Why do they never address why killers actually tunnel ?

The devs keep bringing up that tunneling, camping and slugging are unhealthy parts of the game, but never why they accure. A big component as to why these situations happen is because the killer role just doesn´t have enough tools to combat things like fast gen speeds, rapid healing speeds or just purely unbalanced maps.

When are tool boxes going to be addressed ?

I think the biggest reason for tunneling is gens speeds and that the average killer mathematically can not keep up with a commodious tool box and addons like Socket swivels, Wire spool and Brand new part. If you´ve ever played on EU servers then you probably know the dread of seeing a tool box or two in your lobby as killer and going against multiple brand new parts leaving you with no option but to tunnel. Not to mention that even if a survivor doesn´t have a tool box they are going to spawn next to a generator and can instantly start working on it (that is if you don´t have corrupt intervention or mobility), which puts the killer at a severe disadvantage.

When are healing speeds going to be addressed ?

In the recent developer stream they have mentioned that they are going to look at addons like syringes and styptics, but that still doesn´t change the fact that a lot of healing perks this year got massively buffed making strategies like hit&run way less impactful. While antiheal perks like sloppy butcher and franklins got heavely nerfed. Which leads killers to do the next best thing, which is tunneling and camping.

Are there any options even left ?

If the antitunnel, camp and slugging changes go through I don´t think the killer has any option but to, well play like a bot. Just instakick the freshly added 20 pallets to every map and go after the first survivor you see. Which at that point why not impelement killer bots into normal matches because to be frank, I doubt anyone is going to play a role with no agency and no choices to choose from. An opinion which is already being echoed by content creators taking breaks from playing killer.

Comments

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022142#Comment_4022142

    im not saying griefing happens to me specifically, but it can and has happened to other people in my matches and like hell im going to allow a griefer to effect me because they want to bully someone else…im not getting caught in that crossfire. And with the cheating thats going recently with hackers….these hackers would be boosting team mates scores if its team based even if the rest of the team isnt hacking. These things shouldnt happen but fact is they do. so when…not if but when they do happen they shouldnt effect other innocent people. if its team scoring not individual it might make me play more as a team it might have the opposite effect. i mean why bother trying if i can let my team mates do the work? i could do nothing, let them do gens and chases and if they are good enough i take the benefits for doing nothing. But scoring people as a team will never work because we are not a team if we all have our own goals such as escape via hatch and 1 going for adept and 1 doing totems…thats not a team thats individuals with individual goals. At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.

    Yes if 3 people go down that fast then they misplayed badly. they probably werent stealthy enough or dont do so good with loops or they unhook too soon or tried to do saves and failed, there are so many common mistakes people do which leads to them all getting downed. you think the 1 person doing gens should stop doing gens and take aggro for the lousy players that cant last 5 seconds in a chase? 4 people can "rat" the whole match if they know how to play stealthy, its rare but i have a few matches where this has been the case….the result usually leads to a couple of gens being done before the killer has chased anyone and they often DC.

    bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.

    no one said anything about telling randoms how to play, they could make that decision on their own. but im willing to bed if i said "dwight, killer heading your way" they wouldnt go "im not doing what you tell me to do" lol if they do then thats on them but my guess would be they would move.

    Now you have just proven how effective SWF with comms can be…solo solution is follow ghost face to snap him out of his power. that means i have to stop what im doing on the gen to accomplish something comms could do in a fraction of the time and wouldnt need to stop the gen. Throw in dead mans switch and that gen could be blocked. See how effective comms can be v solo ways of accomplishing the same goal? By all means SWF teams can have fun and a laugh and not use comms like seal teams but they dont have to because 1 little comment via comms goes a long way and can often mean the killer has a harder time.

    How we have fun can differ and it isnt wrong having fun winning or having fun joking around with friends. which is why im happy with how things are, people can meme all they want i still play to win and accomplish that goal with enough success that i still find the game fun. Which is why i wont tell anyone how to play the game because i play my way. i wont tell a killer "dont tunnel, your ruining my fun" i wont tell a killer "stop memeing and chase me", i wont say to a survivor on my team "stop doing whatever it is your doing that means the killer is downing you in seconds", i wont even tell SWF not to use comms" or "dont do gens, meme around with me". However, my attitude does change when im told how to play the game and told stop tunneling, stop being stealthy….then i fire back with stop doing what your doing and play how i want you to play to prove a point.

    I'm just going to point out briefly, because I think it's relevant, that the idea of this being a team game is a bit up for debate.

    There's always been a big discussion around this game being 1v4 or 1v1v1v1v1. As far as "scoring" goes, there are blood point incentives for altruism.

    But as far as MMR goes this is mostly individual Although if I'm not mistaken there is still a team component, so for example if I die and my 3 teammates escape I believe I do lose MMR, but far less than a 4k, and my teammates gain MMR, but less than if we had all 4 escaped.

    And just as I have no say on anything the killer does, I also have no say in how my teammates play (even if I'm in a swf). And, to reinforce the point about team vs individual, the build left behind, sole survivor, clairvoyance, and low profile is considered a valid way to play the game.

    One other brief point: there is a notable lack of subtlety and nuance in this community in general, but there's a massive difference between telling killers "you can't play this way", which is what I see many people claim, and "BHVR, the meta gameplay you've created is flawed and should be fixed" which is what I see most people actually saying.

    People here seem to intentionally take it the first way, but I almost never see people say that. Mainly, people do not want things to change, which is understandable, and (some) people will try to spin it personally for various reasons.

    Unfortunately, sometimes that spin also has a direct impact on game balance (the most recent examples being "haste changes" and "anti tunnel ptb" that were pulled almost completely).

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022149#Comment_4022149

    Cheating has nothing to do with anything. I've landed cheaters on my survivor teams. They're already boosting even random teams when they happen, unless you stay and let the killer kill you. There's nothing you can do about cheaters and nothing in the game should revolve around their existence either.

    i mean why bother trying if i can let my team mates do the work?

    If one person is completly inactive and the killer isnt a baby then you're not going to win. This would only work with horribly unbalanced matchmaking. The killler role is too strong for someone to just AFK.

    At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.

    And that's the problem, because the really good players aren't like this. You're not going to find a skilled survivor who's used to going up against 10k hour Blights in a locker.

    I've played about 50/50, but even so, it's often in duos or trios. There's usually at least one random in the lobby. Some are fantastic and are clearly accustomed to team playing. Some are utterly useless. The quality difference is easy to spot.

    solo solution is follow ghost face to snap him out of his power

    No, it's the solution in both cases. It's logical, if the gen in shack is nearly done, for the one person outside to take his attention away. The only difference is the person on comms would announce what they're doing. But the outcome is the same.

    Yes if 3 people go down that fast then they misplayed badly

    I didn't say three people going down at once. I said tunneled. Totally different things. A killer can hard tunnel someone out at 5 gens because their teammate just unhooked them in the killer's face and ran away, doing nothing to help their teammate. That misplay is on the person who did the unhook.

    bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.

    Sometimes there are two hiders in a hopleleas match. That has taken me to the 30 minute mark. If multiple gens are left, I'll look for the uninjured person. As long as one stays injured, that one is easy to find. They're already jittery and chasing them off gens ia easy. You can also pick someone up and get them back on their feet so they don't die. They're generally not fans of being left to die so they aren't going to cause problems, especially since finding the rat means I'll give them hatch. Most people figure that out. Rats are not beloved.

    no one said anything about telling randoms how to play, they could make that decision on their own

    It's what will happen. Too many personalities will be in play, and someone will try to take the lead and tell other people what they're doing wrong. They'll get frustrated, they'll get nasty, they'll get accusatory. Even friends get frustrated with each other. You think strangers with no reason to be nice will be fine?

    No one can really tell anyone how to play. The game tells you how to play. So if tunneling becomes harder, you're not being told you can't do it, you're being told you shouldn't because it's lost value. Same with the game reducing stealth more and more. There's a reason you see most people frowning on this in your convos. It's not what's going on in 2025 DbD.

    people do start new to the game at some point so yes a baby killer v baby survivor would be evenly matched but 1 could still do nothing and win off the back of the team.

    why be a good player when i can be a smart player? i could master the art of looping and become untouchable or i could play stealthy….personally i have fun being stealthy. maybe this is the issue people have? they want to play "good" whatever that means amd neglecting their brains.

    with the ghost face solution my way means the shack guy gets a heads up to run while i finish my gen…. your way you stop what your doing to let the guy know. switch it to pig or myers, same situation but you cant knock him out of power what would you do? how would you intervene without comms?

    i have played killer and know the 2 v 1 situation very well and trust me when you ignore the injured one to look for the healthy one, the injured one will get on gens eventually because they dont want to be stuck in a match being ignored by the killer. most of the time they will throw themselves at the killer to go next. i would be careful what you say regarding "picking them up so they cant die". especially if they do try to do gens and your repeatedly downing them stopping them from dying. that is promoting unsportsmanlike gameplay and can be warned or banned for admitting something like that. i know from experience regarding that exact same thing. same with offering hatch to the survivor that helps you find the other player…. just saying careful what you say in the forums lol.

    people are frowning on this because it is whats happening in dbd 2025, has been for years

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022159#Comment_4022159

    people do start new to the game at some point so yes a baby killer v baby survivor would be evenly matched but 1 could still do nothing and win off the back of the team.

    why be a good player when i can be a smart player? i could master the art of looping and become untouchable or i could play stealthy….personally i have fun being stealthy. maybe this is the issue people have? they want to play "good" whatever that means amd neglecting their brains.

    with the ghost face solution my way means the shack guy gets a heads up to run while i finish my gen…. your way you stop what your doing to let the guy know. switch it to pig or myers, same situation but you cant knock him out of power what would you do? how would you intervene without comms?

    i have played killer and know the 2 v 1 situation very well and trust me when you ignore the injured one to look for the healthy one, the injured one will get on gens eventually because they dont want to be stuck in a match being ignored by the killer. most of the time they will throw themselves at the killer to go next. i would be careful what you say regarding "picking them up so they cant die". especially if they do try to do gens and your repeatedly downing them stopping them from dying. that is promoting unsportsmanlike gameplay and can be warned or banned for admitting something like that. i know from experience regarding that exact same thing. same with offering hatch to the survivor that helps you find the other player…. just saying careful what you say in the forums lol.

    people are frowning on this because it is whats happening in dbd 2025, has been for years

    I don't know why you think hiding is smart. It's neither smart nor stupid, it just is. Good macro is smart. Seeing the match as a whole, like you're looking down at it from above, is smart. What hiding isn't is beneficial to a team as a whole if everyone else is on death hook and you have no hooks.

    I'm not downing anyone repeatedly and tormenting them with repeated slugging. I'm not in here preaching empathy and then being a total jerk. That's about as out-of-character of a thing as I could say. I let people be or give them second chances if I see their teammate isn't being active—and that same teammate is one who has been consistently absent all match—because I dispise that behavior. The hiding locations are usually pretty predictable (main, edgemap, basement, shack) so I'll find them eventually. If there's three or four gens left the other can go ahead and do one or two. It's not going to change the outcome, and it lets me keep track of where they are. I also didn't say they help me (though that would be unsportsmanlike on their part. "Working with the killer" is the phrasing on the report.) I just choose my targets. If anyone gets a chance for the hatch, it'll be the active teammate. If anyone gets out, I want it to be the person I think deserves it most, and that's the person who stayed on gens and didn't hide even when they knew it was hopeless.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022105#Comment_4022105

    comms saying killer heading to shack is all thats needed, thats often enough time sneak away or atleast pre run, hide in locker. you dont need seal quality comms for it to be effective. i pre run with TR sometimes, it helps, i dont know where the killer coming from i just know they are close and getting closer. same applies with comms, it basically gives stealth killers a terror radius which they shouldnt have.

    Sneak away? Killers move at 4.6m/s on average. In the time it's taken to communicate that the killer is going to shack, they're already between 4.6m - 13.8m away depending on how long it takes to relay that information.

    If you hide in a locker, you are almost certainly getting caught. A gen that has significant progress, but no scratch marks is a good indicator that a survivor is nearby.

    Comms are only effective when you can relay precise information. Outside information you would've learned anyway, they're largely ineffective without a coordinated callout system.

  • @AmpersandUnderscore said:

    A short, of the top of my head, list of "reasons that killers tunnel", since about 6.1.0:

    • Gen speeds
    • Dead hard
    • DS
    • Dead hard again
    • Circle of healing
    • Prove thyself
    • BNP
    • Medkits
    • Maps are too big
    • Tile chaining
    • Pallets are too strong
    • MfT
    • Survivors are playing healthy (too many health states)
    • Survivors are playing injured (just doing gens)
    • Distortion (can't find anyone)

    Every one of these has been addressed, and each time the goal post moves again. Because tunneling itself is the problem and the cause.

    why they occur

    Tunneling is a base kit comeback mechanic that is always available and has no downside for using it immediately as the game starts. It is simpler to execute for the killer than it is to counter for survivors, making it highly effective.

    Tunneling at 5 gens is not a response to anything. In fact, doing so makes gen speeds worse, because the killer has decided to force the game to be a race: put all of their attention on one player and leave 3 others to do gens. The match becomes a race to see if 3-4 gens are finished before the killer can get 3 hooks on the same person to eliminate them.

    When it works, the killer wins.

    When it doesn't work, people post like this: complaining about the flavor if the month, or defaulting to "gen speeds". Even if "doesn't work" is one match out of an entire game session.

    And, clearly, the killer community does not allow BHVR to actually address this issue, so it will not get better.

    This is true.

    Some people just tunnel by default, and the justification moves to the next strong thing every time.

    If you nerf everything that is quote unquote "strong", survivors move the the next best thing and so will the complaints.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022077#Comment_4022077

    Survivor: "Killer, you have to play how i want you to play."

    Killer: "ok, can i tell you how to play?"

    Survivor: "dont be absurd, im a survivor, our roles are not equal so i can tell you how to play the game. Doesnt mean you can tell me how to play"

    Killer: "of course, sorry to even suggest it, you play how you want, i will follow your rules"

    Ye thats just not going to happen lol

    Well, you made one mistake with that.

    I'm certainly not a Survivor.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022077#Comment_4022077

    Survivor: "Killer, you have to play how i want you to play."

    Killer: "ok, can i tell you how to play?"

    Survivor: "dont be absurd, im a survivor, our roles are not equal so i can tell you how to play the game. Doesnt mean you can tell me how to play"

    Killer: "of course, sorry to even suggest it, you play how you want, i will follow your rules"

    Ye thats just not going to happen lol

    In actuality…

    Killer: "I don't like how survivors play, change it!"

    BHVR: "Okay."

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Survivors: "You know, there's this thing killers do that we don't like…"

    Killer: "Oh, what, are we supposed to change things because you don't like them?"

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022081#Comment_4022081

    In actuality…

    Killer: "I don't like how survivors play, change it!"

    BHVR: "Okay."

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Survivors: "You know, there's this thing killers do that we don't like…"

    Killer: "Oh, what, are we supposed to change things because you don't like them?"

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Yeah it only took them 6 years to change DH, 2 years to change CoH and 6 months to change MFT. Meanwhile a new killer releases and gets nerfed within a week.

  • BHVR isn´t playing favorite with either side. They want to make money and tip the scale to the side which is leaving most.

    Before the big 6.1.0 Update the quques as Survivor were pretty long, because no one was playing Killer even after all the nerfs the OG Survivors recived. (no insta heal, no brand new part)

    Time went on and BHVR gave Killer Players more Toys to play with.

    Now we have the same thing on the other side. Killer is to strong and BHVR is doing everything to rebuff Survivors. (New Pallets, Strong Perks like Finesse, Conviction and Vigil. New Anti Tunnel and Anti Slug.) And maybe it is just me but my Survivor quques aren´t instant anymore like they used to.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022048#Comment_4022048

    We may simply have different definitions of pressure, so to clarify, I consider pressure to be how effectively the killer is exerting control of the pace of the game. Put more simply, pressure is best measured in how many survivors are being forced or encouraged not to work on generators.

    The hook, itself, is pressure: one survivor cannot do generators because they're hooked. It also leads to more pressure from someone needing to come save, which means occupying a third in a chase is pretty hefty pressure.
    This is also crucial to the macro play, that is the thing you're trying to keep on top of- who is doing generators, where they're doing them, and how much influence you're exerting to get them to stop, that's what the macro of this game is. There's a little bit of keeping track of deadzones and some power-specific stuff in there too, but that's the main thrust of it.
    TL;DR for this section: Hooks grant pressure innately, you don't need to wait until after they're unhooked to get the pressure.

    Tunnelling (chasing someone immediately or shortly after they're unhooked) is circumventing this to try and get an individual in a bad situation while leaving the others to do as they please, which is generators. Most commonly this is just to get someone dead, because that's a winning position for killer, but even bouncing between two is still trying to cash in on easier chases from post-unhooked survivors in exchange for getting to a winning position quicker.
    In short, it's trying to avoid managing the 1v4.

    I agree that killer pressure is hindering or completely stopping survivors from doing their objective → Doing gens and then opening the gates to escape.

    Yeah, survivors are under pressure when one of them is hooked but this is something that will happen if go for every single survivor or swap between two or three of them. The thing is: as soon as someone is under risk of taken out of the match - or is taken out of the match for real - the game turns in favor of the killer because killer is stronger - not invencible - in the 1v3 scenario. If no one is under the threat of taken out, survivor can play very greedy

    Just taking people out of gens is not enough to win a match, downs and hooks are. If just being present in the map were enough, killers like Sadako or Dredge would be in the top of every tierlist, since they can harass survivors easily, but they lack tools to down them.

    As much as some people hate this, tunneling, camping and slugging are the basic tools that every killer have to stop survivors from doing gens. And a good part of killer experience is knowing who to chase and WHEN to chase them.

    TL;DR : Managing hook IS the killer macro at is core, since playing optimally revolves around taking someone out of the game as early as possible. Which doesn't mean hard tunneling, since its one of the worst killers strategies.

  • @Bustaroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022190#Comment_4022190

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Yeah it only took them 6 years to change DH, 2 years to change CoH and 6 months to change MFT. Meanwhile a new killer releases and gets nerfed within a week.

    Okay, and?

    That's still an infinitely better timescale than their tackling of tunnelling, considering that's 9 years and counting.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022149#Comment_4022149

    I'm just going to point out briefly, because I think it's relevant, that the idea of this being a team game is a bit up for debate.

    There's always been a big discussion around this game being 1v4 or 1v1v1v1v1. As far as "scoring" goes, there are blood point incentives for altruism.

    But as far as MMR goes this is mostly individual Although if I'm not mistaken there is still a team component, so for example if I die and my 3 teammates escape I believe I do lose MMR, but far less than a 4k, and my teammates gain MMR, but less than if we had all 4 escaped.

    And just as I have no say on anything the killer does, I also have no say in how my teammates play (even if I'm in a swf). And, to reinforce the point about team vs individual, the build left behind, sole survivor, clairvoyance, and low profile is considered a valid way to play the game.

    One other brief point: there is a notable lack of subtlety and nuance in this community in general, but there's a massive difference between telling killers "you can't play this way", which is what I see many people claim, and "BHVR, the meta gameplay you've created is flawed and should be fixed" which is what I see most people actually saying.

    People here seem to intentionally take it the first way, but I almost never see people say that. Mainly, people do not want things to change, which is understandable, and (some) people will try to spin it personally for various reasons.

    Unfortunately, sometimes that spin also has a direct impact on game balance (the most recent examples being "haste changes" and "anti tunnel ptb" that were pulled almost completely).

    Sorry, but the discussion if this game is a "1v4 or 1v1v1v1v1v1" was never a relevant one, at least as far i know. What is discussed is how much a more selfish playstile for survivors is valid in 1v4 game, which i personally think its very counterproductive, because it relies on your teammates playing altruistic while the selfish just play for themselves.

    This game was always portrayed as "assymetrical horror", which means its 1 player versus 4 players. The game balance is around that, since you would need to have means to do many things by yourself if you shouldn't rely on other teammates, like unhooking or healing your own, or even picking yourself from the ground if left slugged.

    Thus, although everyone is free to play way they want - they've bought the game - survivor was designed with coordination and teamplay as core mechanics - and thus, balanced this way. Otherwise leaving the trials would be impossible since killers are stronger - or should be - in 1v1 scenarios.

  • @Bustaroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022190#Comment_4022190

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Yeah it only took them 6 years to change DH, 2 years to change CoH and 6 months to change MFT. Meanwhile a new killer releases and gets nerfed within a week.

    Fog Vials got dumpstered in a week.

  • Fog Vials were more annoying than strong - aside when used with the Iri Addon. It was one of the dumbest decisions dev made recently, and thats it. They changed Fog Vials faster than they changed pallets density, what is absurd.

    Fog vials changes were uncommon, since usually it takes months or even years to change things.

    Its not like they are nerfing survivor stuff asap. Its the contrary. Fog Vials were an exception.

  • @Bustaroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022190#Comment_4022190

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Yeah it only took them 6 years to change DH, 2 years to change CoH and 6 months to change MFT. Meanwhile a new killer releases and gets nerfed within a week.

    Medkits were the strangest items in this game for years. Toolboxes still exist and Hyperfocus + Stake Out combo still exist and don't requires too much skill to get great value. Vigil counters every status condition in the game and renders some killers power's almost useless.

    The survivor meta is far more diverse than killer meta, still locked into antigens.

    I don't want survivor experience to be miserable as i play a lot of survivor too but its very annoying to read some many people diminishing the many pain points and issues in the current killer experience as if killer were in a fine situation.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022255#Comment_4022255

    Fog Vials were more annoying than strong - aside when used with the Iri Addon. It was one of the dumbest decisions dev made recently, and thats it. They changed Fog Vials faster than they changed pallets density, what is absurd.

    Fog vials changes were uncommon, since usually it takes months or even years to change things.

    Its not like they are nerfing survivor stuff asap. Its the contrary. Fog Vials were an exception.

    They nerfed the anti-tunnel changes so fast they never even got a full PTB.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022266#Comment_4022266

    They nerfed the anti-tunnel changes so fast they never even got a full PTB.

    It was a test, LOL. And good chunck of it will be TESTED on the next PTB, with almost no real incentives for killers.

    They also didn't implemented Mori Finisher after the PTB; Trickster was heavily nerfed after the PTB in which he was tuned up to 4.6; Alien was nerfed within days after release, even if his counter was already in the game (the fire turrets).

    Trying to force the "BHvr is completely killer biased" is quite a non sense.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022277#Comment_4022277

    It was a test, LOL. And good chunck of it will be TESTED on the next PTB, with almost no real incentives for killers.

    They also didn't implemented Mori Finisher after the PTB; Trickster was heavily nerfed after the PTB in which he was tuned up to 4.6; Alien was nerfed within days after release, even if his counter was already in the game (the fire turrets).

    Trying to force the "BHvr is completely killer biased" is quite a non sense.

    Not trying to force it.

    Merely pointing out that they've been especially quick on the draw lately.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022163#Comment_4022163

    I don't know why you think hiding is smart. It's neither smart nor stupid, it just is. Good macro is smart. Seeing the match as a whole, like you're looking down at it from above, is smart. What hiding isn't is beneficial to a team as a whole if everyone else is on death hook and you have no hooks.

    I'm not downing anyone repeatedly and tormenting them with repeated slugging. I'm not in here preaching empathy and then being a total jerk. That's about as out-of-character of a thing as I could say. I let people be or give them second chances if I see their teammate isn't being active—and that same teammate is one who has been consistently absent all match—because I dispise that behavior. The hiding locations are usually pretty predictable (main, edgemap, basement, shack) so I'll find them eventually. If there's three or four gens left the other can go ahead and do one or two. It's not going to change the outcome, and it lets me keep track of where they are. I also didn't say they help me (though that would be unsportsmanlike on their part. "Working with the killer" is the phrasing on the report.) I just choose my targets. If anyone gets a chance for the hatch, it'll be the active teammate. If anyone gets out, I want it to be the person I think deserves it most, and that's the person who stayed on gens and didn't hide even when they knew it was hopeless.

    hiding is smart for the player thats going for the win…hide and do gens. sod the team…. we have already covered the game win requirements is individual so whats good for the team is irrelevant.

    in this hypothetical scenario, you as killer have not seen me all match even though i have done 4/5 gens, healed survivors that approach me while my team has not made any effort to do gens at all. they try doing flashlight saves, always running around getting chases and hooked by you. 2 survivors are dead, its just me with 0 hooks full health and a survivor with 2 hook states and injured. there is 1 gen left to do. It sounds to me like you would ignore that injured survivor to hunt me down because you havnt seen me all match assuming i have done nothing for the team. You dont know if im inactive or not. But you have said you would likely give that injured survivor a chance. would you hunt me down no matter how long it takes while the injured survivor does the gen? or would you go for the injured survivor? Bare in mind you are not allowed to repeatedly down someone and you are not allowed to encourage survivors to work with the killer….what would you do?

    I use this example because this is how i play, i use stealth WHILE doing gens, healing team mates, using my scratch marks to distract the killer. i dont simply hide in the corner all match which is what you seem to think. You say there are only so many hiding spots and they are predictable which is true, and someone who is bad at stealth will get caught. but someone who knows how to play stealth wont stay in 1 spot, they will move around, doing a little bit of a gen, moving on, doing a little bit of another gen, move to a totem, watch the killer search in areas then move to to the area they have just searched. Your describing a rookie hiding player that avoids the objective. thats not what i do. unless the killer has full aura build which most dont because they use slow down perks, im rarely discovered when its 2 v 1.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022125#Comment_4022125

    Sneak away? Killers move at 4.6m/s on average. In the time it's taken to communicate that the killer is going to shack, they're already between 4.6m - 13.8m away depending on how long it takes to relay that information.

    If you hide in a locker, you are almost certainly getting caught. A gen that has significant progress, but no scratch marks is a good indicator that a survivor is nearby.

    Comms are only effective when you can relay precise information. Outside information you would've learned anyway, they're largely ineffective without a coordinated callout system.

    there isnt much i can say if you truly believe giving a stealth killer a terror radius via comms isnt giving an advantage. i have played in SWF before so i know how helpful it can be. one match, i was in a duo v scratch mirror myers on hawkins. i was on the gen upstairs in the little dead end bit. my due team mate saw myers heading to the stairway and told me. i was able to get off the gen and run before myers could hit me. if i was soloq i would have been hit or worse grabbed off the gen.

    did my due team mate give precise call outs like what side of the stairway myers was? no. did they say the exact distance from stairs? no. it was still enough time for me to run which delayed getting hit. in a game where time is everything, that hit being avoided made a huge difference.

    as soloq when i see TR kicking in and im on a gen in the shack or somewhere that has low visibility i am able to walk away and make sure killer doesnt see me leaving no scratch marks. they often waste time searching lockers and find nothing. a heads up from a team mate is clearly an advantage v stealth killers and if you honestly think otherwise then i dont know what more i can say other than your just flat out wrong.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022166#Comment_4022166

    hiding is smart for the player thats going for the win…hide and do gens. sod the team…. we have already covered the game win requirements is individual so whats good for the team is irrelevant.

    in this hypothetical scenario, you as killer have not seen me all match even though i have done 4/5 gens, healed survivors that approach me while my team has not made any effort to do gens at all. they try doing flashlight saves, always running around getting chases and hooked by you. 2 survivors are dead, its just me with 0 hooks full health and a survivor with 2 hook states and injured. there is 1 gen left to do. It sounds to me like you would ignore that injured survivor to hunt me down because you havnt seen me all match assuming i have done nothing for the team. You dont know if im inactive or not. But you have said you would likely give that injured survivor a chance. would you hunt me down no matter how long it takes while the injured survivor does the gen? or would you go for the injured survivor? Bare in mind you are not allowed to repeatedly down someone and you are not allowed to encourage survivors to work with the killer….what would you do?

    I use this example because this is how i play, i use stealth WHILE doing gens, healing team mates, using my scratch marks to distract the killer. i dont simply hide in the corner all match which is what you seem to think. You say there are only so many hiding spots and they are predictable which is true, and someone who is bad at stealth will get caught. but someone who knows how to play stealth wont stay in 1 spot, they will move around, doing a little bit of a gen, moving on, doing a little bit of another gen, move to a totem, watch the killer search in areas then move to to the area they have just searched. Your describing a rookie hiding player that avoids the objective. thats not what i do. unless the killer has full aura build which most dont because they use slow down perks, im rarely discovered when its 2 v 1.

    This convo has gone on way too long and diverted too much from the topic but I will say I can easily pressure a 3gen with 2 people left and find both. There are indicators of what people are doing and how they're moving around. You're asking the wrong person this hypothetical. This type of playing is my biggest grievance in the game. I hyperfocus on combating it and I can't recall a single instance of failure. Maybe when I was new and didn't feel this way, but not anymore.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022325#Comment_4022325

    This convo has gone on way too long and diverted too much from the topic but I will say I can easily pressure a 3gen with 2 people left and find both. There are indicators of what people are doing and how they're moving around. You're asking the wrong person this hypothetical. This type of playing is my biggest grievance in the game. I hyperfocus on combating it and I can't recall a single instance of failure. Maybe when I was new and didn't feel this way, but not anymore.

    you didnt answer the question. what would you do? spend 30min trying to find me like you said you would while the other survivor does the last gen? enlighten me on how you would handle that situation.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022169#Comment_4022169

    there isnt much i can say if you truly believe giving a stealth killer a terror radius via comms isnt giving an advantage. i have played in SWF before so i know how helpful it can be. one match, i was in a duo v scratch mirror myers on hawkins. i was on the gen upstairs in the little dead end bit. my due team mate saw myers heading to the stairway and told me. i was able to get off the gen and run before myers could hit me. if i was soloq i would have been hit or worse grabbed off the gen.

    did my due team mate give precise call outs like what side of the stairway myers was? no. did they say the exact distance from stairs? no. it was still enough time for me to run which delayed getting hit. in a game where time is everything, that hit being avoided made a huge difference.

    as soloq when i see TR kicking in and im on a gen in the shack or somewhere that has low visibility i am able to walk away and make sure killer doesnt see me leaving no scratch marks. they often waste time searching lockers and find nothing. a heads up from a team mate is clearly an advantage v stealth killers and if you honestly think otherwise then i dont know what more i can say other than your just flat out wrong.

    Not what I said, but I'll bite.

    Take an outdoor map, and you have several variables and three possible approaches to account for. Knowing the killer is going toward shack isn't very helpful unless you jump off the gen at the first hint of a terror radius. Which is what new players do.

    Even applying the idea of "giving stealth killers a terror radius" only works when everyone knows where the killer is at all times via coordinated callouts.

    It's not that comms aren't advantageous; it's that inefficient communication makes that advantage insignificant.

  • Killers tunnel because it's easy, takes very little skill, and is extremely rewarding. They tunnel because they can. And the proposed changes to tackle tunneling on the upcoming PTB are a joke and won't do enough.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022334#Comment_4022334

    Not what I said, but I'll bite.

    Take an outdoor map, and you have several variables and three possible approaches to account for. Knowing the killer is going toward shack isn't very helpful unless you jump off the gen at the first hint of a terror radius. Which is what new players do.

    Even applying the idea of "giving stealth killers a terror radius" only works when everyone knows where the killer is at all times via coordinated callouts.

    It's not that comms aren't advantageous; it's that inefficient communication makes that advantage insignificant.

    i have been playing stealth for a long time, i can do gens and remain hidden by pre running and walking slowly away at the first sign of terror radius when i cant see the killer…. its worked for me for years. they waste time searching lockers and looking but i had time to walk away without a trace, using the map to keep no line of sight. while the killer is looking for me near the gen, others are doing gens without trouble. Thats how i play and how i win.

    i have already pointed out the benefit of a heads up from comms regarding stealth killers and an enclosed space with low visibility. you can say it provides no benefit but i was in that match, i had the comms, it gave me benefit which was significant, which is my point. there was just me and my duo friend, not everyone knew where the killer was, just my team mate that saw from the hallway and it still gave me the benefit of knowing the killer was heading to me. if your not getting value from comms unless used hyper efficiently i would say thats on you because i can get a lot of value from the simplest of forms of comms such as "killer heading your way" or even "killer is the hag".

    i had a match earlier where i had no idea who the killer was, turned out to be hag. if i had comms in that match and just 1 person saw the killer and said "its hag" i would instantly know to keep an eye out for markings and to predict what that killer might do. with out comms i was oblivious to who the killer was so i didnt know what to expect, i was looking out to see if it was myers or ghostface or any number of killers it could be. yet another advantage comms can provide.

    its not really even opinion based, its a straight up fact i had info due to comms i wouldnt have in solo. Also a fact, that info gave me time to move away in the hawkins match.

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