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  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/336218/an-idea-to-hopefully-reduce-tunneling

    If you need bloodlust 3 you're either playing a weak killer, or you're bad at the game. I doubt bloodlust happens most of times when tunneling. Better fix would be to give the killers incentives to leave.

    In a game people play to "win", what better incentive can you give than tunneling someone out?

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080592#Comment_3080592

    Gonna die anyway so may as well go full on gen kamikaze.

    For the others who make it, we salute you.

  • Stacks, regardless of the perk, are always fun. RIP BBQ. 😭


    But an honest answer, its a fun perk but can screwed by RNG multiple ways while also having an early downside. You have to rely on skill checks showing up, fellow survivors needing healing, not going against killers where healing isn't feasible (Plague/Legion), and not using a medkit.

    But lowkey, I love all of Adam's perks. Easily one of the first survivors I focused on prestiging.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075674#Comment_3075674

    Lol survivors prestige 0 or 1 and you think you are somebody.

    Oh boy, revealing prestige in the end game is going to be an even worse version of grade judging, isn't it?


  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070709#Comment_3070709

    Overcharge got walked back to the point of basically requiring the Call of Brine combo, even reducing efficiency beyond base value at its start and taking 12 seconds to catch up to not using the perk. Pop is a perfect example of manipulative math because people still don't understand the difference between flat and prorated values, Corrupt deactivates early if you get a down (not even hook) before it expires, Ruin just yeets itself out of existence if it manages to survive longer than 1 survivor, and pain resonance no longer gives info/synergizes with DMS. Oh, still needs scourge hooks too.

    Literally Call of Brine, a perk locked behind a crap tier recent licensed killer, is the only gen slowdown perk that didn't suffer from the changes.

    Jolt - Buffed

    Deadlock - No change

    Dead Man's Switch - No change

    Dying Light - No change

    Eruption - Heavy buff

    Oppression - No change

    Scourge Hook: Gift of Pain - Buffed

    Thanatophobia - Buffed

    Call of Brine - No change

    Merciless Storm - No change

    Argue what you will about the effectiveness of some of these perks but don't spread lies to make your argument better.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/335578/perks-being-disabled-in-endgame-is-not-a-good-trend

    https://forum.deadbydaylight.com/en/discussion/comment/3073874#Comment_3073874

    Okay then i hope neither of you has a problem with tunneling and camping because going for 12 hooks evenly spread and finishing before 5 gens are popped is delusional in an equal matchup.

    Either you get less camping and tunneling but we get no hard 2nd chance perks during the unavoidable endgame or you keep your perks and don't complain when killer force them prior to end game.

    If we actually got less camping/tunneling in exchange for the removal of the "2nd chance perks", it would be a decent trade. That is not the case though.

  • I think the build I'm most interested in trying is the Weaponized Totem build.

    Inner Healing/Quick and Quiet/Head On/Overzealous.

    Find a totem early and use it to get a nice little speed boost on gens. Then, if I get in a chase, I can use a locker to either heal myself or stun the killer (or both!).


    Otherwise, more meme worthy could just be a Killer Powered build.

    Stake Out/Distortion/Diversion/Fast Track.

    Number 1 goal: get stacks. Then use them to distract/avoid the killer and get working on those gens. Jokes on you Agitation/Starstruck/Floods of Rage/Lethal Pursuer Nurse, you just make me stronger!

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/332931/the-consequences-of-no-second-chance-perks-in-endgame

    Here is my take on it as a Killer Main.

    Firstly kills don't matter to me. If i 4k then great, if i 2k cool. if i 0k oh well i will have another game.

    Having said this it is very annoying when you have outplayed survivors in end game to secure your kill/hook only to have it thrown in your face because you find out that the survivor was immortal anyway. During end game no one should be without fear.

    Yeah i get it solo que can suck sometimes because some players just want a win and don't care about anything else but a lot of times in end game the team has come for the rescue, took hits properly to save the hooked player and everyone escaped and i find out they are solo que.

    So personally i would like to see the second chance perks like DS (which is deactivating) and new off the record which should for sure deactivate end game but i don't think other perks like BT, DH or any exhaustion perks should deactivate end game.

    What is different about BT/Exhaustion Perks/basekit BT as compared to DS or OtR? Why should only those two perks/abilities be deactivated once gates are powered compared to others?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041141#Comment_3041141

    Aren't you the guy that wants old moris back? Why do you care about "fun" and "fair"?

    They also said killer should be a "Power Fantasy". I don't think they care about fair, at the very least.

  • Who was the killer? Certain killer powers can help track survivors such as Artists crows triggering killer instinct for survivors in lockers, Demo getting killer instinct near his portals, or Nemesis using his zombies.

  • I've personally never heard someone hate the Artist and turn around and say Nemesis is the best but I can kind of see where they are coming from.

    Nemesis has to earn his power by tiering up so there is some counterplay there by trying to force him to take as long as possible to get to tier 2/3. His power gives a minimum of 3 health states, making it more forgiving (especially with vaccines). Nemesis still needs to respect pallets and destroy them after they are thrown unlike Artist who can lay down a bird and continue the chase without needing to break the loop. As annoying as zombies can be, they can't be offensively used to camp like Artist technically can (especially with perks like DMS).

    I don't mind Artist personally but there are a lot of key differences between her and other anti-loop killers.

  • @D3spair said:

    I hope New Dard Hard makes people stop movement for 1 sec like what happens if you get Victor out of your Back.

    New Dead Hard should make Survivors pose like they're a member of the Ginyu Force so Dead Hard for Distance would truly be dead.

    https://us.v-cdn.net/6030815/uploads/I2WMFTUGOEGC/image.png

    If Dead Hard doesn't stop movement and still make survivors do actions like Vaulting and Pallet Drops then this is an overall buff to the most used Survivor perk. If Dead Hard doesn't stop movement and Actions, What's stopping Survivors waiting right next to a window and a Pallet mid chase, Pressing E to make a guaranteed safe Vault and Pallet Stun?

    I swear if the new Dead Hard animation let's people move and do actions, Dead Hard is staying 75% Perk Usage and the extra Generator Time won't do crap on Escape Rates.

    Make this a customizable pose I can select for specific survivors and you have a deal.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014241#Comment_3014241

    Okay so we are really going to pretend it’s a coincidence that they always seem to “remember” at the 6 second count down mark? Got it.

    I don't switch to flashlights but yeah, it can happen. I spend BP while waiting for the lobby. Especially during this event, I'm spending BP on a newly prestiged survivor and then I switch to the person I planned on using as the timer gets close. Others could be filling out a bloodweb until they get the item and then switching to it.

    Even with the additional loadouts, its much easier to have a loadout you plan on bringing (with the right offering/item) while messing around with other loadouts for future games before switching back to the one you planned on using.

    Not saying people never try to hide information from the killer, but just saying to not try to attribute every action to malice.

  • I love Head On gamers. Not only does it mean they don't have other exhaustion perks, but it generally means they are going to be looking for killer interaction.

    I had a game last night against a SWF as Dredge where I got hit with Head On while chasing another survivor. Later in the game, I was actually able to predict a locker play and teleport to the Head On survivor while chasing another.

    Even in other games, being able to mind game the locker to avoid the stun and get a quick hit is a fun change of pace.

    Otherwise, Power Struggle. I know how much you have to dedicate to a Power Struggle build so I will sometimes walk through pallets to test if the survivor has it and if so, hopefully make a meme build survivors day with it. 99% of the time its nothing, but the 1% chance is something I live for.

  • I feel everyone is overreacting to a rift challenge that actually is challenging. If you think personally kicking 400 gens is ridiculous, play survivor. Hitting skill checks is much more obtainable than kicking generators.

    I imagine people aren't selecting this challenge much right now as they are working through the lower portion of the rift. Once all those challenges are done, there will be people who just leave the challenge on as they play normally to continue to contribute, even past their personal contribution amount.

    As of right now, we are at 6,200,967 of 30,000,000 which is just over 20% of the way there less than 24 hours in to the opening of the rift. We still have the first weekend of the anniversary event to get through.

    There are 6 days until the next level of the rift is released and they have to time these out. If we aren't done or almost done with it by the end of the weekend, I would be much more concerned. Looking at the next community goals (chasing/getting chased, dropping/breaking pallets, hooking/unhooking), they seem even easier (at least from the killer perspective).

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961767#Comment_2961767

    Well Boon's disagree with you, Survs quite happily forgo a major objective to do a side objective.

    I wasn't saying it wasn't going to happen, but in today's meta if a killer wants to win they need to nuke as hard and fast as possible.

    If there is other options rather than just a straight nuke the games may be more engaging for all rather than gen rushing and tunneling.

    But what stops them from kicking the gens for more slowdown AFTER tunneling the first person out then? It would still just be easier for the killer to tunnel someone out and enjoy the benefits of more base regression for the 3 remaining survivors for an even easier win. I just don't see the correlation between how kicking a generator makes spreading hooks be the more optimal playstyle.

    As for boons, good survivors only do the side objective if it ultimately makes their main objective easier. That is why people complain about Circle of Healing, as it allows for survivors to remove pressure from hit and run killers or allows easier resets which in turn gives the survivors an easier game while not being a risky decision to do so.

  • @jamba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957336#Comment_2957336

    Because they're meta. Killers have to deal with a lot more things than survivors bodyblocking. Anti-gen perks are the most viable way to play killer right now. Change your build and get gen rushed in 5 minutes.

    Survivors "base kit" is good enough, especially in SWF. Add Dead Hard, Borrowed Time and Decisive Strike and now you're unstoppable (if you know how to play, obviously). It's convenient to use these perks because they have the most impact ingame. Killers use anti-gen perks because it's essential to them.

    A perk isn't run because its meta, a perk is meta because it is optimal to run. There is a big distinction. Borrowed Time, Decisive Strike, and Unbreakable all counter specific game mechanics that survivors run because of how common/effective they are for the killer side.

    You saying "I feel like killer players always have to play the game with a series of "To counter that, I have to run this" perks or killers. And that is really boring" is laughable because that is exactly how a good portion of the meta has been established.

    Also, if you run 4 gen slowdown perks and then the exit gates are powered, you have no rights to complain about being without a perk to help you in the situation. You put all your eggs in the basket of defending gens and then still lost the gens. You should be asking yourself how effective and necessary those perks truly are if you find yourself in this situation often.

  • @jamba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954529#Comment_2954529

    To me, the most unique advantage on Sadako is the ability to pass through survivors. Unfortunately she's a weak killer, and it's really sad having to use one of those items to counter a pretty dumb "mechanic". I feel like killer players always have to play the game with a series of "To counter that, I have to run this" perks or killers. And that is really boring. I don't wanna run STBFL, anti-sabo, thrill of the hunt, ranged killers and that stuff everytime just to counter "basic mechanics" survivors have up their sleeves.

    Why do you think survivors run Borrowed Time, Decisive Strike, or Unbreakable?

  • Happened for me as well. Played the next game as Ghostface and got the challenge.

    Platform: Steam

    Map: Rancid Abattoir

    Perks: Enduring, Spirit Fury, BBQ and Chili, Coup de Grace

    Add Ons: J.Meyers Memorial and Dead Rabbit

  • No bug luckily, it was part of a login reward bonus back in March/April. Check Jake and you may have some other cosmetics as well.

    image.png


  • Agreed it is absolutely possible. Sorry if this is overkill but I love analyzing matches.

    Match starts at 00:58:40.

    You start on the top side near the mine where you find Felix and Mikaela both on gens. (59:15). Scare both away, spending some time stalking and then kicking the near completely cold gens.

    You then head to the bottom of the map where you find Cheryl and David tag-teaming a gen and they complete it in your face (59:41). It takes 80 seconds for a single survivor to finish a gen, and with two on it the time goes down to 47ish seconds. This means those two spawned near shack together and jumped to the gen right away (as the match is only about 60 seconds from start when you find them).

    Get a hit on Cheryl and some stalking on David when you head back to the top side of the map after a tinkerer prompt on the mine gen on the top side of the map (1:00:28). Mikaela has been solo on the gen it seems since you chased her off another gen about a minute ago.

    Hit Mikaela and kick the gen when you get another Tinkerer prompt on Felix's original gen (1:00:44). You head right there.

    4 gens are left when you chase Felix off the top side gen near center left (1:01:05). Another quick hit on Felix and a kick of the gen.

    Another tinkerer prompt on 1 bottom side gen near Shack and the center gen (1:01:26, 1:01:34). These have to be Cheryl and David on separate gens. This checks out based on where you last saw them (David running towards shack - bottom gen, Cheryl near center).

    You decide to head back to check Mikaelas gen near the mine (perfectly correct call ignoring those other gens IMO) and find her correctly working on it where you also hear Felix inside the mine shaft (1:01:37).

    Small chase with Mikaela ensues and during it, David and Cheryl's gens pop (1:01:48, 1:01:51) and Mikaela escapes after a pallet stun (huge thank you to Dead Hard) leading to you breaking the pallet and kicking the gen. Unfortunately, this is also when Felix's gen pops (1:02:00).

    You catch an injured Cheryl sneaking up to another top side gen where a quick chase and down on her leads to allowing Mikaela to return to her gen and complete it (1:02:19) which powers the exit gates. By my rough timing then, all gens were done in 3 minutes and 40 seconds.


    If anything, this match shows that kicking gens without a specific perk or camping in the area is nearly completely useless. You kicked 4-5 gens and it may have saved you 10 seconds total, if that, which is essentially a loss of time when you factor in kicking speed.

    As for the survivors, they completely ignored healing and totems to slam gens like professionals and you still managed a 2k out of it which is stellar! Arguably, this is only really possible thanks to your appropriate add on and the survivors trying for the altruistic save but you played the end game absolutely correct. Definitely a tough match but some small changes (not kicking the gens, focus on a down then stalking to make the save more difficult, knowing when to ignore Tinkerers prompts, positioning for the dead hard better, etc) could have been the difference between the result that happened and a major snowball.

    Definitely a frustrating match, and clearly showing why I wish kicking gens actually meant anything, but unfortunately completely plausible. At least it seems you had a bunch of good matches leading up to it though!

  • @Aurelle said:

    I'm bored so I'm listing some more perks I came up with. Feel free to leave your opinions/thoughts in the comments.

    KILLER:

    Scourge Hook: Neverending Madness - 4 random hooks will spawn as a Scourge Hook. When a survivor is hooked on a Scourge Hook, all generators being worked on will be faced with a very difficult skill check. Survivors that miss the skill check will scream revealing their location for 3 seconds.

    Scourge Hook: Relentless: 4 random hooks will spawn as a Scourge Hook. When a survivor is hooked on a Scourge Hook, all generators that are above 60% progress are blocked for 16 seconds.

    Hex: Broken Bonds - Each time you hit a survivor with a basic attack, they suffer from the Blindness, Mangled, and Exhausted status effects. This effect lasts until the Hex Totem is destroyed.

    SURVIVOR

    Acuteness: When you are healing another survivor or healing yourself, the Killer's Aura is revealed to you for 4 seconds, once every 20 seconds while doing the healing action.

    Boon: Silent Approach - Survivors within the Boons range will be effected. Any loud noise notification made within the Boons range will be hidden from the killer. This effect persists until the Boon is snuffed.

    Within Reach - Safely unhooking a survivor grants you 1 token. While injured, press the Active Ability button to activate the perk. The survivor will suffer from the Broken Status Effect for 20 seconds and then become completely healed. If a survivor is downed when the perk is activated, it's effects will be cancelled. Within Reach has a cooldown of 60 seconds after activating it.

    Isn't Neverending Madness just Pain Resonance without the regression and including a skill check but for the possible multiple gens? Maybe you can add something to it like incapacitation for the survivors (similar Eruption)?

  • I like having the adepts be more of a challenge than just aiming for the balance of the game. Killer could stay the same, IMO, (as it is challenging enough) but survivor needs to be bumped up.

    I would prefer if the survivor adept was similar to the Ace's Journey tome challenge in Tome IV Level 4. This would mean you would need to finish repairing 2 generators, cleanse 2 totems, get 2 safe unhooks and escape as the survivor in question with only their specific perks.

    If I had to change the killer adept, I think I would prefer it to just finish the match without the exit gates being opened as the killer in question with only their specific perks. This way its more clear cut on what needs to be done, can allow for multiple playstyles without having to worry about emblems, and you don't have to sweat over a hatch race to get the 4k.

  • @kDarko said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915316#Comment_2915316

    It's precisely in highest levels where "Genrush" hits hard, and it's also in high levels where strong loops become "Infinite". I already cleared up that some people wouldn't like it (mostly survivor mains), so you are the perfect example of my initial disclaimer :). Don't worry man, these ideas are just invention of mine, nothing is cannon xD.

    Which strong loops are infinites in high MMR? And how do you just generally nerf those strong loops?

  • @Maxitolliony said:

    i have stripped noed, week or 2 later i have now stripped bbq. i am still stripping more and more perks and now i have become the thing i wanted to. a trutalent fanboy. yup.

    how have this happened? how are you gonna live your life? idk

    i am molded by the darkness of being bullied as killer and now I AM THE BULLY HAHAHAH

    (surv got boring so i became a killer main and sharpened my skills even more now my decusion making and gamesense and information learning has skyrocketed and i crave more power)

    no free kills/downs from noed, no care for bp for p3ing killers (the grind got boring p3ing takes so long and you lose everything but i might do it again cause why not you look more sweaty tbh)

    killer is best role and i do get bullied from time to time but the second people make a mistake i eat that so hard and punish them to oblivion and show THEM MY TRUE FORM AND POWER HAHAHAHAHAHAH

    Wait, isn't this you just yesterday??

  • Friends, the way I see it is if Dead by Daylight was truly pay to win, why is there not the option to buy bloodpoints? Where is the option to buy Killer/Survivor packs with random teachables/add ons/items and the chance at a rare skin that isn't available elsewhere? When can I purchase the express pass to shorten queue times and match with lower MMR opponents? How can I get a new account and get my beloved Ace Visconti fully perked out without playing the game?

    Yes, there is a massive grind and, if you want to be a completionist, there are some options to pay to reduce it but to call it pay to win is hyperbole designed to anger people. If Dead by Daylight is pay to win, then Civilization is pay to win because they have DLC. Those DLCs have certain characters and powers that could be really good and you can't even unlock those by grinding in game. Dark Souls III is pay to win because there are certain weapons only found in the DLC that could help with PvP (plus possible experience farming areas to help with leveling up).

    There is a difference between having DLC and being P2W.

  • For what its worth, I agree with you. There are plenty of time I see a cool skin and wonder where its from but can't find it in the store. Describing it can also be hit or miss so being able to go back through prior rifts would be nice (especially if it remembers where you left off).

  • The day they add Victor skins (with one being a little top hat for him) is the day I play only Twins.

  • How would it work if multiple generators are being worked on at the same time?

    Example:

    Generator 1, 2, and 3 are all being worked on.

    Generator 1 is completed while generator 2 is at 90% (108 seconds or so) and generator 3 is at 75% (90 seconds or so).

    Does generator 2 automatically pop and therefore generator 3 automatically pops? Otherwise wouldn't this just incentivize ganging up on gens 1 and 2 (reducing the 120/100 second total) before taking advantage of the quick late gens?

  • Did anyone else actually watch the end of the video?

    That Trapper had everyone hooked at least once, two people on death hook, and JRM is literally sacrificed at the end (along with another person being downed before the video cuts out).

    Additionally, if you argue that the survivors "threw the game", doesn't that explain why they would be facing lower MMR killers?

    There are no in game comms, so the Trapper isn't hearing any of the trashtalk. Why are we assuming the killer is upset at all? Because they stepped in their trap while swinging through a pallet/trying to go around it (which they did successfully at least once) or missed a few swings? I honestly wouldn't even guess this is a new player. I've been paired with a Wraith who didn't even know how to cloak who I felt bad about being a new players, this "example" makes me feel like y'all are seeing what you want to see to continue to complain about the difficulties of playing killer.

    I would also really appreciate if someone could explain to me what the survivors could do different in this video that wouldn't be bullying and would make for a better experience for the killer, especially new players. I try to make my games as fun as possible for all involved so if there is something I'm missing, I would love to know to help out in my future games!

  • @[Deleted User] said:

    I only just recently started using IW. The funny thing is, I don't use it so much to escape killers but because the moaning of survivors piss off. Peace and quiet.

    For real. I don't know how anyone could play Bill/Steve/David without Iron Will.

    I honestly mainly play Ace when I play survivor just because his moaning isn't completely unbearable to me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906859#Comment_2906859

    It isn't meant to stop a loop, it just has the side effect of stopping interaction which can result in a hit. Its main purpose is to bring them into higher levels of madness which makes them easier to down and at worst removes them from doing gens.

    Beast of Prey works well with this as they begin to see red stains from madness but Beast removes yours which makes cut backs and mind games much easier. (they see the stain to the rear, you circle back and smack them from the front)

    I have never heard anyone recommend Beast of Prey, in any situation before. I don't know if I agree with it, but you do have a point about an interesting interaction with a specific killer.

    I find that really neat, thank you!

  • @Heartbound said:

    This game doesn't even have food in it.

    You take that back! Bubba has delicious chili that he worked very hard on. It even won an award!

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891184#Comment_2891184

    You're wrong. Tunneling does not 'prematurely' remove someone from a match.

    Such a term fosters the idea that Survivors deserve, or are owed, <x> amount of time before the Killer is allowed to kill them. When, in reality, if the Killer kills them; they had their alloted time in the match. They did not die 'prematurely'.

    'Does finishing a gen kick out a player?'

    So the idea is that tunneling is unfair but genrushing is not is...because a Survivor is kicked out of the match if the Killer plays his objective?

    That's, once again, operating on the flawed idea that Survivors are owed, or deserve, a certain amount of time before they can be removed. The comparison works because Doing gens is how Survivors ultimately win, while killing is how the Killer wins.

    Complaining that camping is 'unfair' because 'Survivors are moved from the match' is silly. You're saying 'It's unfair the Killer won because I did not get to play as long as I wanted'. Which, for most Survivors, would be 'until I walk out those exit gates & no sooner'. So if we let Survivors dictate WHEN Killers can kill, the answer would be 'never'.

    And, per usual, you're assuming the worst of survivors. Shocker.

    A killers objective is not to "Remove that Jeff you found as quickly as possible", a killers objective is to "Prevent the survivors from escaping". You're conflating what you think is the optimal strategy with the actual objective.

    This would be similar to me saying a survivors objective is to "Complete the center gen on the map". That is obviously false, even if by doing so it increases the survivors chances of escaping more so than completing another gen. Optimal strategy does not equal actual objective.

    As for tunneling removing a survivor prematurely, it ABSOLUTELY does so. That is the whole point of tunneling as it makes the match easier as a 3v1. Having to get 9 more hook states after the first survivor is eliminated is much longer than having to get 3-6 while the survivors, assumedly, still have more objectives to complete as well. No one, except you, is talking about a specific deserved time in game. I'm talking about the survivors perception of the match with specifics to CHANCES to get BP/pips and then having to sit in queue.

    A 4k match where you are able to get 2 unhooks, heal someone, complete half a gen, bless a totem, and die first FEELS much different than a 1k match where you didn't even get a chance to get to a single pallet before the killer was back on you after being unhooked. I wonder if this comes from killers seeing survivors as a single entity instead of 4 individual players. Unless the survivors are a full comp squad, the survivor tunneled out receives no compensation for a 3 man escape (aka a survivor "win").

    I question your reading comprehension in general though, as I made no mention of camping or fairness. I was explaining why I believe survivors dislike being tunneled to try to spread some empathy. Try re-reading my last paragraph to see that. I specifically said both sides should try to understand the actions of others as I believe if a survivor feels they were tunneled, they should be introspective and think did the killer actually tunnel (or was I just the one happened to be found) and if so, why the killer chose to do so.

  • Alright, someone has to say it.

    Survivors don't hate tunneling because it is the "optimal way to play" and they just hate to see those dastardly killers win a single match. Survivors hate tunneling because it prematurely removes them from the match.

    This limits the BP they earn, possibly earns them a depip, and makes them wait in queue longer (or just sit there doing nothing if playing with friends) all for the mortal sin of being the first one found in a casual game.

    Comparing tunneling to finishing a gen is one of the most asinine and frankly disingenuous comparisons I've ever heard. Does finishing a gen kick out a player? No, even if it is the last gen powered, there is still the end game (shout out to the NOED defenders).

    Back to the original question though, what is tunneling? That is debatable and I think some users here give a pretty decent definition. There is no hard set rule for or against it and nor should there be. The best thing you can do though is to put yourself in the other players shoes and think how you would feel in that situation and hope they do the same for you.

  • I thought you were close to my idea with Dead Hard but I went the other route. Dead Hard remains the same for exhaustion/distance/i-frames but it only activates after being unhooked (similar to DS but without the timer) and once used, it de-activates.

    This makes it so Dead Hard is not active in the early game allowing killers to build some earlier pressure, incentives killers taking a chase with a survivors with 0 hook states as they won't have Dead Hard, gives the survivor another protection against tunneling, and limits the number of Dead Hards that can be seen in a given match.

    Even can fit lore wise as you get the ability as you get closer to death.

  • @MrPeanutbutter said:

    The problem is the lack of killers. The SBMM system prioritizes queue times over “fair” matchmaking. Most of the time there aren’t enough killer players to make a “fair” match without making survivors wait forever, so even if you have a low MMR score you’ll get matched against multi-thousand-hour pros.

    As for the reasons there aren’t enough killer players, just read through the list of forum comments on any given day. Broken maps, boons, senseless nerfs of low-tier killers, etc.

    Except they specifically mentioned that they wait sometimes 10 minutes for a match? Wouldn't that say there is a lack of low-mid MMR survivors instead of it being a lack of killers issue?

  • @Juicyman said:

    As others are saying, showing a 3k for your argument nulls the point but everyone seems to be missing that there was almost zero perks in play from the survivors and it was apparently still excessively stressful.

    Who cares that he got a 3k in a match that should be in his favour, 3/16 perks is not the norm. Imagine how scuffed this would've been if they had even bothered to bring 1 exhaustion perk each, let alone another 12 perks.

    So, if survivors don't bring any perks, the killer should be able to waltz to a 4k before the last gen is popped with no stress? Thats how the game should be balanced; exclusively around perks?

    If so, I think we have a fundamental disagreement right there. Even in the "Otzdarva Challenge" that was going around recently (killers played with 0 perks/add-ons and went AFK for 30 seconds to start the match), I saw plenty of players average around 2-3k per match. That seems like it should be ok so why shouldn't a competitive tournament level team of survivors have the same ability?

  • It may be a case of "Monkey See, Monkey Do" with a killer watching a bigger DBD streamer/youtuber.

    https://www.youtube.com/watch?v=OrC8zg6USjU

    This came out just a few days ago and sounds familiar with how the killer was describing the situation.

  • @ThatOneDemoPlayer said:

    The same way you deal with Flashlight clicking or t-bagging, you don't

    As killer you can...you know....kill them? Maybe hit them? At the very least, you can just leave to another part of the map as clicking a flashlight or rapidly crouching doesn't lock you in place?

    How is this comparable at all?

  • I really like the ideas here.

    Tier I always just seems like such a wasted opportunity unless you are specifically running Scratched Mirror. The undetectable status is only really good to MAYBE get a quick grab or sneaky hit but otherwise, you only use it to get out of Tier I so you can become a somewhat normal M1 killer (until you get enough stalking for Tier III).

    In normal gameplay, once you are out of Tier I, what was the point of it? Being able to control your undetectable status could be an interesting change with the added caveats of your reduced lunge and movement.

    My only thought would be limiting your Tier II stalking that converts. So you can stalk in Tier I but only at a 50% rate (with possibly a cap at like 75% so you can't just instantly go from Tier I to Tier III).

  • Just logged in, got the daily 50k BP but still no shards here.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2796709#Comment_2796709

    The devs have LITERALLY EXPLICITLY acknowledged that tunneling and camping are strategies, and ones that this game is LITERALLY balanced around.

    Ok? I never said they weren't strategies and even acknowledged why they are done. The caps lock usage here seem unnecessarily aggressive in this context.

    What I was doing was pointing out the flaws in how they effect the player base, especially newer players or those in solo queue. Hence why I called for them to be REBALANCED to a healthier option of spreading hooks by rewarding killers to do so.


  • The problem I see with calling camping/tunneling "legitimate strategies" is that it treats the survivors as 1 entity. People are absolutely correct that camping/tunneling to regain pressure is a thing if the survivors were treated as a group but on the individual level, it is a terrible experience. Dead by Daylight isn't an actual team sport like football or hockey or something silly like that, its essentially 4 separate 1v1 matches.

    If someone is in solo queue and gets camped/tunneled out without even being able to touch a gen or help a teammate, does it matter to them that the rest of the team was able to escape? Their miniscule bloodpoints, and most likely depip, says otherwise. Having the team "slam gens" to punish the killer does nothing for the person on the hook (especially if they got the hook early and have end game perks like NOED or No Way Out).

    This is why I personally think tunneling/camping should be addressed rather than from punishing the killer, it should reward spreading hooks. Additional points (similar to BBQ obviously), giving the killer a speed boost after hooking all survivors, or less gen speeds for survivors with hook states.

    That being said, there are still the jerks who just want to ruin other peoples experience (face camping Bubbas or AFK Pigs will always be a thing) regardless of the rewards or punishments. Another thing that would be nice is if the end game thumbs up actually did stuff (give BP, eventually award a cosmetic, etc) to encourage positive feedback after matches.

  • Darn, got my hopes up. Just logged in and got the 50,000 BP but still no shards :(

  • What you did isn't necessarily toxic, you sometimes have to do what you have to do.

    That being said, it doesn't sound like a door was even open if 2 people were sacrificed and 2 were downed in the lower part of the map so if someone wiggled off, what is the worst that would happen? The hatch doesn't even spawn until only 1 person is left.

    Additionally, if I was scrolling through the plethora of DBD streamers out there and I saw a killer just waiting out a bleed out timer instead of taking a chance for the hook, I wouldn't be interested in watching. Sometimes the risky play is more exciting, for both you, the survivor, and any potential viewers.

  • I also have not received my iridescent shards either. Tried restarting the game multiple times and still nothing.

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