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CrypticGirl

CrypticGirl

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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002672#Comment_4002672

    https://us.v-cdn.net/6030815/uploads/HCNLN3SW15TB/68-inflated.png

    https://us.v-cdn.net/6030815/uploads/7IWZC33SZ94G/51-actual.png

    The above two screenshots were taken on the same day. One screenshot is my overall average survivor escape rate for the last 30 days. The other screenshot is my milestone quests.

    The official dbd stat tracker had me at an overall 68.75% escape rate, but my actual in-games stats were 34 escapes in 66 games = 51% escape rate.

    And yes, I get it that they aren't always counting the same things, but a 17% difference in escape rates, is absolutely ridiculous.

    Does one count the games with DC's while the other one doesn't?

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002387#Comment_4002387

    the people that claim it happens every night and claim like you, its a guaranteed death but also have escape rate of 40% doesnt make sense. its a contradiction, always happening, always dying but escaping 40% of the time? im not saying everyone that says its happening every match is lying, it might very well be and they might very well be dying every match. but if thats the case they wouldnt have 40% escape rate. you cant say you always die and its happening every match and still escape.

    Thats why i said the people that have escape rates below 40% have more validity in that argument of tunneling being unstoppable than people that claim this is the case and yet still escaping. either it is counterable, it doesnt happen every match or they dont have 40% escape rate.

    Well, the stats do keep track of our stats since, what, 2020? And there's been an uptick in tunneling recently, especially since the last dev update announcing the tunneling/slugging reduction system. That's most likely what these players are referring to. Their 40% escape rate likely happened before this new tunneling wave.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002373#Comment_4002373

    except there are countless threads and comments saying "tunneling happening every match" "slugging and tunneling all night" this doesnt add up with the numbers when so many people claim its guaranteed win for the killer. thats pretty much all im saying.

    personally, for me, i do gens and play stealth. i might be considered a rat for not taking chase but when no one else does gens i pretty much have to do them or they dont get done. being in soloq, i have learnt my team mates wont risk themselves for me so when those gates open….im outa there, i dont hang around and t bag to killer or play hero. solo player…im looking out for number 1. i do what i can for team play to get the gens done but when gens are done you guys are on your own lol. this is what gets me my escape rate. playing this way is fun, not toxic and works. no issues

    The fact that you don't get tunneled every match means nothing. Same with me. I don't get tunneled often either, but when I do get tunneled, I know it's a guaranteed death for me, no matter how hard I fight it or how much the teammates try to help. But just because I don't get tunneled often doesn't mean that those who claim they're getting tunneled every single game are lying. Their experiences are just that much different from ours.

  • I actually agree. There are some maps that I despise more than others, but I don't think there's a single map that I actually like.

    And would you believe that I still have not been to The Walking Dead map yet?

  • That'd be cool, something the spectator could use.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001989#Comment_4001989

    If Soul Guard only pays off 1 in 50 for you, then SG isn’t the problem.

    The teams that run it do so on purpose—FTP/SG chains, secound chance after second chance stacks, sabo/flash, down in palli, palli,.. "and now try.." bodyblocks. They don’t need flashy movement; they turn perk activations into time and force lose-lose states for the killer: pick up? eat FTP; leave? they reset and gens tick.

    I’m not complaining—they use their tools, same as I do. And I’d genuinely respect a non-meta loadout with zero second chances. The catch: killers can’t see your perks at spawn. Good squads slam gens first and reveal the loadout later; if I don’t have pressure by then, “later” is usually too late.

    So yeah—in my lobbies you’d still see tunnel/slug when the game state calls for it. Taking a foot off the gas is expensive. But u are not my lobbies then, different reality.

    I’m seeing nothing but full-meta teams. DBD’s an arms race on both sides.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002013#Comment_4002013

    I agree… but … BUT: what do you mean by “bully squads”?
    Flashies? Not bully. Sabo? feels cheap/annoying sometimes, not bully. Aggro loadouts to fight the killer? Not bully. Head On? Not bully. Down-in-pallet saves? Not bully. Down in the open with a flashy on-site? Not bully. “No respect” gen push in the killer’s face? Not bully. Gen-grab → flashy save? Not bully. Clean, well-timed bodyblocks? Not bully. That’s organized survivor teamplay — same as tunneling/slugging/whatever on killer side: pressure tools, not -toxic.

    Bully squads exist, yes — but they’re rare.
    I mean the groups that derank on purpose, fish for newbie lobbies, go full-meta just to give brand-new killers a bad time, deny the objective and play only to tilt/DC a totally overwhelmed player. They don’t care if the server timer runs out or if they die — they want to derank and grief.

    or… even Rarer still: the ones abusing bugs/glitches. I sometimes ran into this lobbys, not much u can do then. (but they are abusing reportable stuff - so just report those).

    Most games? Full survivor loadout played efficiently… or full killer kit used efficiently (slug, proxy, tunnel) = normal gameplay, not “bully.”

    The only thing that’s usually toxic is the afterchat. Funny enough, most of the time, the teams people would call “bully” are the ones typing gg wp (even when they lose). The most toxic? Often the weaker squads that didn’t fight back much and then blow up post-game.

    Sure, not always; but more often than you’d think.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001992#Comment_4001992

    y..

    Slugging, situational proxy and hard tunneling are legit tools in a 4v1 — same as bodyblocks/flash saves/sabo on the survivor side. Elimination pressure is part of the design. Survivors have their toys; on killer, I have mine.

    i mean.. if you plaster every frustrating edge with QoL, you sand off the friction, interaction, and challenge that create tension and skill expression.

    So you were challenging me to not play like a bully squad, even though I don't normally play like one anyway? But sure, I'll do a stream without Soul Guard in my build. Just one more question: Are you challenging me to prove that I can win without meta perks, or that I can take losses? I take plenty of losses anyway, regardless of what perks I run.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002091#Comment_4002091

    When killers complained about excessive hiding, BHVR created a hiding prevention update, but survivors complained about it so much that the AFK crows got nerfed into uselessness. And the AFK crows are STILL useless, even though it has been months since that update happened.

    People seem to forget that BHVR actually did consider excessive hiding to be problematic survivor behavior, and it was actually supposed to be addressed in phase 1.

    The reason AFK crows were nerfed was because they punished normal Survivor gameplay, just like the tunneling and slugging reduction punished normal Killer gameplay.

    For example, did we need to search the entire map to cleanse Devour Hope? Get AFK crows. And what about when No Way Out had maximum stacks? There's nothing to do in that scenario but hide and wait it out. And yet we'd get AFK crows.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002029#Comment_4002029

    Actually, there is something that can be done about bully squads. BHVR can make it more difficult to do excessive hook denial. And BHVR can make it more difficult to do excessive blinding and excessive stunning.

    Lightborn instantly deletes any bully squad you come across. Problem solved.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001932#Comment_4001932

    …or Unbreakable, sabo, “insta” heals — yada yada — all the good “I played bad → I still get away” stuff survivors can stack. By “white glow” I mean anything that gives Endurance — FTP → Soul Guard, MFT, DH, WGLF, the whole kit.

    The script goes: “Oh, he misplayed, he’s down—” white flash.
    “Okay, now?” He’s bad again, didn’t use camera— mid-chase insta-heal.
    “Alright, now for real—” nope: down in a pallet, teammate there, FTP hits, and I’ve got Soul Guard ready.

    fun and fair, right? white glow at it finest : (pov a friend, little german streamer)

    https://www.youtube.com/watch?v=3XhG5vfV_hY

    Lucky, I don't play with syringes either. So literally the only thing I would have to change is Soul Guard, which shouldn't make much difference. I only get Soul Guard value in 1 out of what...50 matches?

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001040#Comment_4001040

    • “Accept the loss” sounds dramatic — but “use your kit” isn’t refusing to lose. By that logic, every second-chance survivor perk is “refusing to lose,” too.

    • DBD rewards elimination for killers the same way it rewards resource use for survivors. Using either isn’t a character flaw; it’s a gameplan.

    • Yes: tunneling is a tool — just like survivors have their tools and toys.
    • I’ll take “accept the loss” seriously when you queue without the full survivor kit: no second chances, no get-out-of-jail-free perks, no “oops, baby-perk activated — white-glow endurance saved me.” Deal? 😄

    I’ll take “accept the loss” seriously when you queue without the full survivor kit: no second chances, no get-out-of-jail-free perks, no “oops, baby-perk activated — white-glow endurance saved me.” Deal? 😄

    Sure. But just so I'm clear...

    • Second chances would include perks like Dead Hard, OTR, DS? Good thing I don't play with those perks, huh?
    • Get-out-of-jail-free perks: I'm assuming these are exhaustion perks? Good thing I don't play with those either, huh?
    • "Oops, baby-perk activated - white-glow endurance saved me": I have no idea what you're referring to here. If it's the Basekit BT you're referring to, that one is out of my control.

    And then afterwards, you'll tell me that I lost because I didn't run any of those perks, right?

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001040#Comment_4001040

    the difference is killers dont get half as much 2nd chances as survivors do. the hatch for instance, its not the killer that wants to avoid kills and wait for hatch, thats survivors. as previously said, i can take the loss. when all gens are done i acknowledge game over, survivors won. when all are down/hooked survivors should acknowledge game over, killer won.

    What do you mean?  Killers have every comeback mechanic in the world, from windows getting blocked, pallets being destroyed, Killers getting bloodlust.  Or of course they can resort to those strategies like tunneling, camping, and slugging.  The number of times I've seen Killers turn the match around from a bad start is through the roof.  And as a last resort, there are plenty of endgame perks that have little to no counters.

    Survivors, on the other hand, have very little in the way of comeback mechanics.  Those perks that are labeled as "anti-tunnel" perks are really only "delaying the inevitable" perks.

  • Come to think of it, it might be an interesting game mode. Killers can regress completed generators while Survivors can remove hook states, making it a kind of "tug-of-war" mode. They could bring back those herbs from the RE edition of 2v8 for that.

    Just tossing the idea into the air; I don't expect anything to come out of that.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001407#Comment_4001407

    True, and as I've thought of it more, Map of the Week (or map of the week offerings boost) would also help Killer adepts as well.

    It's an interesting idea, but I feel like it'd be a double-edged sword. On one hand, I could use it to practice on maps that I struggle with (looking at you, Lery's or Hawkins and about every other map), but on the other, if the Killer is too good on that map, I may not learn anything if I'm constantly getting stomped too quickly.

  • Killer scores are pretty wonky, aren't they? I remember playing as Trapper, and three of the Survivors escaped. The fourth one was a bot who died in endgame. And somehow when I got to the tally screen, I got the "No One Escaped" score event, even though I knew it was a lie.

  • Only if Survivors are able to remove hook states.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000928#Comment_4000928

    im not sure what bully squads you have against but in my experience bully squads spend all match trying to make the killer quit, they dont do gens at all. and with the hatch, doing gens is optional as many have clearly shown they can hide all match not touching a gen and still escape. survivors CHOOSE to loop pallets. they can lose line of sight, hide, make use of the whole map but its not optimal to do so and will result in them losing. thats why people loop. killers can CHOOSE to spread hooks but its not optimal and often means the killer ends up losing thats why they tunnel. elimination is built into the game just like pallets are. survivors use pallets as efficiently as they can, killers eliminate is efficiently as they can. there reall is no difference.

    The argument to bring perks to counter bully squads doesnt apply to killer because killer only has 4 perk slot. its impossible to cover everything with only 4 perks. survivor on the other hand, they are a team. they have 16 perks between them with many perks that benefit everyone not just themselves.

    survivors have plenty of 2nd chances throughout the match i really dont think giving them yet another chance to come back after they have all been downed is the way to go. at some point people have to accept the loss. if survivors misplay and end up getting themselves slugged in a group together no way should they have yet another 2nd chance. its like saying if all survivors perform so badly in chase they all get themselves hooked then expect a way to come back, being left on the ground and being left on hook is the same. Both disable to survivor from playing the match, both not fun experience, slugging is longer but it also means its more time for other survivors to do gens.

    my apparent double standard is due to the drastic differences between my killer and survivor matches. as killer im going against sweaty swf team and a regular basis so i have to use everything in my arsenal to win as do they. as survivor im solo so it is harder to counter tunneling especially when people dont do gens or just mess about in the corner of the map but i can counter it with a good team and even with bad team mates sometimes. not always counterable due to the team or my own skill but i counter it enough to maintain a 45% escape rate, tunneling requires team effort to counter effectively.

    i know many people have said shouldnt need a team to counter tunneling because some people go in solo but if that was the case then swf would demolish killer. thats the main issue i have seen, swf v solo. they are like 2 different game modes. v solo tunneling isnt needed so much because you can always rely on poor team play and people that just do totems or going for adept. this helps by the killer time to play fair. SWF is totally different. they have good team play, coms, synergy with perks….thats when tunneling is needed, its not a choice its a must. how do i know i dont know if its a swf squad or solo team from the start so i assume its SWF and i play to that. sorry solo people but i didnt know your not swf untill it was too late.

    at some point people have to accept the loss.

    And yet you admit to tunneling because you aren't able to accept the loss. Maybe you should take your own advice.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000332#Comment_4000332

    I don't know if the hell that is soloq really needs killer mains throwing matches because they're just killing time and getting BP between the ones they actually care about.

    Either way, they'll be going against the same crap that Survivors go through.  They'll see if they can take what they dish out.  I wish I could see if they enjoy being tunneled and slugged as much as Survivors do.

    All the times Killers say "just learn to loop" whenever Survivors complain about tunneling, I have to resist the urge to go, "Let's see YOU loop the Killer.  Show us how 'easy' it is to counter tunneling."  Because I'm betting that they can't.

  • Yeah, it doesn't matter how long the DS stun is. Once it's used, it's gone, meaning the Killer can continue chasing that person with no fear of consequence. Same with OTR and Dead Hard. Once they take that endurance hit, they're vulnerable to another down. All those perks do is delay the inevitable. The person being tunneled will die, regardless of their anti-tunneling perks, or if the teammates try to bodyblock for them.

  • Yeah, you get punished for DC'ing regardless of the reason. Whether it's genuine ragequitting, power/internet going out, or cheaters, you suffer the penalty for it? Is it always fair? Not for the latter two reasons, but the penalty is not going to change.

  • @littlehoot said:

    Honestly I think the worst part about this thread is the sheer lack of empathy. Someone is venting about a very real problem that is happening right now for survivors (I've also noticed an increase in tunnelling and slugging since the announcement of the PTB), and literally all anyone in here is saying amounts to mocking them, and survivors in general.

    THIS is exactly the problem, more than anything. A total lack of any attempt to understand or empathise with the other side. An unwillingness to accept that maybe, the issues that the 'other' side are bringing up are actually real problems that might need to be addressed.

    Yep.  I do hope they bring the "play while you wait" feature into the normal queue, so that Killers can play Survivor while they wait in their long queues and experience things from the Survivors' side for a change.

  • @UndeddJester said:

    The local group of Pig Mains on the forums are aware of bugs head traps yes… sometimes a trap goes off and doesn't kill… but we have tested a few times but as of yet haven't been able to reproduce it… 😥

    We've seen about 4 videos of it, but only had it 1 time on one of us in a public game with 3 of us playing survivor… currently we have no idea what the trigger condition was. 😰
    If anyone gets a clue please let us know!

    @Atsuka_Anarchy @AbsolutGrndZer0 @Nun_So_Vile @radiantHero23 @badgerman97 @UndeddJester

    Do you remember what addons were used in those cases? In this match I had, it was Jigsaw's Annotated Plan and the Iri Video Tape.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000146#Comment_4000146

    My friend started off playing solo today. He'd get left to hit second state on his first hook. So I joined, and I brought Up the Ante just in case one of us died long before the other. We had each other's backs, but we also had a backup plan in case one of us was no longer around. Or, in this case, if the only remaining teammate spent the entire match living in a locker.

    Edit: I guess I should mention, my friend's usual build is Empathy, Botany, Self Care, and Bardic Inspiration. My usual build is Bardic Inspiration, Plot Twist, Diversion, and Mirrored Illusion (or Plunderer's or even maybe Red Herring, but usually Mirrored Illusion). Up the Ante is not what either of us normally run.

    This just goes to show how important the 4% mechanic was, even if it was abused.

  • Well, if OP DC'd before the abandon prompt became available, the penalty was justified. In TragicSolitude's example, yeah, they shouldn't be punished because their teammates were being useless. (I mean the one hiding in the locker, BTW, not the friend who had to attempt self-unhook because they had no other choice.)

  • @THE_Crazy_Hyena said:

    Meanwhile on the survivor side: "Escape the match using the Hatch"
    That is not a guaranteed outcome either

    At least it helps that you don't have to actively select the challenge, so I would just let it happen whenever it happens. The kicking 15 gens in one trial may take some effort, but there's no harm in farming every once in a while. Not every game has to be a sweat fest.

  • @BlackRabies said:

    Swear survivor players can be the most stubborn and delusional. The Game is like a coin can't just ignore one side. Loud minority crying doom? Every single DBD content creator on YouTube (that i could find) agreed these changes were bad and can't go live since it's too punishing for ALL killer players not just the worst killers that should be punished and easily weaponized by SFW.

    If the changes did went through all the killer players would likely quit and have would be dead just like Death Garden and VHS since those games have the survivors way too much to fight back against the killer.

    Have ever tried just getting good yourself as a survivor and improve your looping and macro? I play both roles nearly 50/50 and my survivor games to often i see my team mates not doing gens or way too altruistic throwing the game.

    It's always the "Survivors need to get gud" speech from Killer mains. Meanwhile they're allowed to skyrocket themselves into the high MMR brackets with their no-skill playstyle and then complain about the "bully SWF squads" that they lack the skill to face.

  • Okay, so in all serious, I think most, if not all of us agreed that the anti-tunnel mechanic had issues.  I did think that the punishments for tunneling took it one step too far.

    But what exactly is the solution?  Remove the punishments and keep the basekit buffs for spreading hooks?  Then Killers as a whole would be massively buffed, whether they tunnel or not.  (And taking out a Survivor quickly would still be a huge buff to them, even with the punishments in place.)  And that will put Survivors in an even worse position than they were before.

    I believe that's the root of all the "crashing out."  The solution could either come years from now, or it'll be so insignificant and easy to play around (like the anti-facecamp mechanic or the AFK crows) that it may as well not exist.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999197#Comment_3999197

    I lose far more matches to bad teammates than to tunneling

    So do I, but that still doesn't mean we should blame Survivors for when Killers choose to tunnel.

  • Killers can still tunnel whether survivors are skilled or not. So quit acting like tunneling is always the survivors' fault when the killer makes that choice.

  • @cogsturning said:

    I think the concern is less about a delay for fine tuning and more about such a severe neuter that the changes are useless, if any even happen at all. People are still stinging over fog vials. Last I heard, getting tunneled too fast still earns you DC penalty too. It's a little hard to have faith.

    At the start of the game understandable. you have chosen to ruin the game for one person yeah punish them. You kill someone like that with 1 - 2 gens left its just smart gameplay not an evil move.

    When exactly is the start of the game? Three gens can pop in under two minutes if you play poorly.

    But kill someone within 6 hooks with 1 or 2 gens left then its absurd you would be punished for that.

    If there's one gen left and you have so few hooks, how much is that penalty really going to matter at that point?

    Yeah, that's my main concern. It'll probably become as useless as the anti-facecamp and 8-gen-regression limit and AFK crows. IMO, the only issue was that the inability to regress or block gens might have been one step too far. Remove that, and the system would have been fine, so I don't see why a delay was necessary. Unless they're changing the system completely, but who knows at this point, given the track record we've seen.

  • The only thing I could have seen being an issue is the punishment for Killers, the inability to block or regress gens for the rest of the match. All they had to do was remove that part, and everything else would have been fine, so I don't see why a delay was necessary.

  • Even with the ability to pick yourself up, getting slugged over and over isn't fun, lying there, waiting for the recovery meter to fill, get up, get slugged again, recover…rinse and repeat.

    Yes, I've had matches like that, so I'd appreciate being able to abandon.

  • @AmpersandUnderscore said:

    Anti slug and abandon should both exist, but I'm not sure they need to add the extra abandon option if you've been slugged a couple times. That seems unnecessary and far too broadly defined imo.

    Even with the ability to pick yourself up, getting slugged over and over is boring as crap, so I'm glad for the abandon option in that circumstance.

  • @TheTom20 said:

    i don't understand why you get a reward for failing. Can you imagine if all survivors lost a hook state each if the gens were done to quickly.

    We get a chance to recover, not a reward. It doesn't guarantee that Survivors will win.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993529#Comment_3993529

    what about the fast gen speeds that make killers tunnel? by the time you finish a chase 1-3 gens pop and you only have 1 hook

    how is the killer reasonably supposed to come back outside of using the high tier killers?

    If you're taking that long to catch someone, it's time to drop the chase and push the others off the gens.

  • @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.

    Balance also isn't constantly chasing the Survivor who just got off the hook and is still injured and vulnerable, and the Killer has an unfair advantage.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993066#Comment_3993066

    yes, right.

    you can’t tune the game for survivors who don’t want to learn and expect no fallout. it can’t be about one role only. 100%, agreed

    Your hypocrisy is showing.  You keep talking about how Survivors should learn while you're refusing to learn how to deal with the upcoming changes.  Instead, your only response is to keep tunneling and slugging with Nurse and Blight.

    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?

  • As usual, the first pushback is "It's not wrong to want the 4k." Which is also part of the flawed Killer mindset.

    By which I mean, no, it's not wrong to want the 4k or try for it, but it's the refusal to accept that not getting the 4k is not the end of the world. So they relied on these cheap strategies that took too little skill on the Killer side to pull off with massive rewards, while it took MASSIVE skill on the Survivor side to counter, 99% of the time ending in failure on their part.

    If Killers can just learn to get their 4k's without tunneling and slugging, then those victories would be much more well-earned.

    The harder you work towards your goal, the better you'll feel when you reach it.

  • @SpitefulHateful said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992743#Comment_3992743

    When I play as a Survivor, I don't rely on other Survivors in the first place and choose my perks accordingly - funny fact, my trials became must easier that way. I got iri rank and had mutliple escapes without any stress or care, so I don't have to worry about 4v1 or 3v1. The game literally gives all the assistance you need, as a Survivor.

    Nope, also wrong. You can kill all survivors without triggering this, it's a separate item.

    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.

    How is Killer supposed not to trigger this? Not hook?

    How is Killer supposed not to trigger this? Not hook?

    By hooking a different Survivor.

  • What is that supposed to show us?  A P100 Taurie?  That doesn't tell us anything.  You can get that without playing Survivor.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992534#Comment_3992534

    And? That’s always been the game. Learn it. Learn to chase. Hold the tunnel. Buy your team time. If an opponent on equal skill tunnels you: take the fight. Fight back. Especially when a bad killer tunnels a bad survivor — that survivor learns a lot about the map, the resources they have, and how to actually use them.

    That’s literally how everyone started out in DBD. Back then I even ran the old Object of Obsession for a long time — where killer and survivor could see each other permanently, no cooldown. And yup, I went down. I went down a lot. But I kept going down until I finally learned how not to, how to extend a chase, how to improve.

    Getting better is part of PvP games. Staying stuck in the ‘but that’s not fair’ mindset, refusing to improve, and then demanding changes from your own unwillingness to learn

    Have you bothered to consider that perhaps Survivors can't improve because they can't stay in the match long enough due to being tunneled out?

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992304#Comment_3992304

    yes.. exacly this ! :/

    I’ve been saying this for weeks, man. We don’t need anti-slug or anti-tunnel. We just need working MMR.

    Half the time the match is doomed before it even starts, ‘cause the lobby throws in 2 survivors that are way too weak for my lobby. Then I go 100% as killer, but those 2 aren’t even bringing their 25% each. Not even at the beginning. Suddenly the whole team is already handicapped.

    And then they go crazy fast down.

    And the moment this crazy fas down happens..

    • good players gotta take bad positions,
    • they end up eating hooks,
    • pallets already wasted,
    • anti-gen perks hitting harder.

    So it’s not 25+25+25+25 vs 100 anymore. It’s more like 5 + 10 + 15 + 25 vs 100.

    • 5 = the insta-down guy at the start
    • 10 = the player who farms an unsafe unhook or just runs in the open
    • 15 = the decent player trying to salvage the mess, taking hits to help teammates but his full 25% potential gets nerfed by having to cover for the weaker players
    • 25 = the one desperately pushing gens and trying to do the team objective while the rest of the team is dying.

    vs 100

    100 = me as killer, capitalizing on every small mistake the survivor team makes and snowballing from that.

    Fix MMR first. Everything else is just putting shiny decorations on a house with a broken foundation.

    MMR isn't going to fix tunneling or slugging. New/low MMR Killers will tunnel and slug because they don't know how to handle their power/aren't familiar with the map or mechanics, etc. etc. High MMR players tunnel and slug because they feel their opponents are too skilled to beat by playing fair.

    And Killers at any MMR level will tunnel and slug because it's the easiest way to win. No MMR adjustment will fix that.

  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991106#Comment_3991106

    Disagree.

    It is blatantly obvious what killers are weak. And they even have acknowledged in the post which killers they consider to be S-tier and even gave them a special treatment.

    It is undeniable that the whole lot of the stealth killers are outdated. Only Wraith can keep up a bit better but that's it.

    Dredge has clear RNG issues.

    Dracula still has not found a more definitive spot regarding numbers.

    Skull Merchant. Nothing else to say.

    Twins still have a LOT of issues.

    Trapper is outdated.

    Hag overrelies on camping.

    And more weakening issues still exist with the roster. Issues many have pointed out are there, and don't seem to be a priority anymore. Thus, those killers will be severely hindered if this update comes out (except SM and Twins, which already are). Thus, based on this reasoning, it's better to solve these issues before implementing such a game changing update that threatens the entire balancing of the game in a substantial way.

    But they're not going to see those issues if tunneling and slugging remain as prevalent as they are currently.

    They have tried buffing Killers before, which led to more tunneling and slugging and inflating killrates.

    Dredge - Why teleport to random lockers when you can just tunnel and slug?

    Trapper/Hag - Why set traps when you can just tunnel and slug?

    Dracula - Why bother using bat form when you can just tunnel and slug in vampire or wolf form?

    Now that these strategies are being nerfed, people will have to try to use the Killer's powers effectively.  Some are more difficult than others, yes, but these difficulties will become clearer once we start playing with the new mechanics.

    Who knows about Twins; they will likely be buffed or reworked to compensate for these new mechanics.  BHVR will have to see how it plays out, and then they can decide how to adjust the Twins.

  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454770/developer-update-august-2025

    Although promising, the current state of the game isn't idyllic for an update like this. An overall killer nerf will only encourage the proliferation of certain killers, while other regarded as weaker will be cast aside without any doubt. I do believe they should first find a way to strengthen the weaker killers that are already struggling such as Sadako, Artist or Dredge.

    Also already beating a dead horse since this will make twins even less playable, and Skull Merchant will completely disappear from the game. I won't lie, these tunnelling and slugging changes should be postponed until all the killer roster is ready for them, because now you will just be encouraging playing nurse, blight and ghoul. And the fact that Myers had to be changed into a dash killer exemplifies how stealth killers for instance no longer can keep up, and only killers who can freely cover mid-large distances in a short space of time are the ones that can be played.

    So please, Behavior, it is not too late to delay it. Because these game changing things cannot and should not be done fast, it requires time. It needs to be slowly implemented to prevent disasters. I would eliminate the slugging changes, that are too radical as of right now, and go only with the tubelling ones, which seem a bit more polished and actually posess some semblance of balance. Because if you take away slugging without compensation, aplying pressure as certain killers will become impossible.

    No, this is absolutely the correct way to do it.  All the times Killers have gotten buffs in the past (be it general basekit buffs, or buffs to individual Killers), all it did was make tunneling and slugging even stronger, and thus Killers relied even more on it.  Now, with tunneling and slugging properly nerfed, the devs will be able to see which Killers are truly struggling and adjust them accordingly.

  • @shadowdrives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990701#Comment_3990701

    That's sounds so dumb. They always make the worst changes for solving a problem. Survivors don't need infinite unbreakables

    Then what would be your solution?

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946839#Comment_3946839

    But not so much of an "eff you" as to the people whos game you left.

    If you maybe had to go in 5min more of less, why would you start a game? honestly people should fix their internet and power.
    or move somewhere with internet and power that isnt reliable. No, we gotta have strict rules, if your computer may shut down in the next 5min, dont play a game, its so simple.

    People are just wrong when they imply there is such a thing as honest disconnects, no you should know your system, you should know your power lines reliability. Stop ruining other people's games by joining and disconnecting.

    But there is such a thing as honest disconnects.  Even when you have reliable power or internet, you know it's not 100% perfect all the time.  It's like saying humanity is 100% perfect all the time.  You know people aren't perfect, but you never know when they're going to mess up.

    Also, wow, who resurrected this thread?

  • Idk, even before Legion was added, Killer queue times were absolutely atrocious, so idk that removing them would fix it. I would agree that it's more to do with Survivor solo queue being miserable and no one wants to play Survivor.

  • Hag. I can't stand seeing her in 1v4, so I'd be even more miserable to see her team up with any other Killer.

  • Yeah, if they add this to 1v4, I might be enticed to play Killer more often. One of the reasons I don't normally play Killer is because of the longer queue times. Of course there are other reasons as well, so idk if I'd actually play more Killer even if play while you wait was a thing...

  • I like this better than auto-dashing. I rarely played the Escapist class myself, but a lot of times I felt like the "dash" is wasted when I happen to run by an Escapist teammate.

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