utm

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utm
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  • I have 3k hours in the game and stopped playing due to tunnelling. Anything that is meta should not feel like griefing. Tunnelling is meta. Tunnelling feels like griefing. It is by far DBD's biggest flaw (moreso than facecamping, slugging, etc., due to its prevalence and severity). "there is lesser motivation to improve in…
  • I have 3k hours in the game and haven't played in months due to tunnelling. Something that is meta shouldn't feel like griefing. Nearly every match I've played, the killer tunnels the weakest looper, and doesn't engage with other survivors until it's a 3v1. It's not fun to get matched with killers who aren't great at…
  • Coming back to say how I've only played ~3 matches since making this post, due to tunnelling in every match since. I'll say it again --- something that feels like griefing shouldn't be meta in any game. Looking forward to coming back when the game changes to address this :)
  • Thank you! I agree on the rework point. In the universe of methods to address tunnelling, I think the rework would be relatively straightforward? But who knows. It's really tough to understand balance without the PTB and player feedback.
  • Forgot to address this point, just wanted to say I like it!! (assuming you mean sequential hooks on different survivors).
  • Yeah that's a neat idea and I like it in theory!!! It involves more drastic changes than altering stats (map design, harder to code, etc.), so I could see a barrier to implementation. But something along those lines would also be a welcome improvement. Thank you for sharing :) I understand the sentiment that 'stat-stick'…
  • I think variations of this / what I proposed sound good. Anything to reward killers for spreading out pressure, dissuade them from tunnelling, and maintain balance in the game in the process. Basically any mechanic that shifts the meta to spreading out pressure.
  • I want to reward killers for spreading out pressure while discouraging tunneling, accomplishing both through the same mechanic, in a balanced way. I think something along the lines of what I've proposed does just that. Are you saying that a hallmark feature of dbd is tunnelling? I wouldn't disagree - that's why I'm making…
  • The hook timer issues were more prominent after gen speeds were slowed last summer, yet hook times stayed the same. That was a face camping buff. Facecamping can get an easy 2k, so I think the timing needs to be looked at. But that's beside the point. I mentioned this before, but survivors are not going to want to get…
  • I don't see how having a timer on these changes would be survivor sided... Gen speed changes would be both slower and faster for a limited time. This would not be a buff to swf. You wouldn't let your teammate die because they didn't do gens? You just wouldn't play with them lol. It would be a buff to solo queue because…
  • What I proposed would slow the game at the start, but speed it up as it progresses. If you want to avoid slugging, then add a timer to the gen speed changes. Or make a weak UB base-kit. Or increase gen speeds according to the dying state timer the same way hook states would. There are simple things to address all these…
  • I admire killers that are able to handily win without tunnelling. Those killers usually control chases in a way that they can apply gen pressure (to the right gens) concurrently. It involves thinking the game at a really high level and it's impressive to see. It's complementary to an experienced and well coordinated…
  • Yeah the hook state idea here is nice! Isn't there a plan to make UB base-kit? I don't think slugging won't really be a valid strategy anymore in that case. Killers could still tunnel and get 1-2 kills, it would just be harder to get a 4k by tunnelling. As a survivor, sure, you could try to take hits / try to get tunneled,…
  • I think keeping the core game loop is fine. Lots of people like it. The main game health issue is tunnelling. Nearly every post on here has it brought up at some point. Tunnelling in this game is like ganging up on someone in Risk so they get kicked out in the first couple turns. Or losing in Monopoly in the first few…
  • I agree that nerfing perks isn't always the best idea, but sometimes it needs to be done. Eruption wasn't fun bc you literally could not play the game for 30 seconds. COH wasn't fun because hits were cancelled out by heals for a whole team. etc. DH is a rough perk to handle bc in it's current state it's much more…
  • Check out my post for a simple way to address tunnelling + naturally make current matchmaking better. A lot of issues posted on here wouldn't be as inflated as they are now if BHVR implemented a simple fix to both reward killers for spreading out hooks / early game pressure + discourage killers from tunnelling. Game…
  • Thanks for reading! You listed some pretty interesting / cool ideas. I think what I've proposed is fairly straightforward and easy to implement - some other ideas involving big changes can risk losing players. A lot of other posts I see on here don't propose solutions to problems, so I'm hopeful ideas like this get a…
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