Chaos Shuffle just exposes how bad tunneling really is

Chaos Shuffle honestly just highlights how useless most survivor perks are when you’re being aggressively tunneled.

It doesn’t matter what random perks you get, you don’t even have the chance or time to use them if the killer is determined to remove you from the match ASAP. What’s supposed to be a fun, chaotic experience of discovering and experimenting with perks turns into the same bullcrap 5-minute games where you barely get to play.

You queue up after work hoping for something at least fun, and instead your time is wasted: load into a match, then get tunneled out immediately like the killer’s life depends on it. Rinse and repeat.

Modes like Chaos Shuffle are proof that killers don’t need incentives, MMR, or rewards to tunnel, they do it simply because they can. The devs have shown time and time again that this playstyle is promoted, and ultimately ignored. You can nerf or buff perks all you want, but killers will still tunnel even when there’s no reason to “win” or climb MMR.

Sorry to say, but survivor gameplay is miserable, and Stranger Things Part 2 isn't going to cut it.

Comments

  • @Spicyburgers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048561#Comment_4048561

    Whether you're sure or not is your right, but like I said, you need to gain experience! If you're knocked down before even a single generator is started, the problem is yours alone. As for evidence, I'm sure you've seen it many times, but you just love to whine like a little child. I wouldn't mind banning the tunnel because I don't need it, but it's clear the developers won't listen to your complaints because then most of the killers will leave the game. And even though there are more survivors than killers in this game, the developers understand that if they make life easier for survivors, you simply won't have any enemies left

    Experience matters indeed, and improving at gen pressure is part of getting better. But that doesn't address the issue of a Killer choosing to tunnel a Survivor at 5 gens. Saying Killers would leave the game is speculation, especially when past quality of life changes didn't cause the Killer role to be unplayable to play as.
    Early downs can happen because of bad RNG, unsafe tiles, or Killer power with very good prediction. This can cause an early down no matter how good the player is.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049179#Comment_4049179

    Matchmaking will probably stay really bad, but how can we take that as data? Should i just accept that 300 hours claudette who shivers in a corner bc she heard the tr is on the same level as me? Just bc matchmaking puts us in the same match?

    A bit more serious: if we are speaking about a scenario with four good players, we should not use official stats. But we can say this scenario isnt relevant for balance discussion bc it almost never happens bc of matchmaking. So we should balance around those stats/kill rates bc thats the realistic approach. I can agree with that.

    But i just wanted to point out that your ideas about chase time and match flow in low and high mmr are probably not realistic.

    You can win and win and win as killer and you will probably still play against the mentioned Claudette. And it also goes in the other direction. So its not the same match over and over and the killer wins those matches more often. Its killer stomp, survivor stomp etc and it happens more often for the killer side. And yes, its roughly balances out. But should that be the goal? Is that a good gaming experience?

    I guess its good for streamers with their winstreaks. But if they (and every veteran player) wins 90% of their matches on high mmr and the killrate is only 60% (well to be fair kill rate is not a reliable stat bc of hatch), who balances it out? Which player group gets destroyed that much in high mmr?

    Its frustrating for everyone except the top. And for the top its probably boring. So yh matchmaking will probably not get better, but thats a big problem.

    I don't like matchmaking either but until it changes and stops placing you against/with that player then it is relevant data for what you should expect when queuing up for a match. The actual trial balance doesn't matter if the matchmaker is going to decide the outcome for you. If that changes I will change my opinion. If matchmaking changes and if it then changes kill/escape rate stats I will also change my opinion about those. I would personally prefer a win/loss/draw rate stat broken down by killer and whether or not the survivors are grouped up and by mmr but for some reason BHVR doesn't.

    But i just wanted to point out that your ideas about chase time and match flow in low and high mmr are probably not realistic.

    I don't think anything else makes logical sense though. I think we would both agree that generators get completed faster when the survivors are higher mmr. Yet the escape rate and kill rate remains relatively constant (high mmr four mans being an outlier). The only way for gens to be completed faster but the other stats to remain the same is if the killer is keeping up, meaning faster chases. If your average chase time against a given survivor is beyond the average then that survivor is likely better than you (or getting very lucky). You will likely still win against that survivor team if you drop that chase and find someone with a chase time against you closer to or below the average. I think this is the true reason high mmr four mans have that outsized escape rate, mismatches from the matchmaker but there isn't someone else on the team closer to your skill that you can target out and if every member of the survivor team is better than you, you should lose. I don't like that meaning the killer gets stomped but a below 50% escape rate means these teams are still losing regularly. A truly skilled killer overcomes them by continuing to have short chases against these teams.

    I guess its good for streamers with their winstreaks. But if they (and every veteran player) wins 90% of their matches on high mmr and the killrate is only 60% (well to be fair kill rate is not a reliable stat bc of hatch), who balances it out? Which player group gets destroyed that much in high mmr?

    We don't know how wide this "high mmr" bracket really is, we only know that its above the soft cap. The stats that broke out this high mmr also stated that both escape rate and kill rate went up for these players. That's only possible if they are more commonly being matched against players outside this bracket than with each other. These streamers are likely the very top of this high mmr bracket and have outsized results because of that. Its not these players that get destroyed, its the players they get paired against that are above the soft cap but not in this high mmr bracket.

    On the survivor side you still can't truly relax at high mmr because one subpar teammate (compared to the killer, they are not necessarily actually bad just not as good as the killer) and you now need to work extra hard to win. On the killer side you just need one of those subpar survivors (again compared to the killer) and its gg. Its why every survivor video from these creators is often them trying their hardest or specific things they are going for outside of actual escape wins while the killer ones are them adding some ridiculous extra challenge on top and still needing to win.

  • @CatManThree said:

    If anything Chaos Shuffle more exposes how much a number of killers suffer due to reliance on specific addons and perks. Like how absolutely miserable Trapper is in Chaos Shuffle without access to at least one of his red addons if not just Bloody Coils specifically.

    +1

  • Any time there's a game mode or event where the Killer feels at a disadvantage, they just have to resort to camping/tunneling/slugging. We see it consistently and it almost always bails them out of any real challenge.

  • @Venusa said:

    Chaos Shuffle honestly just highlights how useless most survivor perks are when you’re being aggressively tunneled.

    It doesn’t matter what random perks you get, you don’t even have the chance or time to use them if the killer is determined to remove you from the match ASAP. What’s supposed to be a fun, chaotic experience of discovering and experimenting with perks turns into the same bullcrap 5-minute games where you barely get to play.

    You queue up after work hoping for something at least fun, and instead your time is wasted: load into a match, then get tunneled out immediately like the killer’s life depends on it. Rinse and repeat.

    Modes like Chaos Shuffle are proof that killers don’t need incentives, MMR, or rewards to tunnel, they do it simply because they can. The devs have shown time and time again that this playstyle is promoted, and ultimately ignored. You can nerf or buff perks all you want, but killers will still tunnel even when there’s no reason to “win” or climb MMR.

    Sorry to say, but survivor gameplay is miserable, and Stranger Things Part 2 isn't going to cut it.

    It exposes that the game is balanced around killers bringing slowdown perks on the gens, and survivors bringing anti-tunnel perks to stop the tunneling. Hence why tunneling/camping need to go, and slowdown needs to be made more basekit on killer while nerfing the perks.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049393#Comment_4049393

    I don't like matchmaking either but until it changes and stops placing you against/with that player then it is relevant data for what you should expect when queuing up for a match. The actual trial balance doesn't matter if the matchmaker is going to decide the outcome for you. If that changes I will change my opinion. If matchmaking changes and if it then changes kill/escape rate stats I will also change my opinion about those. I would personally prefer a win/loss/draw rate stat broken down by killer and whether or not the survivors are grouped up and by mmr but for some reason BHVR doesn't.

    But i just wanted to point out that your ideas about chase time and match flow in low and high mmr are probably not realistic.

    I don't think anything else makes logical sense though. I think we would both agree that generators get completed faster when the survivors are higher mmr. Yet the escape rate and kill rate remains relatively constant (high mmr four mans being an outlier). The only way for gens to be completed faster but the other stats to remain the same is if the killer is keeping up, meaning faster chases. If your average chase time against a given survivor is beyond the average then that survivor is likely better than you (or getting very lucky). You will likely still win against that survivor team if you drop that chase and find someone with a chase time against you closer to or below the average. I think this is the true reason high mmr four mans have that outsized escape rate, mismatches from the matchmaker but there isn't someone else on the team closer to your skill that you can target out and if every member of the survivor team is better than you, you should lose. I don't like that meaning the killer gets stomped but a below 50% escape rate means these teams are still losing regularly. A truly skilled killer overcomes them by continuing to have short chases against these teams.

    I guess its good for streamers with their winstreaks. But if they (and every veteran player) wins 90% of their matches on high mmr and the killrate is only 60% (well to be fair kill rate is not a reliable stat bc of hatch), who balances it out? Which player group gets destroyed that much in high mmr?

    We don't know how wide this "high mmr" bracket really is, we only know that its above the soft cap. The stats that broke out this high mmr also stated that both escape rate and kill rate went up for these players. That's only possible if they are more commonly being matched against players outside this bracket than with each other. These streamers are likely the very top of this high mmr bracket and have outsized results because of that. Its not these players that get destroyed, its the players they get paired against that are above the soft cap but not in this high mmr bracket.

    On the survivor side you still can't truly relax at high mmr because one subpar teammate (compared to the killer, they are not necessarily actually bad just not as good as the killer) and you now need to work extra hard to win. On the killer side you just need one of those subpar survivors (again compared to the killer) and its gg. Its why every survivor video from these creators is often them trying their hardest or specific things they are going for outside of actual escape wins while the killer ones are them adding some ridiculous extra challenge on top and still needing to win.

    Its possible to get opponents under the soft cap if someone dodges the lobby. Refill ignores mmr mostly. So it still could be that everything over the soft cap counts as high mmr.

    But about chase times. Old data from July 2024 shows that average chase time on high mmr is 6 seconds longer (1:06). Interestingly average pallet drops was 1.5 and 1.6.

    That seems a bit low (chase time counts also chases without a hit) but chase time is already weird. Losing the chase indicator while being in an active chase is a skill from good survivor to reset bloodlust.

    And i wouldnt bet that gens are faster on high mmr. When i learned one thing from chaos shuffle is that perks make a big difference. Im always forgetting it bc i played this game for a long time, but most players dont have all perks. They dont have the best gen defense perk. So yes, high mmr survivor are more efficient on gens, but they need to power through Corrupt, Pain Res, etc. But i cant say for certain, dbd is game with many factors.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049094#Comment_4049094

    every game i play these days is like this. if the 90s came back tomorrow everybody would be an Oddjob main.

    it'd be one thing if it meant something, but in a wildly random and chaotic game(extra layer of chaos through Shuffle) i dont get how people take things super seriously. base dbd already can't be taken seriously when so many things are out of your control

    everybody has this "only winning and meta is fun" approach, while simultaneously not even bothering to develop the level of game sense needed where that's kind of optimal play would even make a difference. 99% of people don't play at a level where optimal things make a meaningful difference, so people should play and use what makes them passionate to login. that's the spirit that raises a community and keeps the longevity rather than cause severe burn out. People hate me for using goofy stuff like Treacherous Crows, yet I'm the only one still left playing.

    Fully agree with you there.

  • If you do not have anti-tunnel perks like DS, Dead Hard, Confidential and stuffs ?

    Loop ? Play Chase ? Play The Game ?

    Looping is lowkey 50% of the survivor gameplay (most important one)

    I know it's weird not to be held by your hand by your perks at exhaustion and chase, or antitunnel still active 30 centuries after the unhook, but yes? Not having meta perks on the survivor side in chaos shuffle is precisely the goal, or in reality, what you want is you, to be able to play the meta, but that the killer remains on zero perks? If you want that, browse the lowMMR lobbies or play custom games. That's the very principle of the game mode, you don't have antitunnel meta perks and the killer doesn't have generator slowdown meta perks. I don't know what else to say honestly,

    When no one is playing meta or being held hands, it's skill that speaks, or perseverance, I think that's what causes you problems. The Chaos Shuffle should be a permanent mode by the way

  • @NAERUUU said:

    If you do not have anti-tunnel perks like DS, Dead Hard, Confidential and stuffs ?

    Loop ? Play Chase ? Play The Game ?

    Looping is lowkey 50% of the survivor gameplay (most important one)

    I know it's weird not to be held by your hand by your perks at exhaustion and chase, or antitunnel still active 30 centuries after the unhook, but yes? Not having meta perks on the survivor side in chaos shuffle is precisely the goal, or in reality, what you want is you, to be able to play the meta, but that the killer remains on zero perks? If you want that, browse the lowMMR lobbies or play custom games. That's the very principle of the game mode, you don't have antitunnel meta perks and the killer doesn't have generator slowdown meta perks. I don't know what else to say honestly,

    When no one is playing meta or being held hands, it's skill that speaks, or perseverance, I think that's what causes you problems. The Chaos Shuffle should be a permanent mode by the way

    what you want is you, to be able to play the meta, but that the killer remains on zero perks?

    Ironically, it's killer that gets to play meta, while survivors get deprived of the tools necessary to counterbalance it.

  • Tunnel Shuffle is BACK!

  • This has been claimed for every single event this year and longer.

  • A polite society is an armed society. Id prefer not to take my chances

  • Not exactly tunneling but I just had a Twins playing on McDonald's WiFi so the camping and victor lunges were fun

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