Does DBD favor killers?

So normally I don’t think that DBD is survivor sided or killer sided, but I’ve noticed a running pattern that anytime killer mains complain about a survivor perk or mechanic it gets nerfed and when survivors and killers alike complain about something it gets delayed everytime… and I don’t mean the delay on the anti tunneling update cause I watched those lives and that would just be HORRID! But more so how anyone that’s not a Ghoul main complains about him being able to hit through stuff that is otherwise completely solid to all other killers that even have similar skills. I don’t expect any perk buffs because perks aren’t a problem nor his his skill itself- just the fact the skill is clearly buggy and they deny to fix it along with similar traits that are seen in other killers. Also the camping update is NOT what it should be. The camp meter doesn’t even extend past the huntresses BASE throwing range- meaning they can have the huntress base build with no add ons and when partnered with a perk like Insidious it makes it IMPOSSIBLE for a survivor to know that your teammate is being camped until you are actively being hit with her hatchet from NOWHERE. At that point it’s not a skill issue when the survivor has no way to counter the killers invisible aura or their incredible range.

I just want 1 overall mechanic change with anti camping counting when the killer has clear line of sight- not just when they are within your camp meter range, and for mutual requests to be taken into consideration even when a main whines about their favorite killer being buffed. And no, I’m not gonna deny that this has happened with survivors before because it has taken a while for some BROKEN survivor perks to be nerfed- but some of those perks have been nerfed now and there are some killer mechanics that even killers complained about around the same time that have STILL been delayed.

Comments

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002600#Comment_4002600

    My experience with Distortion survivors: I didn’t see it that often, and during the big Distortion wave I was in a different meta anyway, so it didn’t tilt me.

    When I did see it, it was usually people waiting for someone else to take first chase, trying to shed the tunnel, and not covering dead hooks even with a clear tunnel and two hook states left—you can step in there, even if you go down, the killer usually has a clear target anyway.

    I probably get different lobbies than Firellius (~500h); vs brand-new killers stealth might work and they’ll play hide-and-seek, but in my lobbies killers grab pressure elsewhere instead of searching forever. (same as i do)

    Watching some of them in spectate, the camera control/movement often looked like Distortion put them in lobbies they didn’t belong in; when they finally met the killer it was insta-down. I’ve always been relaxed about it because as survivor you don’t control your team—once you hit ready you accept whoever you get; they might be doing achievements/challenges, meme runs, recording YouTube, whatever. You can’t expect optimal, team-win play with randoms. For what it’s worth, I never sold Distortion players to the killer, but I saw plenty of randoms deliberately feeding the stealth player; from killers I rarely saw toxic after-chat. Different lobbies, different experiences.

    idk. Only my experience.

    As killer, Distortion never bothered me tbh. As surv? sometimes, y. but it was super rare …

    but uhm.. it was super rare—and I never had a problem taking the tunnel if the distortion ppl didn’t want chase and were otherwise doing their job. What did annoy me was when there’s no cover even though teammates are right there and could bodyblock—but you see that with or without Distortion (BHVR, better matchmaking pls).
    buut.. I heard way more Distortion hate from survivors than from killers—like, a lot more.

    As killer distortion was your i´maginary fried causing tunneling and getting you more time for killing other survivors exept the one rating away with distortion, dont get me wrong not everyone using was rat (it was popular perk with no counter) but many I have seen were and thats what gets me more angry then tunneling killer is survivor hinding in the corner because he is scared and not taking bodyblocks or chases if he can from other survivor who is dead on hook, such selfish and unlogical behavior is just brainrot that is stopping me to even think to play soloq.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002599#Comment_4002599

    In my group it was more mixed, and we actually saw less tunneling than in average pub lobbies on live. Most people just wanted to test the new changes.

    First, look across the forums. You could have throw a stone and hit someone who's experienced it or talked about the uptick since the announcement of the changes being put on hold. Second we play at sundown EST. We haven't seen much more but that's because the amount we're used to is a lot already.

    Sure, some strong structures have fixed spawns. For the rest, good survivor macro is just reading the RNG fast and leveraging it. That’s a normal part of the game.

    You said that's how a map is built but it's built with RNG. Some maps currently have near nil after one pass. No amount of leveraging is going to help if you have nothing to use. And before you inevitably blame it on survivors, its always going to be a different call if you need to use that resource now or not. On death hook and killers close in chase? Betting your going to use it.

    Wrong layer. The issue is entry-level MMR + missing onboarding/solo info. A global anti-tunnel bubble hits every MMR and flips matches where it isn’t needed (and can be outright harmful).

    Correct layer. You EXPLICITLY said broader. Broader is not entry level, it's not the extreme skill level, it's the big pack in the middle (level). There's 3 things people can do against tunneling currently. 1. Bring full anti-tunnel build, which only delays the inevitable and not everyone will have them due to almost all being dlc, of which some cost real cash. 2. Extreme coordination and efficiency, which solos have no access to coordinating their team and most swfs aren't the super 4 man SWAT teams nor have any desire to be. 3. An extreme imbalance of skill where the survivor is much more competent than the killer, which is effectively a match making error and down to luck. Just the anti tunneling? Not all that bad for those who don't hyper tunnel.

    Stealth dumps the cost on the team: one guy brings 0 pressure/info/saves, the other three are basically playing 3v1.

    Not sure you read what we typed. One guy brings pressure and progress in the form of the most valuable commodity in dbd, time. The killer trying to find you is more time for the team to do as they please. The killer says screw that means more time for you to do whatever you please. And should the killer waste time hunting you down and finds you? They still have to catch you meaning more time before your even injured. Only the actual rat players give value to the killer, stealth itself is a strong tool in the right hands.

    So of course I leave the gen and take hook pressure / hard tunnel—that’s guaranteed pressure on the scoreboard.

    But until that unhook happens, the others are free to do as we said.

    Trying to hold that gen is a coin flip that only pays if the lobby is chaos

    If a lobby isn't chaos both sides are playing extremely wrong.

    Oh wow—how new are you that you don’t know aura perks all have range/duration/trigger limits and hard counters?

    …Ohh yes

    https://us.v-cdn.net/6030815/uploads/DMD2TDWFUKQF/1000000788.png

    So hard to trigger

    https://us.v-cdn.net/6030815/uploads/4UUBHN6HLFIS/1000000791.png

    Their range is so poor

    https://us.v-cdn.net/6030815/uploads/61Q8HA04EYG0/1000000790.png

    We must be so new

    https://us.v-cdn.net/6030815/uploads/IIQPF19U9EUX/1000000792.png

    Obviously we don't know anything…right?

    ...go ahead and keep making assumptions

    Predator / I´m all ears stuff
    Tbh this shines mostly on Nurse — aura reads erase distance because she just blinks to you. On most other killers? If your pathing + cam control are decent, you’ll live even if they see you for 4–6s (+2s if they burn a perk slot on Lethal). That’s why you barely see these perks outside niche builds.

    And..

    If you suspect Nowhere to Hide, play for it: don’t crouch behind a random rock near the gen — wait at a checkspot near a pallet or a tile you can actually take a chase from. If the perk’s confirmed, weaponize it: you know he wants the kick → free time to rotate and build distance while he kicks. Struggling with a 4–6s aura usually means a positioning issue, not that the perk is broken.Thats on you. Maybe this is a point where u can improve.

    Also, these aura perks come with heavy cooldowns and/or conditions (lose chase, fast vaults, kick the gen, etc.), so mindgames and short stealth windows are still very doable — especially during those long downtime phases.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002671#Comment_4002671

    Predator / I´m all ears stuff
    Tbh this shines mostly on Nurse — aura reads erase distance because she just blinks to you. On most other killers? If your pathing + cam control are decent, you’ll live even if they see you for 4–6s (+2s if they burn a perk slot on Lethal). That’s why you barely see these perks outside niche builds.

    And..

    If you suspect Nowhere to Hide, play for it: don’t crouch behind a random rock near the gen — wait at a checkspot near a pallet or a tile you can actually take a chase from. If the perk’s confirmed, weaponize it: you know he wants the kick → free time to rotate and build distance while he kicks. Struggling with a 4–6s aura usually means a positioning issue, not that the perk is broken.Thats on you. Maybe this is a point where u can improve.

    Also, these aura perks come with heavy cooldowns and/or conditions (lose chase, fast vaults, kick the gen, etc.), so mindgames and short stealth windows are still very doable — especially during those long downtime phases.

    Ohh no you don't, no dodging what you said:

    Oh wow—how new are you that you don’t know aura perks all have range/duration/trigger limits and hard counters?

    Aura is ultra limited and not a big deal during a nrmal chase.

    You think the "trigger" on these is hard? You think you can "hard counter" the likes of "I'm all ears" and "predator" on a whim? We weren't even TALKING about "in chase" we were talking about "good stealth". Your words, We'll highlight it in bold for ya:

    And there’s still plenty of good stealth: break LoS, do short stealth cuts behind structures, little fakes/mindgames at tiles, walk-tech — all stuff that buys distance and seconds.

    Edit: the idiot hit post before we finished the whole thing

    Also, these aura perks come with heavy cooldowns and/or conditions (lose chase, fast vaults, kick the gen, etc.), so mindgames and short stealth windows are still very doable — especially during those long downtime phases.

    Yes cause those "conditions" we could ohh so obviously work around when trying to stealth. And no, not just chase, STEALTH. Want another thing to try? Phantom Fear. You look at the killer at the wrong time your revealed.

    Well?

  • @Raccoon said:

    Exciting thread.

    We envy your enjoyment

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002682#Comment_4002682

    Ohh no you don't, no dodging what you said:

    Oh wow—how new are you that you don’t know aura perks all have range/duration/trigger limits and hard counters?

    Aura is ultra limited and not a big deal during a nrmal chase.

    You think the "trigger" on these is hard? You think you can "hard counter" the likes of "I'm all ears" and "predator" on a whim? We weren't even TALKING about "in chase" we were talking about "good stealth". Your words, We'll highlight it in bold for ya:

    And there’s still plenty of good stealth: break LoS, do short stealth cuts behind structures, little fakes/mindgames at tiles, walk-tech — all stuff that buys distance and seconds.

    Edit: the idiot hit post before we finished the whole thing

    Also, these aura perks come with heavy cooldowns and/or conditions (lose chase, fast vaults, kick the gen, etc.), so mindgames and short stealth windows are still very doable — especially during those long downtime phases.

    Yes cause those "conditions" we could ohh so obviously work around when trying to stealth. And no, not just chase, STEALTH. Want another thing to try? Phantom Fear. You look at the killer at the wrong time your revealed.

    Well?

    I'm gonna be honest, I think we've just been arguing against an AI.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002685#Comment_4002685

    I'm gonna be honest, I think we've just been arguing against an AI.

    Wild, yet valid response. Was reading this debate/dissuade and blinked a few times.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002498#Comment_4002498

    But 'survivors are just bad, git gud' is perfectly fine?

    Yh, at this point survivors just need to git gud — the mistake is on their side. So why punish the killer for capitalizing on it?

    On the point “Tunneling/Camping/Slugging are 100% enforceable by the killer”: Sure, the killer can always try that. But whether it’s worth it is decided by the team’s behavior. If survivors pull instantly in a panic, everyone heals right at the hook, and nobody is on gens, tunneling is cheap and feels unstoppable. If the survivor team, on the other hand, splits (2–3 on gens), prepares the save (two healthy, bodyblock line, path to a usable tile), and doesn’t pull through the killer’s face, tunneling becomes expensive: the killer burns time at the hook, loses map pressure, and the gens progress in the meantime.

    Concrete mini-examples:

    Bad for survivors: instant unhook in front of the killer’s nose, everyone stays in the hook area, zero gen progress → quick re-down, killer gets value “for free.” “Free” is it only from the survivor perspective—the killer pays for it with time at the hook, lost map control, and missed gen pressure; the survivor team only enabled this discount with weak macro.

    Good for survivors: only pull when gens are ticking; two healthy players screen, the rescued one has a clear path; if necessary, a short trade → even if there’s a down, the killer is worse off, and the map works for the survivor team.

    Important: the killer can apply pressure, but cannot press the unhook button. An “unsafe save” is mostly created by survivor decisions and their timing—not by magic. Here too: the mistake is clearly on the survivor side.

    What does that mean for the game? These tactics don’t have to go away. If you tunnel, you give up time/map control for it. If you spread pressure, you get tangible advantages for it. Then it’s a real decision—not a default template.

    Tunneling/Camping/Slugging aren’t automatically “free.” They only become strong when survivors deliver bad saves, no gen split, and poor timing. If the survivor team plays it clean, it costs the killer real time—and that’s exactly how it should be. And yes, in all these points the survivor team is playing poorly.. so why should the killer be put at a disadvantage as soon as he reacts to bad survivor playstyles?

    í mean…

    Time window: pickup → carry → hook → re-spot → find the same survivor again → second chase. During this time, 2–3 survivors work undisturbed on gens, rotate, or set bodyblocks.

    Loss of position for survivors: Anyone who “stays at hook / or dances around the hook with the killer right after the hook” gives up map control. Gens are neglected, totems/chests get done, pressure on the survivor side is lost → the tunnel becomes lucrative and “ez” → granted by bad survivor play, so it’s not free for the killer. Given by the survivors.

    Chasereset risk: The tunneled person has escape windows or (if free BT isn’t enough) team protection windows (safe unhook, bodyblock, window path, pallets). If the fast down fails, a lot of time is burned.

    Conclusion: The killer can start tunneling, but they don’t “force” a good trade if the team plays macro correctly.

    so y.. why, why should the killer get a disadvantage at this point?

    If everyone heals under hook, tunneling is “ez.”
    Split 2–3 to gens (or finish a key gen) and the tunnel gets expensive.

    A planned trade (two healthy, path prepped, pallets/window in reach) shifts the value: the killer might get the down, but loses too much time/position. The killer can build proxy pressure (patrol, angle, threaten a hit), but they don’t press the unhook button.

    Whether the unhook is unsafe comes from survivor decisions: who goes, when the pull happens, where the tank happens, which path is prepped, and whether others are on gens or just standing around.

    Good macro (survivor side):
    Unhook only when two gens are already 50%+ (or done — those extra 10 seconds survivors got are strong, use them). Two healthy screen the line, the tunneled survivor runs to a prepared strong tile → even if there’s a down, gens/progress and position are already far ahead.

    Bad macro (tunnel becomes ez):
    Instant unhook, everyone heals at hook, people left gens early, nobody on gens → quick re-down and the map stood still. After the unhook, the chase even drifts into high-prog gens (which the hook player could’ve seen — watch it), and no cover happens.

    No. I'm talking about how your argument is rubbish. No one mentioned 3-genning.

    Fact is: the mere fact that the killer can tunnel once survivors neglect their macro forces them to play smart if they don’t want the tunnel — and that means: avoid it. And that often means → pull the chase away from relevant zones, don’t path the most optimal structures, no gen-greed between or inside key gens, don’t risk too many injuries in important zones. As long as the threat of a hard tunnel exists the moment survivors make those mistakes, it buys a lot of time for the killer → because survivors have to shape their macro plan around it. If you disadvantage tunneling per se, survivors can fully neglect their macro on this point, freely gen-greed, not care where they go down, or drag the killer into zones that are irrelevant for tunneling. That’s the logic.

    Call it “rubbish” if you want — it doesn’t change the equation.

    The anti-tunnel window takes pressure off the unhook: less need for setup/bodyblocks/positioning (aka less caution, “the killer can’t anyway”).
    The saved team time turns straight into gen time (greed on/between key gens).
    Result: more gen percent per unhook, even if the killer plays it correctly.

    Once anti-tunnel is active, it’s worth it for survivors to gen-greed and cut macro (setup/paths/screening) — purely by the numbers we’re talking ~½ to >1 gen progress per unhook window with 2–3 survivors pumping, no big setup needed. And if the killer still hard tunnels and someone dies early, +25% repair and no regression/blocks kick in → even more “free gen time.”
    Anti-tunnel = less setup, more gen-greed, more percent per pull — and all that without the big dead-hook threat breathing down your neck. And for what? For letting the survivor side get away with worse play.

    But when tunnelling does this, who cares, right?

    We should—because tunneling isn’t a free handout, it’s a priced choice (time/position: pickup → carry → hook → refind → second chase — and no, against strong players it isn’t “free”: it takes clean movement/pathing, tight mindgames at pallets/windows, power economy & cooldown management, pre-cutting routes and zoning to deny strong tiles, knowing when to fake vs. commit, tracking spawns/rotations, and macro - miss a read and you burn the window, lose position, or hand out distance).

    It only prints value when survivors misplay macro. The PTB changes hand out post-unhook freebies (safety + info delay, even +25% repair & no regression/blocks on early deaths), so outcome comes from the patch, not smart survivor play.

    Yeah, that doesn't do anything to refute that tunnelling frustrates the learning process.

    Even in true newbie v. newbie, pressure is how people learn. Safe unhooks, gen split, pathing away from key tiles, timing—those are the exact skills tunnelling tests. If the patch hands out post-unhook freebies (safety + info delay, then +25% repair & no regression on early deaths), survivors can ignore that macro and still get paid. That doesn’t teach; it carries.

    And,.. some frustration is part of asym PvP—no pressure, no learning curve, no real trade-offs. That’s PvP: you’re not alone; there are other humans in the lobby. If you want zero frustration, cozy single-player or co-op is the move.

    It’s always going to feel frustrating when the other side wins — that’s just PvP.

    Except historically, pretty much ALL killers do better at high MMR than middle or lower. There were a few that had minor drops or stayed the same while the rest pushed higher kill rates, which suggests that it's not a selection effect at all: Higher MMR is just more killer-sided.

    KR = pure vibes. A 3K after 5 completed gens counts the same as a 3K at 0 gens. First one feels like “I bled for it,” second is a steamroll. KR can’t tell the difference.

    Pace matters. As killer it’s about buying time: pickup → carry → hook → refind → 2nd chase. If survivors split/save clean, that’s expensive — KR doesn’t see it. KR also can’t tell if they ignored macro and still printed progress.

    PTB anti-tunnel makes it even greedier: post-unhook freebies + info delay = survivors skip setup/bodyblocks and pump gens.
    And if you look closer, you see it constantly: tons of 4Ks were a survivor win if they just accept the -1 instead of forcing the 4-man like it’s their birthright.

    Or situations like:

    • One is dead hook in a dead zone, gens are done, gates ready. Best option: 3 out. Instead: hero save → bad trade → chain downs → ends 0/1 out.
    • Gate 99, killer holds the choke. Just cut losses. Instead: bodyblock for style points, eat an M1, get pushed into EGC → snowball.
    • “Last unhook” with no setup, everyone injured, no path → 2 freebies + hook swap. 10s greed becomes 30–60s of killer time → wipe.
    • Heal party at hook instead of resetting offsite → I peek a corner, tag two → hook swap + free pressure, 0 gen percent in that window.
    • Unhook in my LOS (no angle/screen) → pull through my face, double hit, rescuer injured, rescued with no path → fast re-down.
    • Chase through the gen cluster instead of out into dead space → team leaves gens, I hold the cluster and get info for free.
    • Tap mentality: three gens at 40–70% instead of finishing one → every kick buys me minutes, your progress evaporates.
    • Perma-injured (no offsite reset) → short chases, recycled hooks, map pressure stays mine.

    Lots of 4Ks are really 3-outs thrown in the midgame. Take the -1 and leave — that’s a survivor win. Forcing the 4-man from a losing state just feeds the snowball.

    Which is still better than the absolute absence of any and all evidence that has been presented to support any claims about the game being survivor-sided.

    It's always anec-data being thrown up and tired, desperate shadows of arguments being regurgitated over and over again with a hell of a lot of dogmatic thinking behind it.

    If your only “evidence” is a blunt outcome number (KR), that’s not a rebuttal—it’s a hammer that makes everything look like a nail. Show stratified data (MMR, SWF vs. solo, maps, killer picks), or stop yelling “anecdotes!” while waving a single number.

    I’ve already shared recordings from comp matches (strong survivors vs. strong killers) where the survivor side wins pretty consistently — even with tight survivor-side limits. I’ve also posted VODs from my own matches. It’s all there, free to analyze.

    Meanwhile you’re waving a single number that’s shaped by a ton of pub-lobby noise and a not-so-great MMR system. KR is an aggregate outcome, not proof — it’s heavily influenced by lobby mix , resets/decay, softplay/ farming, altruism, and mis-matched MMR. If you want evidence, analyze the footage; don’t hide behind one blunt metric.

    Do you have short term amnesia?

    You do realise that this plays exactly to my argument, right?

    Stealth was a valid, viable tool for survivors and got gutted anyway, because killers disliked it.

    So why is tunnelling being a 'valid, viable tool' for killers any reason for it to not get gutted?

    My experience isn’t yours. In my lobbies, stealth was mostly defended by stealth players only. Teammates usually hated it (often even outing the stealth player to the killer), and killers liked seeing a stealth gamer because it slowed the match and basically handed them an easy win. Different lobbies, different experiences—I get that, but that’s what I’ve consistently seen.

    A bad tunnel that turns too expensive is a killer’s own decision; if I commit and it costs me, I just sabotaged myself. A stealth teammate, though, forces the rest of the team into a 3v1 (or 2.5v1) with zero agency to fix i

    Back when old Distortion was around, you’d often see teammates outing the stealth player out of frustration (pointing, sandbagging, dragging the killer over) — which kind of proves the point: the frustration was aimed at the stealther from the survivor side, not some killer conspiracy.

    A too-expensive tunnel punishes the killer who chose it. A stealth teammate punishes everyone else who didn’t choose it. Different tools, different impact on team experience.

    Only my experience. but maybe in your lobbys stealth was a bigger thing. different mmr, different lobbys i guess.

    As killer I’m always happy to get stealth players—if you actually run into them. It’s an easy, chill win in between the sweaty games.

    Yh, at this point survivors just need to git gud — the mistake is on their side. So why punish the killer for capitalizing on it?

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    On the point “Tunneling/Camping/Slugging are 100% enforceable by the killer”: Sure, the killer can always try that. But whether it’s worth it is decided by the team’s behavior.

    The massive essay that follows this is one giant, unsubstantiated gish gallop that barely manages to construe a point more salient than 'hookbombing bad'.

     If the survivor team plays it clean, it costs the killer real time

    Let me just pull the pin here and make your whole entire argument collapse: Nothing you've talked about so far puts any distance between tunnelling and regular play. Nothing you've talked about makes tunnelling less advantageous than chasing a fresh target.

    ALL of this is simply you complaining about bad survivor plays and then acting like it is that, and only that, that makes tunnelling profitable.

    Not the early 1v3 and the default much shorter chase given the survivor starts with one evaporated health state, but just… 'Hookbombing bad'.

    Take this, for example:

    Time window:

     pickup → carry → hook → re-spot → find the same survivor again → second chase. During this time, 2–3 survivors work undisturbed on gens, rotate, or set bodyblocks.

    You know how this differs from non-tunnelling?

    The 're-spot' and finding a survivor actually exist and cost time here. They don't, with tunnelling. That's all basekit and free.

    Once anti-tunnel is active, it’s worth it for survivors to gen-greed and cut macro (setup/paths/screening) — purely by the numbers we’re talking ~½ to >1 gen progress per unhook window with 2–3 survivors pumping, no big setup needed. And if the killer still hard tunnels and someone dies early, +25% repair and no regression/blocks kick in → even more “free gen time.”

    You get 10 seconds of extra gen progress, but in exchange, you go down to a 1v3 in one full chase and two half-chases.

    No one is taking that trade.

    Again, all you are talking about are things that are even between tunnelling and non-tunnelling, failing to construe any meaningful difference between the two.

    You can get as verbiose as you like, you can say 'macro' as often as you like, your argument still falls flat because the game simply doesn't work the way you have conjured it into your head.

    None of what you have mentioned makes tunnelling work less than non-tunnelling.

    Even in true newbie v. newbie, pressure is how people learn.

    Hey, remember how there's three other survivors that get no pressure?

    And how there's one survivor that doesn't get a normal chase?

    Tunnelling doesn't teach anyone anything. Normal play teaches them significantly more.

    KR = pure vibes.

    And what have you brought to the table if not exactly that?

    Everything you have spoken about has been presented without a single shred of supporting evidence, it's all just been whatever you feel like.

    A 3K after 5 completed gens counts the same as a 3K at 0 gens. First one feels like “I bled for it,” second is a steamroll. KR can’t tell the difference.

    But you don't have those numbers, do you?

    Because you're going off of, guess what?

    Pure vibes.

    If your only “evidence” is a blunt outcome number (KR), that’s not a rebuttal

    Then give better stats. Give better numbers. Stop whinging about your personal anecdotes and put something better on the table.

    Because so far, all you've presented is, guess what?

    Pure vibes.

    and killers liked seeing a stealth gamer

    That's a straight up lie. There were plenty of threads complaining about Distortion and demanding its nerf.

    A stealth teammate, though, forces the rest of the team into a 3v1

    Hey, stealth becomes bad if you're only and exclusively looking at the wrong application! What a surprise!

    This is like saying that doing gens is ALWAYS the wrong play because you can 3-gen yourself.

    I will reiterate again, because you keep switching tracks:

    There are situations in which stealth is the absolute correct play, and it still got removed. So why would tunnelling be spared the banhammer for being 'the correct play'?

    Don't pull up another situation that we are explicitly NOT talking about to skip around the topic, and answer the question.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002689#Comment_4002689

    Wild, yet valid response. Was reading this debate/dissuade and blinked a few times.

    Yeah, I hate to be that guy, but it reads like someone is just feeding an AI with the contents of this thread and asking it to make a response.

  • I think this topic may be the greatest 'Post and Ghost' in forum history.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002642#Comment_4002642

    Killrate ~60% is a thermostat, not proof killers are "OP". EC was just an example.

    Last 2 years killers ate: anti-facecamp basekit, hard 3-gen cap, UW gutted, STBFL −2 tokens on any Obsession health state, DMS = 1 gen only.
    “Survivors get nothing” is storytime, not fact — EC was one example (of many - and not a judgment on its meta viability). to bust that “we get nothing, killers get everything” narrative.

    And no, I’m not ranking or rating anything — just facts, because that narrative is absurd and crazy wild.

    So, first of all, do you just use AI to generate your posts? Insane over use of em-dashes, bullet points like you got a good deal wholesale, and bolding everything for no reason.

    Secondly, I never said op. You're right, it's a thermostat, and it went from 50% to 60% over those same 3 years you're crying about. And yet you seem to be also claiming that it went down at the same time.

    Which means that for all of those changes, some of which are genuinely laughable, the overall balance of the game was decidedly, objectively more in the killers favor. That's exactly what that thermostat means.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002659#Comment_4002659

    So, first of all, do you just use AI to generate your posts? Insane over use of em-dashes, bullet points like you got a good deal wholesale, and bolding everything for no reason.

    Secondly, I never said op. You're right, it's a thermostat, and it went from 50% to 60% over those same 3 years you're crying about. And yet you seem to be also claiming that it went down at the same time.

    Which means that for all of those changes, some of which are genuinely laughable, the overall balance of the game was decidedly, objectively more in the killers favor. That's exactly what that thermostat means.

    lol thanks for the compliment. kinda says a lot about the mentality these days → people can’t be bothered to format and keep posts readable. and funfact: you can look up every single change yourself

    https://forums.bhvr.com/dead-by-daylight/kb/categories/1-patch-notes

    not this hard.

    and before that there were some killer-leaning changes, sure : but they sit outside this 2-year window. we’re talking map reworks plus nerfs to overtuned survivor stuff (boons, etc.). those were necessary to bring and buff killer up to a baseline that they can keep up.

    and it wasn’t a one-way ticket. survivors benefit from smaller maps too: faster resets, shorter rotations, teammates easier to reach for bodyblocks, yada yada. the biggest nerf was cutting pallet density —> and that was needed, come on .. the old maps were broken af. especially after MMR made it crystal clear how insanely survivor-sided the game was at the time. I’ve said this earlier already: Smaller maps are good for survs too.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002682#Comment_4002682

    Ohh no you don't, no dodging what you said:

    Oh wow—how new are you that you don’t know aura perks all have range/duration/trigger limits and hard counters?

    Aura is ultra limited and not a big deal during a nrmal chase.

    You think the "trigger" on these is hard? You think you can "hard counter" the likes of "I'm all ears" and "predator" on a whim? We weren't even TALKING about "in chase" we were talking about "good stealth". Your words, We'll highlight it in bold for ya:

    And there’s still plenty of good stealth: break LoS, do short stealth cuts behind structures, little fakes/mindgames at tiles, walk-tech — all stuff that buys distance and seconds.

    Edit: the idiot hit post before we finished the whole thing

    Also, these aura perks come with heavy cooldowns and/or conditions (lose chase, fast vaults, kick the gen, etc.), so mindgames and short stealth windows are still very doable — especially during those long downtime phases.

    Yes cause those "conditions" we could ohh so obviously work around when trying to stealth. And no, not just chase, STEALTH. Want another thing to try? Phantom Fear. You look at the killer at the wrong time your revealed.

    Well?

    DBD was never meant to be a pure stealth game. Back in 2016 the core loop was actively escaping the killer, with stealth elements — not full stealth. Maps and structures were designed for chases,even more than today. Stealth was always meant to be used during a chase to lose the killer, not to sneak off early and sit in a bush all match. That got abused, which is why grass got reworked, maps were made brighter, and certain offerings were removed. (bye bye full moon) So no, I wouldn’t call that “good stealth” — it’s a playstyle survivors abused to drag games out, and it was never the original idea.

    and phantom fear.. come on.. 2 sek aura with 60 sek cooldown. noone plays this perk.

    it’s not intended that someone can completely avoid killer contact — everyone has to get found at some point. thos chance has to be there. if you can’t accept that, maybe this isn’t your game. if 2 seconds of reveal into a maybe insta-down is a problem, there’s a lot of room to improve. you can’t balance the game around that, because some players turn a 2sek aura into a 60s chase and don’t go down instant. and there are plenty of short stealth moves to briefly break los, buy a few extra seconds, extend a structure, or just create (sometimes ´huuuuge) distance.

  • There are so many words in this thread wow

  • I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    nah. when I pick someone and decide to tunnel, I full commit — but survivors gotta give me that window first. why would I proxy in a (for me) dead zone with nothing there (no important gens), with no clue on unhook timing, no gen info, and zero side pressure while i proxy?? especially if they’re milking the hook timer. once I’ve rotated across the map into the zone I wanna hold, it’s not worth the efficiency to run back just to force a tunnel. so yipp : if I tunnel, I tunnel — that person ain’t getting out. do I want to tunnel every time? hell no. if they go down in smart zones and actually play macro, tunneling nukes my tempo. why would I grief my own pressure?

    Let me just pull the pin here and make your whole entire argument collapse: Nothing you've talked about so far puts any distance between tunnelling and regular play. Nothing you've talked about makes tunnelling less advantageous than chasing a fresh target.

    ALL of this is simply you complaining about bad survivor plays and then acting like it is that, and only that, that makes tunnelling profitable.

    Not the early 1v3 and the default much shorter chase given the survivor starts with one evaporated health state, but just… 'Hookbombing bad'.

    Take this, for example:

    nah. tunneling puts a totally different kind of pressure on the team. said it a bunch already. as long as people still have hook states and don’t feel tunnel pressure, they laser-focus gens. it’s not about “one less health state” — plenty of survivors stay injured and keep pushing gens anyway. the real pressure is you pushing someone toward dead hook.

    and when the killer isn’t tunneling and folks still have hook stages, there’s way less reason to play safe: no need to reset, no avoiding dead-zone gens — “i’ve still got a hook stage.” that’s the difference. this difference is huuge.

    You know how this differs from non-tunnelling?

    The 're-spot' and finding a survivor actually exist and cost time here. They don't, with tunnelling. That's all basekit and free.

    you act like only cuz re-spot just vanishes when you tunnel. it doesn’t cost— you pay it in a different currency: while you hover, 2–3 survivors are doing gens, resetting, or setting up cover/bodyblocks.

    choosing to tunnel (especially early, not on dead hook) is a macro loss — it drags you off your gen cluster. that’s why tunnel often isn’t worth it once survivors play smart: they go down in good zones (nothing for you there) and actually play macro.

    once you’ve rotated over, running back to keep the tunnel is inefficient. a fresh chase at a hot gen usually protects more progress than hook babysitting at this moment.

    You get 10 seconds of extra gen progress, but in exchange, you go down to a 1v3 in one full chase and two half-chases.

    No one is taking that trade.

    Again, all you are talking about are things that are even between tunnelling and non-tunnelling, failing to construe any meaningful difference between the two.

    You can get as verbiose as you like, you can say 'macro' as often as you like, your argument still falls flat because the game simply doesn't work the way you have conjured it into your head.

    None of what you have mentioned makes tunnelling work less than non-tunnelling.

    i already explained verything.. you can tell you haven’t even put 100 hours in since 2021. can’t help you there — go get your own experience. I’ve already laid out the differences; if you don’t see them, that’s a game sense gap. i cannot help u there to get more gamsense.

    and yup, tunneling gets way less attractive when people go down in bad zones for the killer — places with nothing to proxy, no hot gens to guard, no easy side pressure. if they milk the full hook timer (those extra 10s are huuuge), pull last-second (trade if needed), and layer in the right perks, you lose tempo a lot by choosing to tunnel there. that’s the difference. you lose the game.

    tunnel is a tool, not an auto-win. pick it in the wrong spot and you grief your own pressure.

    Tunnelling doesn't teach anyone anything. Normal play teaches them significantly more.

    it does, just not the lesson you prefer. survivors learn hook-timer discipline, trade calls, bodyblock timing, off-hook routes, when to reset vs. better slam this damn , and how to play smart and not to aggressive because its a threat to get found. and how important it is to use ur time during this match.

    Everything you have spoken about has been presented without a single shred of supporting evidence, it's all just been whatever you feel like.

    not even about how I feel ehw?— this changes.. it’s about how survivors feel. this is a change that isn’t technically needed for balance; it’s there to reduce newbie frustration from players who don’t want to learn the game and get overwhelmed by a tunnel. (better info + better MMR would be the real fix.)

    Then give better stats. Give better numbers. 

    image.png

    i don’t put much stock in these rates, but here are the latest numbers. like I said, imo they’d skew harder against survivors if people actually played macro. but this is what BHVR has published — and it’s the target they balance toward. idk.. my pov:this stats dowsnt say much and do not show what happens ingame.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002718#Comment_4002718

    lol thanks for the compliment. kinda says a lot about the mentality these days → people can’t be bothered to format and keep posts readable. and funfact: you can look up every single change yourself

    https://forums.bhvr.com/dead-by-daylight/kb/categories/1-patch-notes

    not this hard.

    and before that there were some killer-leaning changes, sure : but they sit outside this 2-year window. we’re talking map reworks plus nerfs to overtuned survivor stuff (boons, etc.). those were necessary to bring and buff killer up to a baseline that they can keep up.

    and it wasn’t a one-way ticket. survivors benefit from smaller maps too: faster resets, shorter rotations, teammates easier to reach for bodyblocks, yada yada. the biggest nerf was cutting pallet density —> and that was needed, come on .. the old maps were broken af. especially after MMR made it crystal clear how insanely survivor-sided the game was at the time. I’ve said this earlier already: Smaller maps are good for survs too.

    survivors benefit from smaller maps too

    This is actually not true.

    The advent of some of the later killers added that has crazy map traversal, and certain killers that rely on terror radius builds has seen a MASSIVE gain in power level from shrinking the maps down to a postage stamp.

    As someone who plays Doctor quite a bit, it has become WAY TOO EASY, thanks to the shock blast being able to cover almost the entire map if you get to the center. Combine that with passive gen slowdown perks (like dead man's switch), and you are guaranteed to get survivors off of the gen they are working on. And the first hook usually comes pretty fast.

    Then you have killers like current Clown, Wraith, Blight, Ghoul, Billy etc, who can traverse the map fast, and put a lot of pressure on the survivors.

    Maps needs a balance between small and large. Not super-huge like the old maps, but not as small as many of the current ones. Also, back before The Realm Beyond, there used to be a lot more ambient fog on maps, that also made them look bigger than they actually were.
    A good example of a well-sized map is Freddy Fazbear's Pizza, or let's say the Shattered Square (which is completely square). Not small enough for Ghoul to instantly traverse from one side to the other in a single power use, or too large for Trapper to have a fighting chance on them.

    Larger, or more medium-sized maps are generally the best for survivors to use, since more space allows for more tiles, but it can also benefit killers, by spacing out tiles more, as to not make them too easy to chain.
    What we really don't want to see are maps that are too small, and has way too many deadzones in them. Think Haddonfield and Rancid Abattoir here.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002694#Comment_4002694

    Yeah, I hate to be that guy, but it reads like someone is just feeding an AI with the contents of this thread and asking it to make a response.

    15k hours, some tourneys back the days, and way too many VOD reviews — yep, definitely AI. Appreciate the compliment. xD

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002783#Comment_4002783

    survivors benefit from smaller maps too

    This is actually not true.

    The advent of some of the later killers added that has crazy map traversal, and certain killers that rely on terror radius builds has seen a MASSIVE gain in power level from shrinking the maps down to a postage stamp.

    As someone who plays Doctor quite a bit, it has become WAY TOO EASY, thanks to the shock blast being able to cover almost the entire map if you get to the center. Combine that with passive gen slowdown perks (like dead man's switch), and you are guaranteed to get survivors off of the gen they are working on. And the first hook usually comes pretty fast.

    Then you have killers like current Clown, Wraith, Blight, Ghoul, Billy etc, who can traverse the map fast, and put a lot of pressure on the survivors.

    Maps needs a balance between small and large. Not super-huge like the old maps, but not as small as many of the current ones. Also, back before The Realm Beyond, there used to be a lot more ambient fog on maps, that also made them look bigger than they actually were.
    A good example of a well-sized map is Freddy Fazbear's Pizza, or let's say the Shattered Square (which is completely square). Not small enough for Ghoul to instantly traverse from one side to the other in a single power use, or too large for Trapper to have a fighting chance on them.

    Larger, or more medium-sized maps are generally the best for survivors to use, since more space allows for more tiles, but it can also benefit killers, by spacing out tiles more, as to not make them too easy to chain.
    What we really don't want to see are maps that are too small, and has way too many deadzones in them. Think Haddonfield and Rancid Abattoir here.

    When I get Haddonfield as Doctor I feel like I struck gold lol

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002783#Comment_4002783

    survivors benefit from smaller maps too

    This is actually not true.

    The advent of some of the later killers added that has crazy map traversal, and certain killers that rely on terror radius builds has seen a MASSIVE gain in power level from shrinking the maps down to a postage stamp.

    As someone who plays Doctor quite a bit, it has become WAY TOO EASY, thanks to the shock blast being able to cover almost the entire map if you get to the center. Combine that with passive gen slowdown perks (like dead man's switch), and you are guaranteed to get survivors off of the gen they are working on. And the first hook usually comes pretty fast.

    Then you have killers like current Clown, Wraith, Blight, Ghoul, Billy etc, who can traverse the map fast, and put a lot of pressure on the survivors.

    Maps needs a balance between small and large. Not super-huge like the old maps, but not as small as many of the current ones. Also, back before The Realm Beyond, there used to be a lot more ambient fog on maps, that also made them look bigger than they actually were.
    A good example of a well-sized map is Freddy Fazbear's Pizza, or let's say the Shattered Square (which is completely square). Not small enough for Ghoul to instantly traverse from one side to the other in a single power use, or too large for Trapper to have a fighting chance on them.

    Larger, or more medium-sized maps are generally the best for survivors to use, since more space allows for more tiles, but it can also benefit killers, by spacing out tiles more, as to not make them too easy to chain.
    What we really don't want to see are maps that are too small, and has way too many deadzones in them. Think Haddonfield and Rancid Abattoir here.

    Exactly the kind of killers like Doc needed those changes. Doc isn’t strong — still isn’t.

    Dead Man’s? good players clock it: tap some throwaway gen, let it block for ~50s, move on. i mean, not a waste perk, but counterable in most of cases.

    The issue isn’t just map size, it’s layout/design.

    Smaller maps have survivor upsides: I’m fast there with a flashy for a pallet save, quick bodyblocks, faster resets; downside is the killer rotates quicker.

    Billy specifically: there’s so much clutter and invisible stuff now that you stuck on everything — again, not just size.

    Do we need map reworks? absolutely. But that’s mostly about other problems than “too small.” On Coldwind and Haddonfield they overdid it; I don’t even see size as the main problem there — it’s missing filler pallets between some structures + bad RNG on certain layouts… and we need less totallydeadzones

    and rng is sometimes a mess:

    https://www.youtube.com/watch?v=vqbL9CVnYQg&t=3s

    (already made a vid about this)

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002703#Comment_4002703

    15k hours, some tourneys back the days, and way too many VOD reviews — yep, definitely AI. Appreciate the compliment. xD

    Reads like it, these most recent comments are wildly different in tone compared to the previous.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002685#Comment_4002685

    I'm gonna be honest, I think we've just been arguing against an AI.

    I've been following the discussion and have been tempted to point out the same thing

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002685#Comment_4002685

    DBD was never meant to be a pure stealth game. Back in 2016 the core loop was actively escaping the killer, with stealth elements — not full stealth. Maps and structures were designed for chases,even more than today. Stealth was always meant to be used during a chase to lose the killer, not to sneak off early and sit in a bush all match. That got abused, which is why grass got reworked, maps were made brighter, and certain offerings were removed. (bye bye full moon) So no, I wouldn’t call that “good stealth” — it’s a playstyle survivors abused to drag games out, and it was never the original idea.

    and phantom fear.. come on.. 2 sek aura with 60 sek cooldown. noone plays this perk.

    it’s not intended that someone can completely avoid killer contact — everyone has to get found at some point. thos chance has to be there. if you can’t accept that, maybe this isn’t your game. if 2 seconds of reveal into a maybe insta-down is a problem, there’s a lot of room to improve. you can’t balance the game around that, because some players turn a 2sek aura into a 60s chase and don’t go down instant. and there are plenty of short stealth moves to briefly break los, buy a few extra seconds, extend a structure, or just create (sometimes ´huuuuge) distance.

    Look at that…trying to dodge yet again. Its sad we're not surprised. Remind us again:

    Oh wow—how new are you that you don’t know aura perks all have range/duration/trigger limits and hard counters?

    Aura is ultra limited and not a big deal during a nrmal chase.

    What were you suppose to answer? How these triggers are hard right? How its ultra limited? Not some random freaking tangent to try and distract. Not what you think the core loop of the game was. Not the strength or use rates. Not more assumptions. What. We. Asked. Ya know, since we're so new and don't know?~

    So can tell us? Pretty please?~

    You also cant apparently comprehend any stealth other than chase or rats, as seen here:

    Stealth was always meant to be used during a chase to lose the killer, not to sneak off early and sit in a bush all match.

    and phantom fear.. come on.. 2 sek aura with 60 sek cooldown. noone plays this perk.

  • @oecrophy said:

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    nah. when I pick someone and decide to tunnel, I full commit — but survivors gotta give me that window first. why would I proxy in a (for me) dead zone with nothing there (no important gens), with no clue on unhook timing, no gen info, and zero side pressure while i proxy?? especially if they’re milking the hook timer. once I’ve rotated across the map into the zone I wanna hold, it’s not worth the efficiency to run back just to force a tunnel. so yipp : if I tunnel, I tunnel — that person ain’t getting out. do I want to tunnel every time? hell no. if they go down in smart zones and actually play macro, tunneling nukes my tempo. why would I grief my own pressure?

    Let me just pull the pin here and make your whole entire argument collapse: Nothing you've talked about so far puts any distance between tunnelling and regular play. Nothing you've talked about makes tunnelling less advantageous than chasing a fresh target.

    ALL of this is simply you complaining about bad survivor plays and then acting like it is that, and only that, that makes tunnelling profitable.

    Not the early 1v3 and the default much shorter chase given the survivor starts with one evaporated health state, but just… 'Hookbombing bad'.

    Take this, for example:

    nah. tunneling puts a totally different kind of pressure on the team. said it a bunch already. as long as people still have hook states and don’t feel tunnel pressure, they laser-focus gens. it’s not about “one less health state” — plenty of survivors stay injured and keep pushing gens anyway. the real pressure is you pushing someone toward dead hook.

    and when the killer isn’t tunneling and folks still have hook stages, there’s way less reason to play safe: no need to reset, no avoiding dead-zone gens — “i’ve still got a hook stage.” that’s the difference. this difference is huuge.

    You know how this differs from non-tunnelling?

    The 're-spot' and finding a survivor actually exist and cost time here. They don't, with tunnelling. That's all basekit and free.

    you act like only cuz re-spot just vanishes when you tunnel. it doesn’t cost— you pay it in a different currency: while you hover, 2–3 survivors are doing gens, resetting, or setting up cover/bodyblocks.

    choosing to tunnel (especially early, not on dead hook) is a macro loss — it drags you off your gen cluster. that’s why tunnel often isn’t worth it once survivors play smart: they go down in good zones (nothing for you there) and actually play macro.

    once you’ve rotated over, running back to keep the tunnel is inefficient. a fresh chase at a hot gen usually protects more progress than hook babysitting at this moment.

    You get 10 seconds of extra gen progress, but in exchange, you go down to a 1v3 in one full chase and two half-chases.

    No one is taking that trade.

    Again, all you are talking about are things that are even between tunnelling and non-tunnelling, failing to construe any meaningful difference between the two.

    You can get as verbiose as you like, you can say 'macro' as often as you like, your argument still falls flat because the game simply doesn't work the way you have conjured it into your head.

    None of what you have mentioned makes tunnelling work less than non-tunnelling.

    i already explained verything.. you can tell you haven’t even put 100 hours in since 2021. can’t help you there — go get your own experience. I’ve already laid out the differences; if you don’t see them, that’s a game sense gap. i cannot help u there to get more gamsense.

    and yup, tunneling gets way less attractive when people go down in bad zones for the killer — places with nothing to proxy, no hot gens to guard, no easy side pressure. if they milk the full hook timer (those extra 10s are huuuge), pull last-second (trade if needed), and layer in the right perks, you lose tempo a lot by choosing to tunnel there. that’s the difference. you lose the game.

    tunnel is a tool, not an auto-win. pick it in the wrong spot and you grief your own pressure.

    Tunnelling doesn't teach anyone anything. Normal play teaches them significantly more.

    it does, just not the lesson you prefer. survivors learn hook-timer discipline, trade calls, bodyblock timing, off-hook routes, when to reset vs. better slam this damn , and how to play smart and not to aggressive because its a threat to get found. and how important it is to use ur time during this match.

    Everything you have spoken about has been presented without a single shred of supporting evidence, it's all just been whatever you feel like.

    not even about how I feel ehw?— this changes.. it’s about how survivors feel. this is a change that isn’t technically needed for balance; it’s there to reduce newbie frustration from players who don’t want to learn the game and get overwhelmed by a tunnel. (better info + better MMR would be the real fix.)

    Then give better stats. Give better numbers. 

    https://us.v-cdn.net/6030815/uploads/SS5WTQ9L8ES5/image.png

    i don’t put much stock in these rates, but here are the latest numbers. like I said, imo they’d skew harder against survivors if people actually played macro. but this is what BHVR has published — and it’s the target they balance toward. idk.. my pov:this stats dowsnt say much and do not show what happens ingame.

    …

    Really?

    You complain about KR being a bad metric and when challenged to provide better stats, you answer by posting KR?

    This is just plain trolling at this point.

  • I only know my lobbies. I have no idea about the new player/mid MMR lobbies in the current state, it hasn’t been my touchpoint for too long. like I said: stealth is usually not a thing in my lobbies, or only super situational. don’t know why stealth is such a huge topic here -> for me as killer it’s always an ez win, as survvior I get these people too rarely. if necessary, take a few chases nd go next. so yup, I don’t see the problem

  • The game really just favors coordinated squads above everything else. Bhvr keeps adding strong survivor perks that pretty much only function with a team of survivors who are coordinating.

    Killer tools more often then not are being nerfed because bhvr refuses to make adjustments to the best killers in the game and focus on changing weaker killers in a way that makes them more brainless to play but not any stronger.

    Mranwhile nurse's existence pretty much guarantees every new killer perk that releases is rather weak so she can't break the game with it.

  • @oecrophy said:

    I only know my lobbies. I have no idea about the new player/mid MMR lobbies in the current state, it hasn’t been my touchpoint for too long. like I said: stealth is usually not a thing in my lobbies, or only super situational. don’t know why stealth is such a huge topic here -> for me as killer it’s always an ez win, as survvior I get these people too rarely. if necessary, take a few chases nd go next. so yup, I don’t see the problem

     don’t know why stealth is such a huge topic here

    You don't know, or you don't want to know?

    Because I've posed you the same question multiple times and every single time you play dumb.

  • @oecrophy said:

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    nah. when I pick someone and decide to tunnel, I full commit — but survivors gotta give me that window first. why would I proxy in a (for me) dead zone with nothing there (no important gens), with no clue on unhook timing, no gen info, and zero side pressure while i proxy?? especially if they’re milking the hook timer. once I’ve rotated across the map into the zone I wanna hold, it’s not worth the efficiency to run back just to force a tunnel. so yipp : if I tunnel, I tunnel — that person ain’t getting out. do I want to tunnel every time? hell no. if they go down in smart zones and actually play macro, tunneling nukes my tempo. why would I grief my own pressure?

    Let me just pull the pin here and make your whole entire argument collapse: Nothing you've talked about so far puts any distance between tunnelling and regular play. Nothing you've talked about makes tunnelling less advantageous than chasing a fresh target.

    ALL of this is simply you complaining about bad survivor plays and then acting like it is that, and only that, that makes tunnelling profitable.

    Not the early 1v3 and the default much shorter chase given the survivor starts with one evaporated health state, but just… 'Hookbombing bad'.

    Take this, for example:

    nah. tunneling puts a totally different kind of pressure on the team. said it a bunch already. as long as people still have hook states and don’t feel tunnel pressure, they laser-focus gens. it’s not about “one less health state” — plenty of survivors stay injured and keep pushing gens anyway. the real pressure is you pushing someone toward dead hook.

    and when the killer isn’t tunneling and folks still have hook stages, there’s way less reason to play safe: no need to reset, no avoiding dead-zone gens — “i’ve still got a hook stage.” that’s the difference. this difference is huuge.

    You know how this differs from non-tunnelling?

    The 're-spot' and finding a survivor actually exist and cost time here. They don't, with tunnelling. That's all basekit and free.

    you act like only cuz re-spot just vanishes when you tunnel. it doesn’t cost— you pay it in a different currency: while you hover, 2–3 survivors are doing gens, resetting, or setting up cover/bodyblocks.

    choosing to tunnel (especially early, not on dead hook) is a macro loss — it drags you off your gen cluster. that’s why tunnel often isn’t worth it once survivors play smart: they go down in good zones (nothing for you there) and actually play macro.

    once you’ve rotated over, running back to keep the tunnel is inefficient. a fresh chase at a hot gen usually protects more progress than hook babysitting at this moment.

    You get 10 seconds of extra gen progress, but in exchange, you go down to a 1v3 in one full chase and two half-chases.

    No one is taking that trade.

    Again, all you are talking about are things that are even between tunnelling and non-tunnelling, failing to construe any meaningful difference between the two.

    You can get as verbiose as you like, you can say 'macro' as often as you like, your argument still falls flat because the game simply doesn't work the way you have conjured it into your head.

    None of what you have mentioned makes tunnelling work less than non-tunnelling.

    i already explained verything.. you can tell you haven’t even put 100 hours in since 2021. can’t help you there — go get your own experience. I’ve already laid out the differences; if you don’t see them, that’s a game sense gap. i cannot help u there to get more gamsense.

    and yup, tunneling gets way less attractive when people go down in bad zones for the killer — places with nothing to proxy, no hot gens to guard, no easy side pressure. if they milk the full hook timer (those extra 10s are huuuge), pull last-second (trade if needed), and layer in the right perks, you lose tempo a lot by choosing to tunnel there. that’s the difference. you lose the game.

    tunnel is a tool, not an auto-win. pick it in the wrong spot and you grief your own pressure.

    Tunnelling doesn't teach anyone anything. Normal play teaches them significantly more.

    it does, just not the lesson you prefer. survivors learn hook-timer discipline, trade calls, bodyblock timing, off-hook routes, when to reset vs. better slam this damn , and how to play smart and not to aggressive because its a threat to get found. and how important it is to use ur time during this match.

    Everything you have spoken about has been presented without a single shred of supporting evidence, it's all just been whatever you feel like.

    not even about how I feel ehw?— this changes.. it’s about how survivors feel. this is a change that isn’t technically needed for balance; it’s there to reduce newbie frustration from players who don’t want to learn the game and get overwhelmed by a tunnel. (better info + better MMR would be the real fix.)

    Then give better stats. Give better numbers. 

    https://us.v-cdn.net/6030815/uploads/SS5WTQ9L8ES5/image.png

    i don’t put much stock in these rates, but here are the latest numbers. like I said, imo they’d skew harder against survivors if people actually played macro. but this is what BHVR has published — and it’s the target they balance toward. idk.. my pov:this stats dowsnt say much and do not show what happens ingame.

    You've posted a bunch of times complaining about how the forum is survivor sided and showing your downvote numbers as evidence.

    I need you to understand that the reason you get downvoted is not survivor sided bias, it is because you frequently will make arguments like this - you will say kill rate is a bad metric of balance, but then use escape rate (which is directly a function of kill rate and literally no other confounding factors) as a "better" alternative. You want people to agree with you, argue better.

  • @ImWinston said:

    • Devs have been saying for at least 3-4 years that they want "to favor" killers, I don't think it's a secret to anyone. The example of the fog vials literally shocked me.🤣 Killers complained and the fog vials were destroyed within 7 days🤣I literally haven't had time to try the fog vials as they were originally intended.

    I keft the game 4 years ago, because the Devs favored survivor so hard, i was unbearable. I hope your right about the new and better tumrs.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002796#Comment_4002796

    You've posted a bunch of times complaining about how the forum is survivor sided and showing your downvote numbers as evidence.

    I need you to understand that the reason you get downvoted is not survivor sided bias, it is because you frequently will make arguments like this - you will say kill rate is a bad metric of balance, but then use escape rate (which is directly a function of kill rate and literally no other confounding factors) as a "better" alternative. You want people to agree with you, argue better.

    You can’t really argue with someone who’s played 100 hours since 2021 and ~500 total. Different lobbies, different experiences. and we only can share our experieriences. i mean.. : I play this 100 hours in two weeks. I’m just asking: should we balance the game around people who barely boot it up over 4 years / or complete newbies? All we can do is share our experiences. and his is just as valid as mine.

    and my goal is to share that (my) reality, not win a popularity contest. So yup—whatever the devs do with this is on them. (and my reality may be a waaay different from his: different mmr, different lobbies, I guess.)

    and .. its not about my posts: I just think it’s funny that anyone speaking from the killer side—unless they add buuuut I play sooooft—gets mass downvotes. Just kinda funny to me; it speaks for itself. xD (for me)

    and also for me, this game is pvp. Most people in this forum don’t like that mindset, but it exists—same as the folks who go full meme with a full meme loadout and don’t really care, like “I just want to have fun.” that’s what I don’t like on the flip side.

    so yup, different playstyles, different lobbies, different opinions, different playstyles, different experiences.

    @Wolf65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000012#Comment_4000012

    I keft the game 4 years ago, because the Devs favored survivor so hard, i was unbearable. I hope your right about the new and better tumrs.

    this is my experience from my matches yesterday:

    https://imgur.com/a/fBzVblv

    (my matches yesterday - duo q only - no full swf )

    and this has been my experience most of the time—unless we make massive mistakes on survivor side—against most killers in the roster. Even without the killer using the full kit (slugging/tunneling), it’s often an easy 3-4-man out if there’s no pressure. If the killer hard tunnels at 5 gens, you end up with like at 2 gens .. one person dead and two gens high. Once it’s a 3v1, that’s exactly the state the killer role needs against an efficient team that doesn’t give insta-downs. everything else is basically gambling on survivor mistakes—a coin flip that they mess up or are just bad—not really the killer “playing” for a 4K.

    sure, you can get unlucky—bad rng, a fast down at the start—but on average my games go like this once survivors make few mistakes and the team knows their macro. Just my experience.

  • @Crowman said:

    The game really just favors coordinated squads above everything else. Bhvr keeps adding strong survivor perks that pretty much only function with a team of survivors who are coordinating.

    Killer tools more often then not are being nerfed because bhvr refuses to make adjustments to the best killers in the game and focus on changing weaker killers in a way that makes them more brainless to play but not any stronger.

    Mranwhile nurse's existence pretty much guarantees every new killer perk that releases is rather weak so she can't break the game with it.

    The game is balanced primarily around this and trying to make the game more attractive to new players. It wouldn't be the end of the world if it worked, but it doesn't. More players feel left out if anything, and it doesn't seem like the high kill rates are actually pleasing Killer players. It makes me wonder who actually wins out in the end.

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