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BbQz

BbQz

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  • Dude tunneling is the smart move it's literally the most effective strategy in the game.. don't you see a problem with that? The best strategy for the killer side is to stop some one from playing the game as soon as possible. That is not healthy it's never been healthy and more people have quit playing from that system then can even be calculated. That by the way loses money for behavior. The killer side doesn't need 80-90% kill rates and most people who tunnel and slug as main strategies have that as there kill rate it's artificial success. An exploit of old and outdated game design that for some reason took all these years to address.

  • I mean he's only played 66 trails. If he is a killer main bring in full meta perks by farming on killer vs baby killers and has really good game sense from his time on killer plus ideas on how to loop and mind game. I doubt low MMR killers can even touch him. Add in some natural talent for gaming and bam you have a mast of the low to early mid ranks. Even more so with friends.

  • Needs more tiers. But looks ok for a start.

  • I really dislike the idea of your second reason. "Damn guess I better take the kid gloves off and tunnel some one out" this is a joke if you can play unoptimally in most matches and only need to make the best call in though situations then the game has a fundamental flaw.

    Your first reason tunneling out from the start is 10x more honorable in my opinion your playing optimally and taking the game and survivors seriously. You didn't make tunneling so effective the creators did and by that virtue they condone it as the best strategy.

    But now that they are coming for this really unfun game mechanic people are creating justifications all over the place. I would accept the disagreement of the killer who acknowledges that he tunnels from the start and it's the optimal play most scenarios you are having to completely change your style but others complaining they can't just cheese the game anymore when it's inconvenient is wild in my mind.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994008#Comment_3994008

    While I agree with the sentiment, I think the "anti-tunnel net" is abit too big here. Its kind of like how they tried to punish "go-next" but found themselves ALSO catching ppl who were left on hook. Its completely normal for survivors to get hooked at different rates than their teammates because survivor skill levels are different. If I spend equal time chasing everyone and YOU got hooked more than your teammates, thats not a tunneling issue.

    I also feel its weird how they forgot about conspicuous actions for this. For previous an T i-tunnel measures, they at least had the sense to realize killers should be free to chase people who are progressing the game. Its not toxic to try to down the person you found repairing a gen, its to be expected.

    This is a completely understandable take. I think it's definitely gonna get tweaked as time goes on. And maybe even exceptions to the rules like your conspicuous action point. Or having the second hooked person running around making dangerous hook saves.

  • @GentlemanFridge said:

    Remember that the burden of proof lies with the one who makes the claim.

    My proof is is that if you search these forms and the steam forms and click on threads about game being unwinnable for Killers it's a 2000 plus our account with no Doubt an 85+ kill rate. You'll see a lot of threads about baby survivors complaining that killers are unbeatable. Hardly ever a thread for new killers struggling with the game. The killer role is solely difficult in high MMR this is widely accepted and understood. You see posts "they shouldn't be balancing the game around not having everyone working on generators" or "comms give 12+ perks for free" despite new players not using comms in that manner at all since they don't even have the game knowledge to.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989346#Comment_3989346

    haha that's hilarious. I've seen so many dc's or sacrifices to get out of matches. It might be why the killer queues are so long, all the survivors are getting penalized.

    Just finished a match where survivor got downed 20 seconds in (lethal pursuer), DC'd. Another survivor attempted to heal the bot from slog, and got downed. I believe on purpose, and then they DC'd. Then the killer DC'd. Entire match lasted 40 seconds maybe?

    Go next prevention, pffft.

    If BHVR wants to make people stop quitting matches: attach the character to a match until the match is done. If they "leave" they get to spectate until its done. If they restart the game, when they reenter, they need to return to spectate the game. If they quit the game and when they return the original match is over, then they have a DC penalty exactly equal to the duration of the match.

    Then make the game feel less hopeless for the survivors. Abandon the idea that matches are 1v1v1v1v1. Surivors score based on TEAM performance, so first hook + camp doesn't mean 3 bloodpoint matches.

    Maybe then survivors will stick around a little more.

    Then people just bring chalk pouch and struggle on hook to death state. You can't force people to stay in a match the fact they added this go next prevention to begin with is crazy and unhelpful they should just let people leave a match they don't want to be a part of it would be nice after you Dc'd it asked why you left for feedback purposes it's not like with AI they couldn't sum up a bunch of reasons and attempt to resolve them.

    And if a player is a chronic leaver send text based warning that they will incure harsher penalties if it continues.

    I think a bunch of people leave matches for valid reasons like bad connection,hacker in the match, real.life obligations. It could even be in-game related the person on hook has the most information in the whole match. It's some times very obvious your team is a dud and are there to exclusively waste your time.

  • @UndeddJester said:

    Can you imagine being a new player trying to learn these rules on Trapper?

    You chase whoever you see, hook a death hook survivor who steps in your trap, and then wonder why you can't kick gens any more.... you logicallyvreport a bug in the forums to say you can't kick gens anymore, and the collective turns round and says "yeah, that's intended... you as the killer, killed someone too fast".

    You then learn you also gave Survivors a repair speed bonus too... when they ask why, the response is "because it isn't fun to be killed as a Survivor".

    Wild ride on that players emotional roller coaster I'm sure.

    New player don't tunnel. They don't traditionally slug either those concepts only start popping up after some outside influence or the killer starts getting a MMR hurdle and starts thinking of ways to get an edge.

    Baby killers have almost no problems winning games consistently since they are vs baby survivors. The problem is this tunneling change is only going to effect mid to high MMR it's actually just going to be buffs for new killers as the haste and BbQ and chili will help them with the biggest problems new killers have finding people to chase. As low MMR players don't stick to gens and hide much more often.

  • This is something people don't seem to get tunneling can't exist in a healthy game period. For long term success and to keep the players from the FNAF and TWD people who are new can't be kicked out at a few minutes. There's no learning curve that's going to justify something like that happening and trust me I'm at 600 hours and it still happens to me.

    To make it worse a lot of these new players are playing duo or with friends being in spectator mode for 10 minutes sucks especially when it happens back to take. All of this applies to slugging as well it's unfun and unhealthy for the game long term. The people on the forums are die hard players who behavior absolutely can't even consider when deciding the games long term health why should they care about a 2000 hour player when balancing for them results in 50 new players quiting.

  • I'm sure they play and even a few public matches. But I doubt any play at Max MMR but honestly I don't blame them. For the majority of people these changes will be huge wins your new player will have easier time finding chases and securing hooks with the BBQ.and chili + haste boost. New players don't naturally come to the conclusion that tunneling is super effective until they start pushing against there MMR ceiling.

    Or they watched some killer videos online and got outside perspective from a hardcore player who claims it's the only way to win.

    But this is the thing catering to high MMR players is how you ruins games your advice is always terrible for the average player which boils down to survivors are OP please nerf. New players rage about how easy killer is nerfing survivors is totally illogical to the.

  • @Skeleton23 said:

    No i returned to a game that I stopped playing. Overwatch 2. The Devs may not be the best but they brought the game back from the dead

    What's gonna kill DBD is that sense the game is obviously Survivor sided which the killer is supposed to be the power role and sense that's being changed the game will lose its popularity quickly because the game is no longer scary.

    What's your kill rate? Just curious how badly the game has been for you.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993697#Comment_3993697

    So…. worthless. Much better to just tunnel someone out and deal with the repair speed.

    Idk bbq + haste should really help some killers chain hooks together keeping benefits. I could see the haste lasting longer especially if there is a time limit on the kick regression.

  • 12% haste 30 seconds

    20% kick regression

    15% repair speed for tunnel penalty

  • It will take a few days for the streamers to tell everyone what they should think about it. I my self and really looking forward to knowing if I will be excited or outranged.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993485#Comment_3993485

    and um.. a short example..

    https://www.youtube.com/watch?v=ZeuZczC2nlw

    xD like I said, I like writing songs to vent.

    Well, those are extremes, but you know? The "typical sable" player is often a thing

    Killers on their winstreak like that often end up in normal “casual time” lobbies, while others train for ages in customs or really work on mastering their abilities (aside from all the bug/glitch tech). If you get one of those players in your lobby, what do you expect?

    So let me get this right you wrote and sang these songs? That is incredible! I actually saved this last video since I really liked the song random mates .

    The issue with the win streaks isn't about luck of the draw. It shows that a killer utilizing absolutely all their skills have a higher high of win potential then a survivors 's highest high wind potential. And that's not necessarily A bad thing. The game is supposed to be killer sided by nature but the spread should be like 60 to 70% win ratio not an 80 to 90. Like I'm sure if you pull up your dbd stats your kill rates are probably high higher than 60%.

    Now obviously certain killers will perform better on average than other ones but this is a power creep problem and not necessarily a slugging and tunneling problem. It should definitely be addressed and low performing killers should be given something that helps them.

  • Personally I think It should only apply to hooked deaths not moris or abilities.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993381#Comment_3993381

    Balance isn’t “one role gets to play sloppy wile the other is forced to look away.”
    In asymmetry, learning comes from punishable mistakes and rewarded correct reactions. I’ll adapt—always do. But let’s be honest: rewarding mistakes while taxing correct responses isn’t balance; it’s anti-learning.

    This package hard-bakes forced ignorance: it tells Killer to walk past free value so even the least willing-to-learn teammate-farmer or the no-pathing, camera-off sprinter still has a good time. I’m here to compete, convert pressure, and snowball when it’s handed to me—not to role-play ignoring it.

    What this package teaches is forced ignorance:

    PPL in newer lobbys will NEVER learn:

    • Locker bait in LOS? Free grab → “walk past it.”
    • Post-unhook sprint back into my hitbox with no camera control? “Walk past it.”
    • Unsafe unhook to farm a dead-hook teammate right by the hook? “Walk past it.”
      Because the HUD says: not six red pips yet.

    But no, even the worst yet still ‘brazen’ team is supposed to have their ‘fun fun’ and good time in the match with the killer, without the killer being allowed to respond accordingly.

    Like..:

    Yeaa, we’re trash, but we want our SABO minigame. No chase learning—we’ll just die in upper main. One hook nearby? Perfect. SABO time. Killer picks up again? I body-block, eat the hit, zoom to the next hook and try to start more sabo—big ‘skill,’ btw.

    Killer slugs? Not okay—BHVR pls fix. Killer finally plays like… a killer? Nope, that’s ‘toxic’ and dumb.

    Like this ppl.. They’re awful bad, but if I punish it, suddenly i have to get this ‘the disadvantage’ because: ‘oh no, bad, you’re not supposed to do that

    https://www.youtube.com/watch?v=i6_b8Z-pz9k

    And no, I don’t mind that a group wants their sabo fun—skipping movement and real chases, going down in upper main to get their sabo plays rolling. That’s legit, part of the game; play how you want. But I’m not accepting any ‘disadvantage’ the moment I respond like a killer

    ‘We gave you other ways to win!’ — cool story. I don’t care.

    This community wants chaos with zero consequences: ‘Let us play bad, but if the killer actually plays like a killer, that has to give him a disadvantage.

    But by all means, go ahead and do that.  If enough players follow suit, maybe Nurse and Blight will get the Skull Merchant treatment.  And then where will that leave us?

    Then i adapt again

    I know what to do against most groups—even on Skully—so they’ll have as little fun as possible in my lobby. The strong squads? I dodge them; they can entertain someone else.

    At that point, it’s about principles.

    Loved your video really amusing I hadn't heard that song before it was really incredible.

    But 1. Hasn't sabo been nerfed like 8 times by now? More hooks longer sabo times no 99% anymore. It's really not a viable win condition for a team to do they are just having fun and not trying to win. So tunneling one out probably wouldn't even effect your win.

    2. The slugging and tunneling are not a tool to win but to abuse the games arguably bad initial mechanics to exploit a win scenario... Consider this what game on the planet that is competitive in nature and has a PVP scene allows players to win 100s of games in a row? 500? 1000? Or the blight that had a 1900+ win streak. This isn't natural for a game. And a valid response isn't "well I don't play that way" why should a game require a community code of honor to not fall part? That's nonsense and it isn't just a few killers Oni 500+ seen a few 50+ huntress vecnas. I'm definitely not an authority on killer win streaks so I don't know them all. But that doesn't happen in other game it shouldn't happen in dbd

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992591#Comment_3992591

    The point isn't that it is best answer, but the fact that with all of the stacking preventions and punishments for killers that tunnel (which is IMO NOT merely hooking the same survivor back to back. If you go to the other side of the map and do a generator, then we meet up later, I am not tunneling you even if I haven't managed to hook someone else in the meantime but oh wait apparently I am tunneling you according to BHVR now) means that survivors will absolutely be able to abuse the F out of this. While I would never do so on live servers (I am a Killer main) I have many horrendous ideas of how to do so on the PTB for testing purposes.

    You will be literally able to complete generators in the killer's face and they can't stop you. Slug you? You get right back up. Hook you again? They just hooked you back to back, they get punished. Actually kill you? Major punishment for the rest of the match (sure you are out of the game, but especially if you are with that dreaded 4 man SWF, that's fine… you're helping your friends even in death.) So, they just have to let you do the generator.

    Fear-Mongering non sense. Not only does the slugging timer take 90 seconds to activate every down takes an additional 30.8 seconds to get your self back up. If for some reason you can only find the same person over and over slug them kick the gen and find the next player? Trust me this is not viable strategy for survivors to win lol... Waste 90 seconds on the ground to then waste 30 seconds each down as the killer has a what 2-3 second attack animation? Terrible trade off run infections fright after downing some one to reveal their friends. You need less slow down perks and information perks with the buffs you getting from the update.

  • @Fluffyxox said:

    People constantly claim DBD has mmr, but its just not true. Every single match recently, I play against people with 10x my hours, and I end with 3 hooks max. Next patch completely kills killer on top of that, so what am I meant to do? Uninstall? I wait 15 minutes just to get ######### on every match, and my apparently "invisible MMR" never changes. There's seriously nobody at my skill level playing this game?

    If you getting 3 hooks a game this update should help you a lot. Haste + pop goes the weasel + BBQ chilli basekit should up your viability up a LOT. Just don't tunnel but seems like your not so make sure to thank behavior for your killer buffs.

  • Like I understand the threads idea but a 4k is a win... Anything less then 4k is also less of a win even if theoretically is still a win. Trying to create a honor code for how to play is ridiculous I have 600 hours in dbd and of that time 20 games as killer I don't like playing the role I kinda just feel bad killing baby survivors and I'm to low MMR to be vs decent players. But one thing I'm not gonna tell people to do is not win.. not go for the 4k

    Just like I'm not gonna stop dancing at the gates sorry :( not sorry :(... But truly the only way to stop tunneling or any other issues people have issues people have is to remove individual killing from the game all together.

    Like after a certain number of hooks the killer needs to go to the basement summon the entity with the killer energy and all the survivors get teleported to the basement in the hooks for the killers amusement.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993362#Comment_3993362

    So your point? Killer players are not allowed to make mistake and have bad start? Or are you just wanting to shame for no reason?

    I mean what would you tell a survivor team that had 6 hooks at 4 gens. They just made a few mistakes? It's just a bad start. But fact of the matter is they are that far behind there shouldn't be a system to catch up easily.

    Killer at least has the advantage of shrinking the play area as gens get completed so with some nice moves and shady tactics you can still get the 4k who cares about regression at 2 gens.

  • @OmegaXII said:

    So Killer has 1 hook, with only 2 gens left. How are you going to comeback from this? You can't kill anyone before 6 hooks, otherwise your opponent gets buff.

    So basically the first chase determines the whole match?

    How are you coming back from that situation regardless? Clearly if you have one hook and 2 gens left you already did a lot wrong. You most likely got a bad MMR match up or are in properly placed in your current MMR and losing games will fix it.

    The current system is bad for killers... Being able to "take off the kiddy gloves, to turn a game around means you shouldn't have won the match. And you are artificially boosting your MMR to the point you feel every match is a losing prospect because your not able to keep up.

  • My precent guesses are

    12% haste for 90 seconds.

    20% repair boost

    20% gen regression with kick.

    Now I think your first point "removing regression penalty all together" it just makes this whole patch pointless this is the only thing that needs to stay. Everything else is pointless and gives no cause for the killer to pause and think "should I tunnel" if it's just a repair speed boost who cares? They just lost a player and only 2 people are working on gens so even if it was a high repair speed boost killers could still consistently nap the 3k.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455202/on-the-anti-tunneling

    The players themselves need to moderated, not the core machanics of the game. These changes are unfair, even if you're losing a teammate so early.

    An unironic killer/survivor handbook post. That's kinda funny. Like so many people post "im not responsible for your fun" how do players self moderate that? The core mechanics of the game should prevent some one going on a 1900 win streak not some honor system. I've never seen a pvp game that requires so much self regulation to not simply implode.

  • So let's do some math!

    You have a gurenteed kill in your scenario. 1/4 down yay

    It's now 1v3 and once you start a chase only 2 survivors can be doing gens and that drops to 2 once you get the hook.

    So then just tunnel the next person out at all cost? You surely should be able to secure the second kill before the gates are open with a tiny window to get the third.

    Meaning your kill rate will flop between 50% and 75% which averages to near 60 the goal of behavior anti tunneling and slugging system to make kill rates on all killers hover around 60%

  • @BreadLord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992865#Comment_3992865

    you dont understand. i shouldnt have to ignore someone in a trap as trapper or someone condemned

    You don't have to? Just kill them and eat the penalty.. in your situation you either are tunneling the person specifically. Ir perhaps 1 or more survivor players are really bad at the game which case reducing the survivors team by 25% preps you into a good position to finish the other three off.

    If I'm gonna be honest the "penalty" isn't really severe enough to really persuade people from not tunneling. An example, a lot of killers don't kick gens or could just not run slow down and instead use chase perks and still win handedly.

  • Yeah as mentioned before tunneling does not equal Gen rushing. Each gen completed makes the playing area smaller allowing the killers to find and hook easier. Even down to the final hidden gen the gates as it goes from 3 potential places for the objective to 2. The area is always shrinking to.make the killers job easier and easier.

    Now take tunnel the killer killed survivor 1 at 5 gens. The survivors now have 25% slower progress to their goal it didn't get harder for the killer it got easier down to 2 survivors the team is basically crippled approaching unwinnable depending on gen count left. As you can see the objectives are comparable but the outcomes of completing them are completely inverse harder as one side progresses their object and easier for the other.

  • @Birken13 said:

    I don’t see the point of slapping Elusive onto every Survivor stealth perk. Elusive works best as an anti-tunnel mechanic, not something tacked onto everything. Giving every stealth perk Elusive would just feel lazy and redundant, and there is a reason these perks were not designed to stack every hiding status effect in the first place.

    That said, I could definitely see some of those perks getting buffs, maybe even picking up another status effect to make them more viable. But Elusive does not feel like it naturally belongs on any of them.

    Down voted for making great constructive points..sad…

    But definitely agree some of those could benefit just stacking elusive on them to reduce wording. But slapping it onto all of these perks just hurts all of those perks ability to be unique. The status should be rare since it's clearly powerful.

  • I mean. If I need to just deal with a angry nurse player every now and again then so be it? It's like saying laws shouldn't exist since we still have criminals. It will stop the issue for most people and that's good enough for now. It will almost make killer buffs way easier to accept if it means people get to play a mostly full match. Getting kicked out after 3 mins of play to then have a crazy snow ball sucks.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991969#Comment_3991969

    Lol. I'm sorry, but the killers that need these "buffs" the most won't even be able to use them. Trapper isn't going to go traipsing across the map to get an extra 5-10% on a gen kick. Deathslinger isn't suddenly going to get map pressure because of a 5% haste for ten seconds. Hag can't capitalize on knowing that there's a survivor on the other side of the map. And BHVR isn't dumb. They know this.

    If they really wanted to compensate killers, they'd have made it like PR instead of Pop. They know that the low tier killers can't actually use any of these "buffs," but S tiers can… which is why they made it so those S tiers don't get as big of a buff. These "buffs" are designed to placate killers while not actually giving them any compensation. They exist so people like you can do exactly what you're doing now.

    You mean bass kit pop goes the weasel. Or bass kit, barbecue and chili. And the 15% haste for 90 seconds.

    Yeah without knowing them

  • 15% haste for 2 mins in my opinion. Maybe 1.5. They are gonna want the killer to come out the gate strong

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991759#Comment_3991759

    Lol. Are you seriously using the argument, "Not all survivors use the comms that well!"

    Yeah, well not all Nurses are that good at blinking. Guess we need to give her a bunch of buffs then, right?

    I mean if we want to bring comp teams into the conversation.. survivors have like a max 219? That is the literal seal team 6 situation taking 4 highly coordinated people to get 219. Mean while one dude on blight knocks out a 1900+. Your arguments hinge on the best of the best but using that metric means killers are highly over preforming.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991703#Comment_3991703

    4 man swf with comms.

    Comms are the single most powerful ability in the game. By itself, it makes every other information perk redundant and obsolete. As long as one survivor has eyes on the killer/totem/whatever, that means that they all have that knowledge. Without comms, a survivor might know that a gen somewhere on the map is mostly done. With comms, they'll know exactly which gen it is and if the killer is still nearby. Survivors with comms don't need to run any information perks, and can instead load up on gen progression, healing, or second chance perks. Survivors with comms can also coordinate on hook saves, slugs, heals, resets, etc. They are more efficient on gens because nobody ever has to waste any time. They all know what each other are doing and can coordinate to always make the optimal play.

    Comms hard counter many killer playstyles. The reason I never run anything with Blindness, Undetectable or Oblivious is because these status effects are completely pointless if the survivors have comms. Stealth Killers essentially have no power against survivors with comms. If one survivor finds your totem, they now all know where it is and someone else can easily cleanse it while you are chasing the first survivor. They can also split up to find high value totems. Four survivors splitting up to find a Devour totem is a lot more effective than four individual survivors each individually searching.

    I don't play weak killers anymore. I'm confident enough in my Spirit phases that I can win individual 1v1 chases, even against good survivors. Winning the 1v4 against a team that has information on everything and everyone in the match that can easily coordinate on gens/resets/etc while also getting extra perk slots due to not needing any info? That's a lot tougher.

    This is blow out of proportions. Your assumptions require not a 4 man with comms team but a highly cracked team equivalent to a SWAT team... You need like full understanding of the maps layout, have a full time scout that is following the killer. And a bunch of other stuff. Also how does comms ruin stealth killers anymore then any other team?

    Here is what my opinion comms give survivors.

    They can communicate that you are camping them wether slugged or on hook.

    They coordinate hook safes to reduce no one going for the save or everyone.

    You can call out to a injured survivor who escaped chase and heal them. (Failed escape would just get healed by unhooker)

    The rest of your stuff is wild. Calling out a hex Totem location not in a really well landmarked location would be a nightmare to explain... Probably resulting in more time wasted then actually gained.

    As for the rest of your claims the UI HuD gives almost all of that. You can see a gen close to completion you should have a general idea by end of game where the last few gens are.. and at 5-3 gens this seems less useful. Blindness oblivious and undectable.. are still all strong you can make an argument about blindness but oblivious and undetectable absolutely still have value... Your argument assumes that survivors have x-ray vision of the map and can give real time coordinates to each other at all times. Your absolutely just going to show up with u detectable and get them jump of them still especially on indoor maps.

    Now I think it's important to mention swf escape rates are not even magnitudes higher then solo que. It's a few % and like 8-9% at the highest MMR last time I checked.

  • Hay you put a lot of effort into this thread and it's a good read and collage of all the nerfs that killers have received through out the years. But I sure some one could easily create a similar one for survivors using everything taken away from them from 99% hooks to instant flashlights to MFT haste. The list is endless no doubt from both sides as things are "balanced"

    But Behavior has always had a vision of this game being a fun casual type of game. I feel the word "party" demeans it a little but the fact no competitive mode was added after all this time speaks volumes.. with that being said a game where a participant is killed super early in is not something they ever liked about the game. And trust me it's really ######### when your playing with your friend in a duo and your tunneled off in the weaker player so it made sense that it would be me but I've waited a collective of HOURS in spectator mode… some times he just "dies" so we can move on but that makes it even worse for the other two players.

    The attempted solution of course correcting killers to not tunneled is huge in my opinion it allows me to play a few game with my friend that actually will be meaningful if they need to keep buffing killers to balance this so be it. IDC if they get 15% haste for 2 minutes each first hook they get. But we will have to wait and see .

    Ps. My escape rate is 32

  • ugh this sites UI and apparently my phones autocorrect is terrible basically. Killer should have strong snow ball potential at end game. It fits the style in my opinion better.

  • This have little to no problem with this. If more survivors make it to end game because of the reduced tunneling why should the killer have huge snow ball potential at the end?

  • Most likely the dev team and HR team have basically no communication with each other. They pay community managers to keep us happy giving out apologies and BP gifts when things go wrong. With promises of doing better in the future.

    The dev team lives in isolation playing friendly costum games for testing with unspoken rules, like they don't naturally tunnel or slug each other. It's why the story around instant flash lights happened the way they did. Or stuff like 99% hooks lasted so long.

    The HR manage forums and make sure people don't flame war to much and dish out apologies but none of this information makes it to the actual devs. Who no doubt don't play the game or engage in the forums when working or not working why would you? Things have gotten so bad for so long coming here as an actual dev would be a torture ritual.

  • Anonymous..? This is the internet every steam user and basically change their name freely. Switch users can do the same thing. What changes there behavior when there name is Meg Thompson compared to astroiddestroyer7? Blocking them won't stop you Queing with them and report features still work exactly as intended. I get the frustration but people are gonna play funky some times they bought the game and until they do something actually ban worthy like cheating exploiting harassment there really isn't much that cja be done.

  • I mean it can be never ending. We see it now. New killers will release with new and better gadgets. To keep people buying. Until it gets to a stress point where survivors can't keep up and you make some minor adjustments release some good survivor perks and repeat. Old killers get relegated to being Perk bags like survivors. See hag for example it's actually been over a year since I've played vs one. They do some minor buffs and tweaks to a old non paid killer to keep the pay to win crowd at ease. Ex nurse blight clown.

  • @Whitey said:

    You can still spread out and do gens. All the counterplay that existed to legion before still exists. You can even rebuild pallets to camp to guarantee a power loss if you play it patiently.

    I'm convinced most of the complaints about 2v8 are people who exclusively play survivor anymore.

    Except he moves as fast as the flash and there are 8 targets at all time. He just needs 2 hits to go from one side of the map to the next.. no counter play of "just running away" works. This isn't 1v4 where he's slower and has halve the targets... Pallets are literally your only option to mess this up. Or a well times locker jump in and out which sadly is reliant on ping for working properly.

  • Yeah, this game would have died many years ago if 2v8 is was the base game. The mode has little to no nuance to it. Auras are being read 80% of the match mind games interrupted by a second killer. It's chaotic and fun at times. But there is to many people to make the individual feel valuable less people make points to unhook and help there team as there is just a LOT going on screen all the time.

  • Another problem with deep wounds is it is unaffected by Bonus heal ability medic has so it directly hard nerfs the healing classes biggest strength. But the constant healing makes medics required to be there it's a horrible spot. As no other killer power counters one of the survivor powers so hard.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988817#Comment_3988817

    Now that's a fair point.

    I'm sure it could be coded in that Frenzy just ends if the same guy's stabbed twice, though, or that it just doesn't have an effect so all it really does is waste time.

    So a second hit triggers deep wounds and ends the power. The 5th hit allows the down shot or w.e

  • Yes... Yesss killer is definitely unfun and impossible to when. To all my fellow killers please just stay in the survivor que, where i can Kil.. err um. I mean where you can have lots of fun escape! And blood points!

  • Honestly feel kinda forced into the game mode with the 5x BP. The blood web is so cluttered I barely can keep up with items and add one so between not being able to bring items and the increase BP to gain more I've been stocking up. But the game mode is rarely fun if it I'm being honest. There are matches that just feel straight awful when you stuck from first hook all the way to death because you are being camped or 7 other people think someone else is going to run to the other side of the map for you. And like the time I've spent healing and mending the last 30 games combined would surely make people sick because EVERY game has a legion and every other killer gets huge value from you being injured

  • Like at the end of the match what different happened compared to a standard 2v8? Did two killers not hang up on one survivor to secure a kill? So the both not attempt to kill as many survivors as they possibly can during the match? @lordglint at least had a unique idea maybe even depending on the out come of the match survivors assist team B or killer comes to help end them instead.

    The only thought I think would change current 2v8 by making it 1v1 v8 is people stop picking legion lol which is quite alluring.

  • @drag27 said:

    i feel like survivors will keep asking for ghoul nerfs even if they nerf'd him 20 times

    Really telling how they shouldn't release killers in bad states. Look at skull merchant the killer will never be liked and people still just give up at the sight. Behavior have a job to release good and fun killers. There bad decisions can have multi year lasting negative effects on the player base. You get one first impression and one community consensus.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988641#Comment_3988641

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988686#Comment_3988686

    This. I couldn't avoid leveling my favorite characters at times and I knew it'd be a matter of time until I hit a high enough prestige level that I'd start getting lobby dodged by Killers. Thankfully 15-20 seemed to be the magic number before they were finally hidden.

    Ahh I see makes sense. I took a break for a while and recently came back. Kinda forgot the prestige showed in lobby.

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