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Frizouw

Frizouw

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Frizouw
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  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685188#Comment_3685188

    OP literally wrote "He had Off the record, hope, Lithe and Deja Vu" in the first line of their post :P.

    oh... oops sorry, you are right.

    Well that's weird yes

  • I wish you would have shown his build at the end... it's hard to tell.

    He clearly have Lightweight, he could have stop running and crouching in the blood circle so you couldn't hear him...

  • I really hate it.

    I got a code around 7 AM, created an account but I couldn't redeem it right away.

    Tried to redeem it during my lunch break => code already expired.

    I seriously thought about uninstalling the game and stop encouraging BHVR LMAO

  • @KatsuhxP said:

    I don't think that's a bug. They probably didn't specify this because that's how endurance in general works.

    For consistency, if you do new player friendly text, you should indicate that too.

  • I think you guys did well with the new Greenville map in PTB and should do more immersive/confusing maps like that. The fact that we don't really know entirely what is going on, it really spice up the aspect of horror, it's a step in the good direction.

    I'd the say that before reworking maps or while reworking maps, you should really works on hitboxes and make them as realistic as possible, because being stuck between two trees or in a small bush when we can go through it can be frustrating.

    I think you could add cool stuff like in the new map in PTB:

    • If you vault from a shrine in that map, it makes a gong sound.
    • Where we find japanese bridge, we could also find water, surrounded by cat tails, could be a good place to hide, but beware: you can hear the water move.


  • @XombieJoker said:

    I know tunneling ain't fun for survivors but there's really nothing you can do without people wanting it to ramp up. I'm not sure of the 'immune' you're talking about, but by immune you mean tank hits until they do one of the actions to disable it or expire due to time, so in this scenario the survivor can follow the player who unhooked them to tank hit after hit after hit after hit for their team until the 90 seconds expire. Now even if you can't hit the survivor, they will still follow so that any attack the killer makes would automatically target the immune survivor hit box cuz auto-aim (or the aim dressing meme). It has been proven that when survivors gain a mechanic, they will abuse it as much as possible. Look at base kit borrowed time, every survivor gets unhooked and runs in front of the killer to block their path and tank a hit, but the killer sits there staring at them, the survivor panics and starts running, their enduring runs out, killer downs them, "OMG YOU'RE SUCH A BAD TUNNELER NOOB BRAIN DEGENERATE, SWEATY KILLER TRY-HARD, WHY ARE YOU SO BAAAAAAD AT THIS GAME!" but you know, with a lot more spicy words.

    All in all, I don't think there's anything that can be done about the tunneling problem (as those weaker killer players don't want to take the effort to learn) as the weaker players have adopted it since it works for them because survivors are really altruistic to a fault and camping/tunneling is easy against altruistic players, so why would anyone want to learn the game, when there's a simpler method that works

    no because there will be no collision.

  • @GentlemanFridge said:

    I have to wonder if people aren’t blinded by a hate boner, cause this trend was a thing from the very moment she got her first ‘rework’.

    Did people even try to learn how she works? I’m getting the impression very few people cared to. Which is unfair regardless.

    I did and I don't find her too hard to go against but still boring to play.

  • So? You don't give Survivors a way to share info with complete immunity.

    Why do you have aura perks then? Are people able to play together, just to die together? no it's for communication and information sharing, if sharing info was a problem, they would not have implement the UI feature that we can know what the others are doing without even being in a SWF.


    It's clear by your idea, and your replies, that all you want is an OP mechanic that Survivors can abuse whenever they want.

    I don't think so, if I wanted a OP mechanic that survivors could abuse whenever they want, I'd not take part of your feedback in consideration, which I am doing by adding some points you said to the main thread. I play both role. You can search my stats by my username.


    And yet you're the one asking for literal Survivor immunity for a minute and a half. Yet you're complaining Killers are being entitled?

    If the survivor do nothing during the entire minute and a half, it's going against his whole team and it's going into your favor, he is wasting time, but preventing being tunnel right away. If you follow him and wait one minute a half, it's your problem, you wasted the whole time just to piss that person off while you could chase someone else, or protect your gens.

  • @Crowman said:

    Are we going to make it so every time a generator gets 25% progress, it becomes blocked for 90 seconds so survivors can't tunnel gens and make the game less fun for killers?

    Because survivors should always have the threat of being killed and immunity just doesn't fit in with the game.

    Man do you want someone to play for you at that point with all the gen regression and blocking perks that exist lmao?

  • @I_Tunnel said:

    No, because that's a minute and a half where the unhooked Survivor can just:

    1. Follow the Killer around & report on his actions to their SWF friends
    2. Break dull totems (They are not hex totems, after all)
    3. Hunt for hex totems to inform their SWF friends
    4. Get to a powerful pallet/loop to be healed
    5. Get a free health state
    6. Sabo hooks
    7. Open chests
    8. Heal a different Survivor
    9. Close Trapper traps
    10. Disable Skull Merchant drones
    11. Place flame turrets for Xenomorph
    12. EMP Singularity cameras
    13. Break Ghostface's stealth
    14. Break Demogorgon tunnels
    15. Find Pinhead's Lament Configuration

    People need to stop suggesting blatantly OP/abusable mechanics to 'fix' a problem that does not exist. Tunneling is just the Killer playing efficiently. Returning to a half-dead Survivor is no different from Survivors going back to half-completed generators.

    The only difference being that Survivors like the one that helps t hem win, and expect changes to the one that makes them lose.

    For your point #1, #3, the point of a SWF is to do that at start, share information, communicate, make it easier, so you'd need to prevent people from playing together at start with immunity or not. It would not change much. XD It's kinda invalid for me.

    Why is #4 a problem? if they use it and you break it, they don't have it anymore, it's a price to pay for later.

    I will add the others tho.

    No, I will not stop suggesting solutions because alot of people are leaving the game for people that just want to break others fun by tunneling at 5 gens.

    Your username "I_Tunnel" doesn't inspire me that you play something else than killer.

  • @[Deleted User] said:

    It wouldn't stop the complaints. I can tell you now even if survivors had this immunity if they are next on hook once they lose it they'll still cry tunneling.

    it's not like...about complaints, it's about preventing tunneling abuse and keeping "Fun" safe.

  • @Raconteurminator said:

    Survivor is unhooked, rescuer gets downed. The unhooked Survivor immediately starts healing the downed one, preventing pick up. There are a few perks that would make it all but a guaranteed escape for the rescuer. Or, the unhooked Survivor follows the Killer during a chase and immediately starts to heal a Survivor the moment they're downed, punishing the Killer for not camping or even returning to the hook. Or they spend 90 seconds disarming traps or the like.

    TL:DR; if you make Survivors intangible, you need to make sure healing another Survivor in that state or interacting with Killer items counts as a conspicuous action.

    ok let's add, is being healed.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649942#Comment_3649942

    I think it'd have to be the full list of Conspicuous Actions, it wouldn't be fair for a survivor to - for example - be able to cleanse a hex totem without the killer being able to stop them. It'd also need to disable in endgame like other anti-tunnel protections.

    Other than that, it's an extreme measure but I don't think it'd harm the game in any meaningful way. The only real potential abuse is a SWF using them as an info-reporter, but there's not actually anything stopping them from doing that right now and that's one survivor off gens basically permanently. A good trade, in my opinion.

    ok what if we had the moment he touch a hex totem?

  • @I_Tunnel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649942#Comment_3649942

    No, because then he can follow the Killer around and report on his actions with discord, if he's in a group. And the Killer would not be able to prevent it at all.

    Plus, this allows him to get a free health state as long as he does not heal himself & only has another Survivor heal him.

    Survivors already have 2 free basekit perks due to their whining; They don't deserve functional immunity & free healing on top of that.

    Ok what if there is also a cooldown? after the time of a gen?

  • What do you guys think about that solution against tunneling: the moment a survivor is unhook, he is immune to be down until:

    • He touch a gen.
    • Start healing itself (not being heal by another survivor, I think it's already punishing to have two persons on healing and they could troll each others).
    • Is fully healed
    • Another survivor got hook?

    During the whole immunity, the survivor cannot have collision against the killer, cannot drop palettes and cannot use flashlights...

  • His account name is I_Tunnel.... like... Do you think he sees further than that?

  • @Rage_In_The_Cage said:

    They’ve added so many perks and baseline elements to combat tunneling. At this point it’s up to survivors to play better. Also, your idea of making it impossible to down an unhooked survivor until another is hooked would just be abused by survivors. Look at the built in BT, do survivors use it to make it safely away from the hook? No, they use it to bodyblock for other survivors because they know they are immune to being downed.

    Again it comes down to better play from survivors. You can easily punish a killer for tunneling. Because tunneling typically involves camping too.

    I understand the point of view of abusing the system, what if the moment that a survivor:

    • Touch a gen
    • Start healing itself (not being heal by another survivor, I think it's already punishing to have two persons on healing)
    • Is fully healed
    • Another survivor got hook

    He is not immune anymore. If the killer just follow the survivor, he is loosing his time by it's own fault of being silly and it's not about luck or not in that situation. What do you think about that?

    ---

    Also If you want to talk about perks, you could at least enumerate them, explain yourself, because just saying that "They’ve added so many perks and baseline elements to combat tunneling" is not a valid argument for me.

    The following perks that you can equip more than one at the same time and the buff of gen kicking and the fact that it takes more time now to finish a gen than back in the days, I am not sure at 100% but I think it was 80 seconds before, now it's 90 seconds:

    • Corrupt Intervention
    • Dead Man's Switch
    • Deadlock
    • Eruption
    • Grim Embrace
    • Hex: Ruin
    • Oppression
    • Overcharge
    • Pop Goes the Weasel
    • Scourge hook: Pain Resonance
    • Surge
    • Thrilling Tremors
    • Thanatophobia
    • Hex: Pentimento
    • Call of Brine

    In exchange what do survivor have to fight against tunneling? They have:

    • Decision Strike
    • Buckle up + For the people combo (that require a team mate around, so -1 person less doing gens)
    • Sometimes they can use Power Struggle if they die really close to a palette
    • Flashlight + Background player (that require a team mate around, so -1 person less doing a gens, need to succeed and if the killer does not have lightborn)
    • Sabotaging hook (that require a team mate around, so -1 person less doing gens, need to succeed)

    ---

    Again, it's not about winning or loosing, it's about fun.

  • @BubbaDredge said:

    Thing is, sure it's fun for you to play this way, but it's not a realistic idea for public matches. Playing against bots sucks, free will and unpredictability is what we're here for. Making a killer not tunnel is like making a survivor not get gens done as quickly as they can. I love the idea of a killer getting BP+ for not tunneling, but if the killer can't decide, why is the killer playing?

    I don't tunnel as killer and I don't enjoy being tunneled as survivor, but it's just part of the game. Once you see it's happening, you do your best. The killers that need to tunnel usually aren't as skilled, often newer or even brand new. There's a good chance they're struggling to secure one kill, everyone else has a good shot. A good team will interfere with tunneling, that's an objective, keeping each other alive. That's what ya gotta do.

    You are saying that MMR allow new killer to play against good survivors? ô_o what's the point to MMR then?

    I also said it would be a mode to try, so there is no "sure it's fun for you to play this way..." if you want to play as usual, you will still be free to do as you wish with the normal mode, but we could test how people respond to that.

    ---

    Making a killer not tunnel is like making a surivor not get gens done as quickly as they can.

    Well, it's already on place with the following perks that you can equip more than one of them and the buff of gen kicking and the fact that it takes more time now to finish a gen than back in the days, I am not sure at 100% but I think it was 80 seconds before:

    • Corrupt Intervention
    • Dead Man's Switch
    • Deadlock
    • Eruption
    • Grim Embrace
    • Hex: Ruin
    • Oppression
    • Overcharge
    • Pop Goes the Weasel
    • Scourge hook: Pain Resonance
    • Surge
    • Thrilling Tremors
    • Thanatophobia
    • Hex: Pentimento
    • Call of Brine

    In exchange what do survivor have to fight against tunneling? They have:

    • Decision Strike
    • Buckle up + For the people combo (that require a team mate around, so -1 person less doing gens)
    • Sometimes they can use Power Struggle
    • Flashlight + Background player (that require a team mate around, so -1 person less doing a gens, need to succeed and if the killer does not have lightborn)
    • Sabotaging hook (that require a team mate around, so -1 person less doing gens, need to succeed)

    A killer have plenty of solutions against gen rushing abuse. I think that the argument of having good team mates perhaps works more in SWF but not in solo Q.

    ---

    I don't tunnel as killer and I don't enjoy being tunneled as survivor...

    Good, but it does not stop that 90% of my solo Q game, someone is getting tunnel. Seriously, if it was not a recurring problem, I would not do a thread about it. Even if I go out, even if it's a 3/4 out, it's just not fun, were you saying that face camping bubba was part of the game too? :/ like of course it was, but it was not fun, so they did something about it.

  • @canonjack001 said:

    The fact that the game is balanced(2dead2alive) even with tunneling.

    That means killer would lose(kill<=1) every game if they are not tunneling.

    I strongly disagree.

    To convince me you need to share multiple games of killers that you struggle against 2 survivors left during a public match as an evidence of your statement lmao, when I say struggle, like you are flawless and you still have issues. I want to see it.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648243#Comment_3648243

    the problem with all these anti tunnel ideas is the same.

    would it work to deal with that specific case where a killer wants to tunnel a survivor out be it cause he is sweating to win or for any other reason? Sure.

    but would it also be a absolut balance nightmare that bhvr will never handle the right way? 1000%

    what happens if i am just unlucky as a killer. i dont look to tunnel but i have no chase the unhook is near me and i can just find the unhooked player cause the unhooker vanished? with your system im screwed i lost time cause the system protects the surv. that surv is btw going to do the next gen cause he is safe from everything or do you plan to make the protectet survivor unable to progress the game untill i hook the next one?

    another example would be the survivor missplaying. he does not hide he trys to heal right under the hook he basicly begs to be hit again. should i now dont get to hook him again and get something out of my enemys mistake?

    what i want to say is there is more to "oh he tunneld me" then just a killer wanting to be an ass. an anti tunnel system needs to be very very well thought out to not inflict harm. and survivors already showed that they are quick to find any way to weaponise stuff like that. the original anti tunnel system bhvr testet didnt came out cause the test survs turned it into a weapon in no time and at this moment looking at the anti facecamp feature and the anti 3gen feature i dont think bhvr can handle such a system.

    the best would honestly be to first try to balance the game as much as possible and then tune down chapter releases to focus a big part of there people into overhauling the whole game. the whole hooks and sacrifice thing is in itself part of the tunnel and camp problem.

    the killer hooks the surv and tecnically the game wants him to keep hunting but often its way better to let the pray come to you cause then you may get two on a hook but atleast you slow them down by half there power.

    if the surv would go from the hook into a prison of some kind where he would come out after a fixed amount of time the killer could start hunting the second he truns around after a hook. there would be no urge to stick around and defend what you caught cause its gone and you directly know i got x time until the survs are back at full power lets see if i can capitalize on that.

    that idea would eliminate both tunneling and camping right there on the spot but it is far from perfect and brings like hundred new flaws with it.

    i really dont think there even is a real fix for tunneling. maybe in dbd2 when the whole thing is designed diffrently from the start.

    Absolutely.

    It needs to be well thought but I don't think it's impossible. This thread, will also help me more to define an absolute solution, as fair as possible for both side. More people bring stuff like you say, more it become easier to see all possible sides. There will probably be like, "edit" on the thread as it come forward with ideas.

    ----

    what happens if i am just unlucky as a killer. i dont look to tunnel but i have no chase the unhook is near me and i can just find the unhooked player cause the unhooker vanished? with your system im screwed i lost time cause the system protects the surv. that surv is btw going to do the next gen cause he is safe from everything or do you plan to make the protectet survivor unable to progress the game untill i hook the next one?

    another example would be the survivor missplaying. he does not hide he trys to heal right under the hook he basicly begs to be hit again. should i now dont get to hook him again and get something out of my enemys mistake?

    I understand that point of view, what if the moment that survivor:

    • Touch a gen
    • Start healing itself (not being heal by another survivor, I think it's already punishing to have two persons on healing)
    • Is fully healed
    • Another survivor got hook

    He is not immune anymore. If the killer just follow the survivor, he is loosing his time by it's own fault of being silly and it's not about luck or not in that situation. What do you think about that?

    ----

    what i want to say is there is more to "oh he tunneld me" then just a killer wanting to be an ass. an anti tunnel system needs to be very very well thought out to not inflict harm. and survivors already showed that they are quick to find any way to weaponise stuff like that. the original anti tunnel system bhvr testet didnt came out cause the test survs turned it into a weapon in no time and at this moment looking at the anti facecamp feature and the anti 3gen feature i dont think bhvr can handle such a system.

    Oh I get that, when I play killer it happens really often that I got ######### talk in the end game lobby for not letting people unhook safely but like... I could hear their foot steps running toward the hook, instead of waiting for me to get away, that is their mistake but that is part of learning that unfortunately some players will never learn, not much we can do about it.

    I think the anti facecamp is somewhat fair, it's not too fast, not too slow, you still have play around the hook if a survivor is trying to abuse, he will get hit eventually or will need to leave the area. I feel really better since that system is there because I don't see camping Bubba anymore that juste hook and wait in my face. It's less FRUSTRATING and more FUN. (I really want to emphasize the concept of fun vs. frustration, because a lot of people mix fun and frustration with winning or losing, when that's not the point here).

    I also think the 3gen feature is fair, the max gen kicking of 8 times, because at some point it just never end, with all the perks that regress gens, it was starting to become hell even if you played well the entire game till that point. I think it's fair that if the entire team is alive, even if they 3gen, they can still succeed, except that if you are 3gens and there are 2 survivors, it doesn't change anything, maximum of 8 kicks or not, they are probably in checkmate you know.

    So yes, it needs to be done carefully, I agree and I think they are doing a somewhate good job so far with what they can do.

    ----

    the best would honestly be to first try to balance the game as much as possible and then tune down chapter releases to focus a big part of there people into overhauling the whole game. the whole hooks and sacrifice thing is in itself part of the tunnel and camp problem.

    I think at some point they will not have choice to go back at the root of the game, I mean, there is not infinite additionnal content possible (except maybe cosmetic) and we already can see some struggle with the knight or flashlights recently. I'm speaking through my hat because I have no idea why they are having problems recently, maybe it's not due to the limitation but maybe because they are redoing the code, or changing their method of work and forgets from time to time to push pieces of code, whatever. If they don't go back at the root, well maybe they will start working on DbD2 like you said.

    I still believe that they could test solutions in the actual DbD that we have and learn from it, for the good of the actual game or the next one.

    ----

    the killer hooks the surv and tecnically the game wants him to keep hunting but often its way better to let the pray come to you cause then you may get two on a hook but atleast you slow them down by half there power.

    if the surv would go from the hook into a prison of some kind where he would come out after a fixed amount of time the killer could start hunting the second he truns around after a hook. there would be no urge to stick around and defend what you caught cause its gone and you directly know i got x time until the survs are back at full power lets see if i can capitalize on that.

    that idea would eliminate both tunneling and camping right there on the spot but it is far from perfect and brings like hundred new flaws with it.

    hmmm I am not sure about that part. I believe there is a lot of way to put pressure on survivors: Like hitting them under endurance to force them to mend or get mend, force them to do totem, like with hex: plaything, without the tournament rules, you can slug. There is a lot of perks to block gen progession or regress generators, like:

    • Corrupt Intervention
    • Dead Man's Switch
    • Deadlock
    • Eruption
    • Grim Embrace
    • Hex: Ruin
    • Oppression
    • Overcharge
    • Pop goes the weasel
    • Scourge hook: Pain Resonance
    • Surge
    • Thrilling Tremors

    In exchange what do survivor have to fight against tunneling? They have:

    • Decision Strike
    • Buckle up + For the people combo (that require a team mate around, so -1 person less doing gens)
    • Sometimes they can use Power Struggle
    • Flashlight + Background player (that require a team mate around, so -1 person less doing a gens, need to succeed and if the killer does not have lightborn)
    • Sabotaging hook (that require a team mate around, so -1 person less doing gens, need to succeed)

    They also buffed the amount of damages that is done on a gen when kick.

    So I am not sure about that part... Need more evidences.

  • @Crowman said:

    Just say you want the game to die.

    I don't know how anyone expects a general killer playerbase will willingly play a game that heavily restricts what they can do. Just because rules and restrictions work well in a tournament setting, doesn't mean it translates well to a casual audience. Tournaments are a much smaller pool of the playerbase.

    No, I am trying to suggest solution because I want the game to stay alive and even revive.

    You didn't read, or you read but didn't understand, I said it would be a mode, not a game changer, if you still want to play the way you want, you can because I understand that. You also didn't understand that it was not restricted on one side, it's on both side, survivor can't do whatever they want neither.

    Like Can you read without getting carried away by your emotions?


    I think the pool is smaller because people are afraid and think it would be worst than a casual game, or they are not interested into tournament because there is no real price neither, I was not before I tried. I also think no one would have been interested into a "lights out" mode before it came out, people tried, was it successful? In my opinion not that much, but it was interesting.

  • @sickdeathfiend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647263#Comment_3647263

    ^ It's not a us vs them, it's a good game or a bad game. Its simply bad gameplay and needs to be changed for the health of the overall game. Its not about who 'wins' so much as is it fun gameplay, its really that simple.

    Thank you!

  • @Starrseed said:

    the cant be downed part is dangerous.

    is there like a fair timer that gives the surv time to heal an reset or is it until another surv is hooked?

    cause what excatly hinders everyone else from hiding after unhooking the first hook and that guy just slamms the gens

    I'd say, you could not down him again right away in two minutes if you don't find another survivor to hook? If you hook someone else after, I guess you can down him again because he got times to escape?

    But I could understand the possibility, that you could slug that person, hook another, and hook him again. I'd be more in favor of, you can not hook that person again until you hook another one. It breaks the tunneling. You are not chasing that person again right away after she got unhook.

    What do you think?

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648148#Comment_3648148

    No, I just think it's the only good idea in this topic. It's a good idea independent of the theme of the topic itself.

    sure in that case, I agree that everyone with random perks could be cool.

  • @Raconteurminator said:

    A randomiser would be great. The rest, not so much.

    I am not sure I understand, you think simply a randomizer could fix the issue?

  • Unfortunately it was just against FACE camping not proxy.

    If you talk about it to someone who play killer I can tell you they sometimes have a different point of view of the situation. Like yesterday someone was mad at me in chat lobby, saying I was proxy camping but the reality was that I heard them running toward the hook, they were not trying to hide.

    I am not saying it's always the case, there will always be troll, but yeah sometimes it's not that they want to, it's just obvious.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645309#Comment_3645309

    I highly recommend a video on YouTube by the name of “You’re responsible for your own fun” by Ken. It’ll explain it better than I can wasting my time typing for oblivious survivor mains

    I am not a survivor main, I go where the bonus points are.

  • I swear to god guys, the moment I played with tournament rules (the ones I said in my Edit #2 of my main thread), the game was so much more fun and it was absolutely not one sided, it was mostly tight. Just because both side were restraint in some ways and actually had to think more than using their au ra perks, or abusing meta perks by having the whole team having the same build or same add-ons, everyone had to use more than the minimum of their god damn brain. It was such a breath of fresh air.

  • I did a whole post about tunneling, I think it's still active?

    https://forums.bhvr.com/dead-by-daylight/discussion/404034/is-tunneling-killing-the-game/p1

    There is so much different opinions about tunneling, gen rushing. The only solution I found was a "tournament-like" game mode with more defined rules, I put the rules on the 1st page (edit #2) of the post. It's the only solution in my opinion to have the best of both world and keep everyone happy.

  • @mikewelk said:

    No perks = tunneling. Lights Out made this VERY clear.

    One of the problem with the "Lights Out" is that killers can see gen's aura. So they can just go "kill shopping" by going to a gen to another until they find someone. If the killer was as blind as survivors, that would be more interesting, because you will actually need to use your senses: ears, eyes, memory, orientation etc.

    I had fun for around 12 games, after that, as a survivor or a killer, I was getting bored by the same stories.

    As a killer at the end I started messing around and just giving points, because I thought it was more fun than actually chasing and killing, the survivors and I were trying to find the pallets XD so I could get stun and break them.

  • @KoreWaPantsu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646132#Comment_3646132

    Absolutely yes, that's wait I said from the start. Works on shooters, works on mobas, it should work on DBD too.

    The problem with survivors having their own build, is that some characters would be tunneled more than others. For example: If someone play Dwight or Claudette Morel, he will probably have a hard time and be primary targets.

  • @OnryosTapeRentals said:

    Probably random perks. I love the randomised perks Archive challenges so I think it'll be a lot of fun. It seems easy to implement too.

    Omg yes, random perks for everyone XD

  • After reflexion, I think we just need a "tournament-like" mode, with the same rules as a tournament, so everyone will be happy, I could try a more "define" mode and other people could keep playing as free as they want with the regular mode:

    SURVIVORS

    Rules:

    • No duplicate perks
    • No items (finders keepers allowed)
    • No offerings
    • No duplicate survivors

    ----

    KILLER

    Rules:

    • Green or lower add-ons are allowed
    • Tunneling is not allowed (disable during endgame) : which you couldn't down a survivor after he got unhook without hooking a different one before.
    • Can only slug 1 survivor max (disable during endgame): after u kept a survivor on the ground for more than 15 seconds, the next one you don't pickup in the 5 seconds after your weapon cooldown animation stop, can not be picked up and can recover with and endurance and running speed of 10%, knowing that there is no duplicate perks, you have 1/4 chances that the person also have "unbreakable", to keep it fair, if the survivor in question is using that perk, it would be consume at that moment too.
    • Only allowed a cypress mori.

    ---

    SEASONS

    Every season the devs could pick 7 maps and 28 possible killers that can be played during that season till next 13th where it shuffles again. For each game that players start, there will be 4 random killers among the 28 possibles, OR it could simply be 4 random killers among all the killers and throw the 28 idea in the garbage.


    IF THAT KIND OF MODE would exist, I'd be very happy, and I'd probably just play this one, because there is actually efforts on both side and it feels more like a chess game than a casual game where killers can just tunnel at 5 gens, and get as much points in 12 minutes or less with an offering.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645318#Comment_3645318

    The only way a killer can tunnel at 5 gens is if the other 3 survivors don't get a gen before the first hook. Which is a skill issue on the survivor's part.

    I both agree and disagree with that. At some point there is nothing you can do if a killer keep chasing you since the start, he will finish by catching you. Thanks god if you are god like and wasted his entire time and the whole team did a great job at doing gens, gg. You know as much as me that it's not what is happening.

  • @GolbezGarlandGabrant said:

    It's not so much tunneling but more of a lack of effort. Matches feel so mindless from both sides.

    Why bother playing a match when you're at a 3 vs 1 two minutes in.

    Yep that too. Effortless and rewarding ...

  • Champion of light: I think it's a cool perk. It's just using it is always a kind of gambling because you never know if the killer will use "light/shadowborn", but you know I like it, it's the same as a killer using "lethal pursuer", he never knows if the survivors will use "distortion".

    Boon:illumination: ugh... for me it's kinda weak, knowing that even if you solo Q, in my opinion "deja vue" is better.

    Deadline: This perk is interesting, need to be buff somehow, I think it could do a good synergy with hyperfocus, stake out. I just don't know if it's a good idea to buff, because it will encourage gen rushing.

  • I think that would help if the killer couldn't see gen's auras. I played both side and I was just shopping kills by going gen to another until I find someone. I think that knowing the killer has his power should be good enough.

    At some point I just decide to screw the game over and give points knowing it was +150%. I don't see any more fun or purpose to that mode anymore since I got all rewards.

  • @Stroggz said:

    Its like... don't finish the gen, let me hook everybody 1-2 times before you can continue, otherwise you are a bully. Stop tunneling them gens when there is zero hooks! \o\

    Again, it's not about that...

    it's about tunneling at 5 gens right away.

  • @Snowbawlzzz said:

    Just make the killer a bot

    LOL

  • @Johnny_XMan said:

    For years we have been preaching to the same choir about how Tunneling and really Camping too (sidenote: I know your OP is about Tunneling) are the reasons that are ruining their game.

    The problem to me appears to be the disconnect between what they want their game to BE and what it actually IS. Why? Because used to they would say "If you're getting camped or the killer tunnels focus gens", mind you this is even written as a TIP! for newer players which is ridiculous. Now that doesn't work because gen times were extended (see update 6.1) while perks have also been introduced (No Way Out, Ultimate Weapon, DeadLock etc) that only ENHANCED the playstyle.

    So what I mean when I say that they want their game to play a certain way, is that they think repairing generators as fast as possible is the solution to these playstyles they couldn't be more wrong. Tunneling is neither prevented nor avoided, it can be slowed down depending on MAP/Set ups RNG and the survivor bringing in OTR/DS but other than that there isn't much you can do. Nevermind the fact that those two playstyles are huge contributors to why killers get away with certain things... and yet the devs treat them as if they are only a small percentage of what happens during a match.

    So when it comes to rewarding the killer with points so they are encouraged not to tunnel, I respecfully disagree because they don't honestly care about more points when they can easily get over 30k points by tunneling someone out first... and also most people who tunnel do it because its there. They do not require a "reason", and this should certainly not factor in when we are talking about something that would balance the game. Like imagine if BHVR added a way to immediately finish a gen in 5 seconds, but only if the survivors "chose" to depending on how they were feeling that day? It would be just as ridiculous as what is happening now.

    So are you saying remove points then?

    because I know it will never go away completly but I am sure if there is an incentive, there will be less.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404034/is-tunneling-killing-the-game

    Fun is very very subjective and the killer can find tunneling fun, the tunneled survivor might appreciate the chases, the rest of the team might be thankful for the time they can spend on gens unbothered. Tunneling is a strategy and me personally (I can only speak for myself) I NEVER do it with the intention to ruin a survivor’s fun but only to win. Yes I tunnel at 5 gens, no I don’t think morality should be brought into a video game specially an asymmetrical horror game such as this. Realistically a serial killer under the same conditions would tunnel if his or her end goal is to capture all 4 humans. You have a wonderful day

    Oh my god, it's not about moral.

    You have to understand here, we have a situation that the killer can always win and make the game extremely not fun for the opponent because there is no reason to not do it.

    I never said, DO NOT TUNNEL at all, I said that tunneling at 5 gens right away is a problem. Like, I don't know if you play survivor, with that attitude I seriously doubt: imagine the game just started, you have a clown that decided that he is going to tunnel you because he think it's funny to piss people off. Like the moment you got unhook, he is coming back at you, you didn't do anything else than being chase and down by this clown, which will result in a lot of situation a guaranteed win for the killer. There is no reason for the killer to not use that strategy that is not fun for the person that is playing survivor most of the time, because there is no rewards for not doing it, no incentive. You can get as much points as the survivors just by doing that.

    I never said neither that gen rush was not a problem, like I play killer too but it feels so much less frustrating and boring than the situation I am talking about.

  • @satx3241 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639982#Comment_3639982

    Yes. This.

    As a survivor main I won't try to analyze points on the killer side. But as a survivor I can do a totem, or pull someone off the hook in a fraction of time that it takes to complete a generator. Yet I'll get roughly the same amount of points for any of those actions.

    I firmly believe that's why you see so many survivors in solo queue that will grief their teammates and ignore gens. As a survivor you can intentionally sandbag a teammate and be rewarded for it by pulling that same teammate off the hook. Whereas doing a gen will give the same reward for something that is less exciting and takes way more time.

    In other words the way points are awarded on the survivor side makes selfish survivor play rewarding. So I'm not surprised to hear that the way killer points are awarded rewards tunneling and camping.

    The rewards system is not rewarding enough for good plays.

  • @cipherbay_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404034/is-tunneling-killing-the-game

    Its simply the optimal way of hunting. You are barely rewarded off hooks alone so why bother "playing fair" when eliminating a player ASAP brings more benefits late game? One is the sacrificial lamb, 2 are gen jockies and the other is the rescuer or second sacrificial lamb when the gates are opened.

    They could change that, I don't think it's that hard to give more points if you don't tunnel early game :/

  • @Mr_K said:

    If tunneling, or camping even, was killing the game, we wouldn't be here talking about it. The game would of died seven years ago.

    Tunneling always been in the game, it's just worst than before now. You get consecutive tunneling now, it's not just a sometimes thing anymore. it's not fun.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640501#Comment_3640501

    Tunneling has only increased since they removed the bonus BP from BBQ, nerfed DS and made MMR a thing

    Three horrible changes, three things in need of reversions.

    Giving BP its bloodpoint gains back and reverting DS back to 5 seconds would help a lot. Perhaps it won't change the playstyle of every single player out there, but it would put an end to the sheer wave of tunneling we're currently seeing.

    And MMR just needs to go, period. It has always caused far more harm than good.

    Yeah cause there was an incentive to not tunnel, there was a better reward for not play like that :/

  • I like that thread, trying to gage if killers are having skills issues or if the game is really made in a way impossible to not tunnel.

  • @xEmoGirlxAlexisx said:

    No the Goal of the Killer is to Kill Survivors fast as possible and tunneling is a legit strategy to do it u cant punish Killer for doing there Job making Kills is the Killers only Objective

    if u want to see tunneling be removed then Gen Rushing should also be removed 🤷🏻‍♀️

    when u Play a weak Killer on high Rank against a good SwF u will know how important tunneling is

    I don't think you understand my points.

    You saw tunneling and u got on your high horse without understanding the point. I invite you to read the whole topic with all answers to have a better comprehension of the issue. I am not saying, to not tunnel but to find an incentive to not tunnel at 5 gens or the whole game. So it's not completely removing the ability to tunnel, just to encourage not playing that way because it's not fun and it's chasing players from the game.

  • @Rivyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640345#Comment_3640345

    I was being flippant. To me, tunneling is the same on both sides. You try and aim for the best outcome that'll get you a win, or near a win. Be it tunneling a survivor out of a match, or hammering out a gen. Either way, focusing an objective to secure a win.

    But I was not talking about not tunneling at all, my subject is more about the tunneling at 5 gens...

  • @Rivyn said:

    Stop tunneling gens and we'll see.

    What do you mean? you want people to stop... doing gens? it's like worst than asking to nerf distortion, you want to win and do 0 effort? That cause another problem, no one will get points.

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