste time at pointless discussions about early dbd changes but here you are mentioning bloodlust and infinites as its somehow relevant to current tunnel situation, why not go further? lets add old mori/bnp to our arguments atp, the truth is that in last 3 years one side received 5% regression while other received 4 antihook and 1 anti gen perk basekit, surely killer is my favourite side but comparing another loadout at top of 4 perks to some map changes and old balance that was excluded by other early changes is deflection of initial point

  • Brimstoneslinger
    Brimstoneslinger Member Posts: 29

    Those changes were heavily compensated by other survivor buffs at early stages of dbd such as basekit bt, as i stated earlier in last 3 years killers received 5% gen regression vs 4-6 survivor basekit perks, and this approach make sweaty tactics like tunneling even more prevalent in current state of dbd

  • Nazzzak
    Nazzzak Member Posts: 7,971
    edited July 15

    The changes i mentioned came from the 6.1.0 update, the intended purpose of which was to increase kill rates from 50% to 60% (and the devs announced 3 months later that the update had succeeded in their goal). So I would argue that there was very little impactful compensation.

    Regardless, as has been well established, both sides have received significant balance changes in their favour.

  • ForTheEntity
    ForTheEntity Member Posts: 125

    And now the average kill rate is 49% across all killers according to Nightlight. So clearly the changes since 6.1.0 have been more advantageous to survivors.

  • Nazzzak
    Nazzzak Member Posts: 7,971

    Nightlight is not accurate lol that's also been well established. I'm surprised people still refer to it tbh.

  • cogsturning
    cogsturning Member Posts: 4,039

    surely killer is my favourite side

    I'm so shocked by this revelation. I would have never guessed.

    Is your kill rate that low?

  • cogsturning
    cogsturning Member Posts: 4,039

    They'll continue to do so as long as it suits their narrative.

  • ForTheEntity
    ForTheEntity Member Posts: 125

    Yeah well it's accurate enough to show that the kill rate isn't anywhere close to actually being 60%, even if you give it a very generous margin of error.

    Before Jason dropped I was watching the stat and it was steady at 48% for a while.

    Brimstoneslinger is right. Survivors got info on the HUD, higher pallet density, anti-facecamp, basekit BT buffed up to 15 seconds, longer hook states, a gen regress limit, hook grabs removed and I'm sure we're forgetting something else. Meanwhile killers got 5% kicks and … what else?

    But kill rates haven't fallen in the last 3 years because NiGhTlIgHt Is iNaCcUrAte.

    austin-powers-RIGHT.gif
  • Rulebreaker
    Rulebreaker Member Posts: 2,831

    ...isn't nightlight stats supplied by the people? Meaning it's only a piece of the players? And that it's only the games that these people submit, which means it's more likely to be faulty no? Which then wouldn't paint an accurate picture correct?

  • crogers271
    crogers271 Member Posts: 3,605
    edited July 15

    Nightlight is indeed pretty inaccurate. Which is unfortunate as it used to be more reliable.

    Two other interesting ways to look at it:

    Looking at the survivors, the highest survivor escape is Laurie with 62.96% and the lowest is Jonah with 41.61% - are Laurie players somehow escape 20% more than Jonah? It seems far more likely that there is either an issue with their data collection or who is uploading.

    The other interesting thing about Nightlight and unreliability - if you go into survivors and look at perks by escape rate, the highest is Blood Rush at 49%, though it has a small sample size, the next lowest is Shoulder the Burden at 43.49%. That's roughly in line with BHVR's balancing metric and if look through all the perks many fall way below the list. Only 12 perks are above the 40% line and many of them aren't even very common.

    Basically - if someone just looks at the Killer data, killer looks weaker than it should be, but if you look at all the data on the site, you starting seeing stats that don't line up with each other and many times survivors falling at or way below what the escape rate should be.

    As you said, Nightlight's data doesn't line up with BHVR's, but its not even consistent across their own site.

  • wesker_shades
    wesker_shades Member Posts: 184

    I made a comment about a month back about "handholding" mechanics on either side. Trust me bro, killers has gotten a lot of "hand-holdy" tools as well over the years. Though most of it were in the early years, when the killer role was actually weak.

    Hand-holding mechanics on each side:

    Killer:

    • Bloodlust (free haste)
    • Instant 5% gen regression
    • No anti-camp in end game
    • Killer Instinct
    • Much worse loops around maps.
    • Power Creep, and lots of it
    • 90 second generators (up from 80 seconds)
    • BNP's and medkits heavily nerfed.
    • So much aura read.
    • Remote regression (Pain Res, Turn Back the Clock etc.)
    • Gen-blockers (Dead Man's Switch etc.)
    • Thrill of the Hunt
    • Faster animations

    Survivor:

    • Basekit Borrowed Time (increased to 15 seconds)
    • Anti-Camp
    • No hook-grabs
    • 10% free haste off the hook.
    • 70 seconds hook timers.
    • More pallets to work with, but most are bad fillers.
    • Removal of 1-hook moris
    • A lot of aura read (but less than killers).
    • Regression limits on gens
    • Elusive
    • Endurance perks
  • HoodedWildKard
    HoodedWildKard Member Posts: 2,869

    Come on like 10 people actually contribute stats to nightlight. And it's going to be super high mmr players soooo basically a 50% killrate at the highest mmr is only going to climb higher in killers favour as skill level drops. And a 50% kill rate isn't the end of the world. As killer I'd be perfectly fine with a 50% killrate. 4ks get so boring.

  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 148

    These are all things that are added to tell killers "Go after someone else". But, that hasn't sunken in.

    Basekit DS (60 seconds) and Basekit Unbreakable (45 seconds) for the first hooked survivor, cancelled when you hook someone else (or they perform a conspicuous action), would significantly improve the experience for that first survivor and give more hope to the rest of the team.

    Also the Anti-Camp should work if a slugged survivor is nearby, in general.

  • ForTheEntity
    ForTheEntity Member Posts: 125

    Not even a qualifier like a no gens done requirement? If the killer has a bad game vs a SWF or group of skilled solos and gets their first down after 3 gens pop, the killer has now even less chance of getting a kill and may as well go sit in a corner.

    Even adding a no gens done requirement wouldn't be good enough as crafty SWFs would 99 gens to work around it. And they'd weaponize that basekit DS.

    If such a mechanic were introduced, killers turn to 4 man slugging at 5 gens.

    As I said earlier, it's a nuanced problem without an easy solution.

  • ForTheEntity
    ForTheEntity Member Posts: 125
    edited July 15

    Sure Nightlight might be a higher MMR snapshot than official stats but it's still not completely useless information.

    As for that Lich stat, I'd argue that's a product of DbD's poor tutorials. The Lich has a pretty complicated power.

    I know from experience during the event that there are a lot of new survivors who are absolutely clueless about killer mechanics. Survivors who aren't mending against a Legion who left them to their own devices.

    BHVR is looking at skewed stats rather than making the learning curve easier they make the game easier for survivors overall.

    Post edited by ForTheEntity on
  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 148

    A good point about the gens. Weaponsing the DS is also just countered by getting one of the other 3 players. The basekit Unbreakable would help avoid slugging. 4 man slugging at 5 gens is just a sign of a bad killer, they'll do it anyway.

  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 148
    edited July 15

    There is a bug at the moment that means the mending bar doesn't show on screen sometimes (only in the HUD). I've seen quite a few people die to mending recently.