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CrypticGirl

CrypticGirl

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  • @nicnc82 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932683#Comment_3932683

    Lmao, you actually think these changes are going to force survivors to play the game? Ha ha ha!!! No. I've seen so many state nothing will force them to play a match they don't want to play. They will chase the killer around, throw down pallets, not rescue teammates on the hook…not help.

    Yep, this is exactly what will happen. And this kind of behavior upsets me more than going next ever did. I'd rather let them go and see what happens. Sometimes the Killer will show mercy, and if not, at least the match will be over quickly.

  • @tyler_oxide said:

    Y'all survivors are voting it down but I didn't stutter. This post is factually correct and a problem.

    Only for a little while longer. The devs have map offering reworks on the roadmap. Once that goes live, one map offering will only increase the chance of being sent to that map by 20% (and no, they will not stack, so four survivors bringing the same offering will not increase the chances of getting that map).

    I'm not sure what effect Sac Wards will have once this goes live. They'll probably need a rework as well.

    That's probably the reason people are voting it down, is your lack of awareness on this upcoming change, which renders the complaint moot.

  • Were there any teammates nearby?

  • Hmm, this thread makes me want to try an experiment. I happen to be off work all this week (but I still need to get my PC out of the shop). Maybe I'll try playing 20 matches while bringing a map offering, and then 20 more matches with a Bloody Party Streamer offering and see how I get treated.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927588#Comment_3927588

    Survivors can crawl around while slugged, so they actually do have agency there. If you are comparing "breaking random pallets and collecting some BP" as agency, then i think its fair to bring up the counter that the survivors can also do the same while slugged by crawling around in the killers terro radius, collecting boldness points, and recovering a bit for survival points.

    Also i think that you are looking specifically at EGC, which yeah, is a 2 minute timer, but there is the time before that for opening the gates. Which ultimate probably makes it pretty equivalent in terms of time, because survivors have to run over to the gate, then open it, then the timer starts. All of which takes some time.

    "They can crawl around when slugged" which means…what?  They can force the Killer out?  They can kill the Killer?  They can actually stop the Killer from humping them?  Exactly what "agency" does crawling around provide?  You have the ability to punish the Survivors for their "toxic" behavior, while Survivors do not have the ability to punish Killers for their "toxic" behavior.

    Pushing Survivors out and potentially getting an extra kill is way more agency than what crawling around can provide.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925079#Comment_3925079

    It's about slowdown. It's always about slowdown. It always has been.

    because nothing else fundamentally does anything to improve overall match standing unless you have at least 2 slowdowns. Not to mention that Corrupt is literally a must for you if you don't want survivors to have such a no effort easy early gen splitting, which is the most oppressive survivor strategy that leaves 0 room for killer mistakes when playing stronger killers and basically makes playing lower tier-mid tier killers impossible.

    And this is the exact same mentality and comment we've seen for years now: killers tunnel/camp/slug because of:

    Gen speeds, dead hard, DS, circle of healing, maps too big, pallets too strong, "infinites", prove thyself, reassurance, scavenger, background player, BNP, MfT, distortion, adrenaline, "SWF is so much stronger than solo".

    Every single one of those has been directly nerfed or addressed, and every single time, people move the goal post to the "next major problem".

    Resurgence is still insanely strong, Reassurance too.

    Babysitter, an already meta perk was buffed even further?

    OTR is still at 80s and literally has Distortion and Iron Will implemented inside it's kit too.

    SB is still absolutely easy to use and enormously strong.

    Not to mention how many other meta perks for survs are, but i mentioned some very problematic ones.

    Overall, hooks are a power tool for survivors that (seems like it) only good players know how to get advantage of because i'm seeing way too many players who think greeding on hook is bad and also players who don't know how to force down away from 3-gen or other important tiles. Ohh, should we also mention how average survivor doesn't even know strength of taking hits and pallet saves.

    And, ironically, basically any activity that would involve survivors not doing gens has also been nerfed by request. Mainly this is interactions with the killer, boons, and soon to be body blocking. But this only leaves survivors with "do gens" or "stand afk" as potential gameplay options.

    boons are still decent, bodyblocking is still insanely strong and literally deserves to be looked upon.

    And this "do gens or stand afk" as only options? Maybe, just maybe we should encourage players to last more than 20s in chases for matches to be actually fun for them, or? It's funny how we are arguably having survivor role at it's strongest after infinites were nerfed, yet we complain about survivors somehow having only those 2 options when playing.

    Killers excessively camp, tunnel, and with because it's easy to execute and difficult to counter. That's it, that's the only real reason.

    "easy to execute and difficult to counter" bro...

    Is lasting more than 20s in chase, team greeding you on hook and using anti-tunnels really that difficult as a tunneling counter?

    Is forcing a down away from zones where killer can actually benefit from camping the hook, survivors greeding tou on hook and forcing gens really that difficult?

    In terms of slugging, you could literally never have a massive benefit out of slugging and it was literally always a situational and very risky move against an actually skilled team.

    2+ years of people refusing to learn counters to these strats are literally the only reason why tunneling, camping and slugging are rampant. Survivors are literally choosing to absolutely not punish killer for using these strats at all. Can yall once, just once sit down and think "well, maybe we actually need to get better"?

    People were literally playing way better against tunnelers when not even basekit BT was added, and now when we have the strongest anti-tunneling tools in the game, tunneling is overpowered"?

    2+ years of people refusing to learn counters to these strats are literally the only reason why tunneling, camping and slugging are rampant. Survivors are literally choosing to absolutely not punish killer for using these strats at all. Can yall once, just once sit down and think "well, maybe we actually need to get better"?

    I don't know why you keep insisting that people refuse to get better.  It is not for a lack of effort or desire.  One could watch Mr Tatorhead's looping guides on YouTube, and they're very well-made and informative.  But each video focuses on a specific map, and those videos range from three to seven hours, perhaps even longer.  Most people simply don't have the time to sit through all those videos, let alone actually practice in those maps, especially when they're at the mercy of RNG.

    If one has to spend all those hours watching looping guides and then spend even more hours practicing, "getting better" is like chasing rainbows.  And that's not even factoring in all the changes that BHVR makes to any given map just when the Survivor is finally starting to get the hang of it.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924935#Comment_3924935

    with majority of killers and no limitations on loadouts you'd be lucky to 4-stage people against people on similar skill level :)

    The so called "high MMR" in pubs is literally mid skill level at best, good survivors can stomp most of their matches because they will face mostly average-below average killers and good killers can stomp most of their matches because they will face mostly average-below average survivors, the current state of matchmaking is absolutely not a valid way to determine game balance at all

    Yeah, I'm almost certain that it's impossible to truly "balance" this game.  There are way too many random factors in each match that can swing it in one way or the other.  Which map are we going to?  What builds do the Survivors bring?  Which Killer are we facing?  What is the Killer's build?  Do any of the Survivors have a build that directly counters the Killer build (or vice versa)?  How efficiently are Survivors repairing the generators?  How long can each Survivor loop the Killer?

    The answers to those questions, and probably more factors I haven't mentioned, can easily and heavily influence the outcome of a match.  Even more, some of the answers can depend on the answers to one of the other questions.  For example, how long a Survivor can loop a Killer can depend on which map they're on, and how skilled both the Survivor and Killer are on that map.

    This is why I never understood all these claims that the game is Survivor- or Killer-sided.  With all these aforementioned random factors, the game is clearly neither-sided.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444833/ok-where-is-anti-4-man-swf-or-anti-genrush-or-anti-busted-loops-or-anti-endurance

    BHVR needs to

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924658#Comment_3924658

    when you develop your skillz you can singlehandedly have marvelous results in terms of killrates thanks to difference in skill between you and your opponent. Situation changes tremendously when a killer gets matched with 4 survivors with similar skill level :)

    So when you face Survivors with a similar skill level, you can expect to lose sometimes, and you don't like that.  So you play sweaty to keep playing against those skilled Survivors and keep expecting to lose.  Sounds like you're digging your own grave.

  • @StalkingYou said:

    https://us.v-cdn.net/6030815/uploads/O5B2YAGLUOYZ/img-2817.jpg

    so, lo and behold, even more mechanics are being implemented to hinder "dirty tactics" even further.

    so, let's make a list of perks that assist survivors against tunneling killers/camping/slugging killers:

    decisive

    off the record

    reassurance

    camaraderie

    babysitter (already a top 10 perk for survivor, banned in many competitive matches, yet was buffed this update :D)

    borrowed time

    we're gonna live forever, where you cannot leave a survivor on the ground for even 10 seconds to go hit another person in the area even if you do not intend on slugging

    we'll make it

    deliverance

    SHOULDER THE BURDEN

    ——————————————————————————————————————————————————————————————

    Now for mechanics that assist survivors against tunneling/camping

    basekit BT

    anti-camp

    hook grab removal (technically a feature? but a survivor can run right past you in your face and get a guaranteed ape save so)

    ———————————————————————————————————————————————————————————————

    Ok. So now lets talk about the killers who are actually affected by this:

    nurse is not affected

    blight is not affected

    billy is not affected

    basically every killer that is strong (A tier and above) are not affected by these changes at all because their powers allow survivors to down people very quickly so there is rarely a need to tunnel, or their powers allow them to shred through these defenses rapidly with quick catchup and great anti-loop

    So who is actually affected by anti-tunnel?

    ghostface, pig, Myers, trapper, legion, trickster, doctor, sadako, dredge, the list goes on. think of any below average m1 killer and they will probably be affected by this.

    basically any killer that cannot down survivors in quick succession/ do not have strong mobility are the only ones getting hit by anti-tunnel at all… but why?

    these killers get hit by anti tunnel the most for two reasons:

    1. they're the ones who need to tunnel to win most: these killers simply do not have the ability to go for 12 hook games against even decent teams because they lack the chase power to down those players efficiently

    2. their powers do not allow them to quickly shred through anti-tunnel defenses and they mainly use their M1 to attack.

    ———————————————————————————————————————————————————————————————-

    so how much is enough? how many times are we going to keep beating these killers with a stick for employing the only strategy that yields success?

    its a whole other can of worms to point out the fact that not a single thing here addresses the killer's fun by nerfing survivor efficiency. I dont find it fun when I'm playing Legion and 4 survivors are split up on 4 different gens with nothing I can do about it, where is my anti-genrush feature? why is it only the survivors who are seen as victims of the killer's evil dirty toxic strategies? when killers complain they're told to get better, when survivors complain they're showered with mechanic after mechanic after perk after perk to handhold them against tunneling killers. because there's nothing they can do, tunneling op, we are helpless victims.

    want killers to play nicer? make playing nice an actual feasible strategy because now it is not. and no, 2.5% extra gen kick/attack cooldown speed does not magically make doctor capable of getting 12 hook games.

    every single killer slowdown perk that is even remotely popular has been nerfed in some regard, never the same about the survivor's perks (some lean on the side of plain obnoxious). lots of these perks are flat-out banned in competitive (and yes, competitive is a good metric, those are good players that know how to use perks so im not gonna sit here and pretend a perk is mid because your average solo q player doesn't know how to use it. cough cough shoulder the burden)

    but I guess we can all agree its obvious that the devs balance for survivors after that abandon/surrender change which punished killers getting held hostage and let survivors walk out with a draw after losing, right? right?

    I already know the consensus on this is to employ the caveman mentality of "tunnel = bad. if you tunnel you = bad player. I no tunnel I win every game. no tunnel and these perks do not affect you" and that my opinion is the unpopular opinion.

    so, for the sake of my own sanity, if you say any of these things I will not reply to you, and will instead imagine you trying to go for a 12 hook game while playing ghostface on gas heaven against a 4 man. totally owned, bro.














    And yet you claim that you win 90% of your games without tunneling or camping.

    90WinRate.png

    So either you're lying about your win rate, or you're just being a massive troll.

  • We also don't know how many rift fragments the rift quests in the future weeks will reward us with. They could (and should) offer more than the ones in the first week.

  • @Emiloo said:

    This new rift system requiring 100 shards per level is ridiculous. With the removal of gaining shards from XP gains after a match, you make this Battle Pass (BP) infinitely harder to grind for people who cannot afford to play this game every single day. The rewards are trivially small and do not compensate at all for the new grind levels you have introduced to this game. Other BPs such as the one in Marvel Rivals and Apex Legends are already unpopular due to their grinding nature and predatory prices. You have made the BP even less casual friendly and are either promoting insane grinding, which will cause burnout in all but the most hard core players, or you are trying to hard monetize the BP now. Making it intentionally harder to finish so that people cannot earn their money back and buy the next one for free. Please reconsider these changes, as a casual fan who considers this their, favorite game, it really makes me unhappy to see such predatory monetization practices. Please make the rewards for quests higher, or add the ability to gain shards through XP gain from playing matches regularly.

    This new rift system requiring 100 shards per level is ridiculous.

    I'm assuming you mean rift fragments? Considering you get 75 fragments per rift quest, 10 per milestone quest, and 15 per daily quest, we'll have to see just how bad it is.

  • That's why streaming is the best way to record matches. It doesn't take up hard drive space, and at least on Twitch, the vods do expire after some time. You can save your highlights and export them from Twitch straight to Youtube without having the video ever touch your local hard drive. I have a few saved highlights of hackers in my own Twitch library.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921828#Comment_3921828

    Well, they must first remove the "go next" to properly assess the "weight" of those issues, which will then be shown in player count

    If it's actually as big problem as some claims to be, it would be addressed with no question

    But If people just stopped playing, they're not going to know why. So how can they address those issues?

  • I'm just curious what Sac Ward will do once the map offerings get nerfed. A mere 20% chance to get sent to a particular map (and we won't even know when the offering is played anymore) hardly seems like anything to worry about. I think Sac Wards would need an entirely different function…

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920753#Comment_3920753

    Yes, as I said to another poster here @cesspoolechochamber - you can easily play the game out. Survivors give up for many, many, many different reasons and I really try my best in situations. I've had two survivors DC against a Hillbilly... On Lery's. - I still played that game out, I still tried my best, did I die? Yes, of course.

    But I still looped Hillbilly, I still went and played it and said GGs to the Xbox player, I believe he got hatch or something. - even in a dead game, such as the one I said above ^ you can still gain experience and just play for fun, which sadly, is lost on this game for some players. - people expect steam rolls, 3-4 gen chases, gens popping for survivor.

    While for killer, you expect a steamroll, less gen progression or gen pops, or multiple hook stages, or a solidified tunnel out early on.

    It's why I always opt to try my best, so I am not the survivor that gives up - I like to learn, adapt, and move onto the next game - that's what I enjoy about DBD. However, my mindset is not the norm and sadly, in low/mid/high MMR people set way too many expectations on others instead of looking inwards.

    Edit: — which leads people to DC.

    I've had killers DC over small, minor things. Same for survivor. It's burnout, I went down first, "My chase wasn't that good.", "Why didn't a gen pop during my chase? I give up.", "I don't like this killer. I'm going next."

    OR

    For killer: "Someone cleansed my totem early, I DC.", "They looped me for multiple gens, I give up.", I can't tunnel this person, this person is uncatchable, survivors taking bodyblock protection hits, I missed off a few frames — DC. It's sad that people give up over the smallest of things, but it's whatever - I don't see it often, thank God.

     sadly, in low/mid/high MMR people set way too many expectations on others instead of looking inwards.

    Because they have to.  Your survival is entirely dependent on your teammates, and your own skill/knowledge of the game does little to impact it.  And this is exactly why teammates giving up is a problem, because it screws you over.  The game is designed for Survivors to rely on each other.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920565#Comment_3920565

    Dude…. thats an outrageous take. "it's toxic to keep someone in a match they dont want to be in" are you kidding me? They re screwing over their entire team. They are ruining the match. If they didnt want to play then they should just not queue up.

    I will NEVER reward go nexters. Im gonna slug you if you try to go next and you can eat the DC penalty as punishment for screwing your team.

    They queue up because they do want to play. Matches typically have two outcomes for Survivors; they either get eliminated early, or they get stuck in a 10+ minute stalemate, the latter of which the surrender feature was intended to mitigate. Most Survivors would rather go ahead and take their loss and try to have a better game next time. That's why they keep queueing up.

  • I kind of don't see the point. If your game is "ruined" why would you want to drag it out even longer than if you played normally? I say just play out the match, win or lose. Not for the person who gave up, but for yourself.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920171#Comment_3920171

    Plot twist would be the new meta. Everyone just plot twists against a killer they dont want to face and instantly can claim a draw within the first few seconds of the game, ha.

    Heck, could use it any time in the match. Match not going your way? Everyone plot twist for a draw and move onto next match.

    Bhvr has already stated that Plot Twist will not trigger the abandon prompt.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919823#Comment_3919823

    Ok where does it say that chaos mode is supposed to be chill? The name is chaos... Doesn't sound chill to me

    Not much chaos when you choose your own maps.

  • Haddonfield needs something for sure. I actually had a match this morning where a teammate brought the Haddonfield map offering, and I'm like, "Why...?"

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918781#Comment_3918781

    So you think a killer should be forced to play out a match against all bots?

    While MMR is very flawed, you will on average be playing against much better players closer to your skill the higher your mmr goes. People want to raise their MMR because skilled people want to play against other skilled people, this is pretty normal in most games.

    So you think a killer should be forced to play out a match against all bots?

    Where did I imply that? I just said when they surrender, they shouldn't get a win or a loss. The match should just end right there, and everyone takes home whatever bp they earned.

    While MMR is very flawed, you will on average be playing against much better players closer to your skill the higher your mmr goes. People want to raise their MMR because skilled people want to play against other skilled people, this is pretty normal in most games.

    Yes, it's normal, but knowing that MMR is flawed like it is, it's almost pointless to raise it. The ideal thing is to try to keep it mid so we can have decent matches without dealing with sweat lords on either side.

  • Surrendering should never count as a win or loss for the Killer, in my opinion.  A loss for Survivors, sure.  To the argument that you can't raise your MMR that way, I would ask, why would you want to raise your MMR?  One, it's a score that you can't see, and two, it certainly doesn't get you any equally-skilled opponents.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677

    Remember the slugging one? All of the questions were around how it feels to BE slugged, but they didn't have a single question about if people feel like they HAVE to slug, or WHY they slug.

    I remember that, and there were no questions about how anyone felt about slugging. Most, if not all of the questions, were about how we define slugging, not how we felt about it. Questions like:

    1. Killer downs one Survivor and sees another Survivor nearby and goes after them. Is that considered slugging?
    2. Killer downs Survivor and then runs across the map to look for another Survivor. Is that considered slugging?

    Questions like that.

  • I ran Deja Vu to help me find generators, and Distortion to help me not get found as easily. I stuck to gens as much as I could until I got it.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916998#Comment_3916998

    Makes me sad to think about where the survivor role is currently tbh. Dbd was my favorite game with almost 5000 hours locked in, now it's just miserable to play.

    If you have that many hours, there's probably some burnout involved as well. I'm feeling it, even though I have just over 3k hours. So I'll be taking a break once this Blood Moon event ends. Probably not an extensive one, I'll probably just play on my "weekends" rather than every single day. I've finally achieved my dream of getting my Dwight to P100, so there's no reason to grind as hard anymore.

  • @Hex_Ignored said:

    The reason you get so much excess currency is because at the beginning of the event tome/currency system, you needed to complete almost every challenge to get everything. However, some diehard killer and survivor mains simply couldn't accept that they had to play the other role and complained a lot. That's why you get enough currency to buy everything even if you only play one side.

    I, for one, appreciate the wiggle room. No one should be forced to play the role they don't like for the sake of cosmetics. And on top of that, some people may have limited time to play, so may not have time to complete every challenge even if they wanted to.

  • @ShanoaLegendaryPlz said:

    Maybe the abandon feature can be upgraded to the last 2 survivors if 1 is slugged for more than 10 seconds

    Or make it so that the slugged Survivor can surrender, and the Entity would take them (like in EGC, but only for that Survivor). And then the last Survivor can look for hatch.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911249#Comment_3911249

    StB cannot be called anti-tunnel perk? StB is literally not only the best anti-tunneling perk in the entire game, but also the best survivor perk at the very moment because not only it counters tunneling, it also forces 12-hooking which is already a crippling disadvantage for huge majority of killers.

    The user transfers the hook state from their teammate to themselves AND becomes exposed in the process, making them an easier target for the Killer.

    You don't need to be a godlike survivor player for the exposed timer to run out way before killer will even land a hit on you :)

    Plus, you are now forcing killer to spread hooks, which is already a huge disadvantage, as i already mentioned.

    It's a perk that literally screams "Don't tunnel that guy, tunnel me instead," and then we're back to square one.

    so...spreading hooks is now...bad for survivors? Did you even read what you typed?

    Yes, I read what I typed, and I still stand by what I typed. StB does not force 12-hooking. It just "forces" (if you want to use that word) the Killer to switch their target. Assuming the user has no hook states, they transfer one hook state from their teammate. And if the Killer is that hell-bent on tunneling someone completely out of the game, they won't be far from the hook at any point, just waiting for the rescue. The StB user will be an easier target now that they're exposed, whereas the unhooked Survivor will have 10 seconds of endurance. Catch the user and hook them, and they will now be on death hook on their first hook.

    TLDR; The biggest counter to StB is to tunnel the user once they've used it. Therefore, StB is not an anti-tunnel perk.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911031#Comment_3911031

    when average survivor simply refuses to improve themselves on the level where they are going to make tunneling truly feel like very situational, why are we expecting tunneling not to be so orevalent? Killers are tunneling because survivors are letting it go unpunished and that's the core issue with tunneling. As for tools to counter tunneling, anti-tunnel meta is the strongest it's ever been and with the addition of StB, we can freely say losing so often to hard tunneling killers is nothing but a skill issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911169#Comment_3911169

    devs have already made tunneling much more difficult to the point where it should feel like extremely risky move that will only succeed if survivors make serious mistakes.

    Meanwhile, average survivor keeps getting worse and worse in terms of skill the more tools for countering tunneling they have and the more powerful those counters are.

    You can really see how bad average survivor in this game is nowadays when average chase time of single survivor per whole match is 1m, meaning average survivor lasts ONLY 20s per single chase with 2 health states.

    If you can't last a minute in chase, don't expect to ever be able to counter tunneling no matter how many tools this game gives you (unless they give you possibility to counter it on autopilot)

    You CANNOT call StB an "anti-tunnel" perk. The user transfers the hook state from their teammate to themselves AND becomes exposed in the process, making them an easier target for the Killer. It's a perk that literally screams "Don't tunnel that guy, tunnel me instead," and then we're back to square one.

  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911149#Comment_3911149

    If you only have to wait 5mins for a DC penalty to end, you're not going to learn your lesson and just keep doing it. Is 72hr a bit drastic sure, but there still needs to be some sort of determent. Like it's an online game, y'all know what is expected of you.

    I say 24 hrs is deterrent enough. There's really no need for it to go beyond that. That's the only thing I wish they would change about the DC penalty. Just put a cap on it.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911031#Comment_3911031

    Honestly can't wait for anti tunnel to come in lol just to prove I can still tunnel and make it effective. This is like the anti camp thing all over again. When they were talking about anti camp all survivors were saying "killers won't be able to camp anymore". All it did was teach killers to camp better, proxi camp instead of face camp. And the anti slug... All it did was make it so survivors can abandon when all slugged. I can almost guarantee anti tunnel will not prevent killers tunneling from the get go. They already know sometimes killers need to tunnel, you said it yourself there is a time to tunnel. If they nerf tunneling that drastically then tunneling later in the game won't be effective at all when it's needed for these times you talk about. if they succeed in doing a successful anti tunnel without breaking the game I will be very impressed.

    Yeah, I'm not declaring that tunneling is going to end.  We already know the devs recognize tunneling as a strategy and they don't want to eliminate it entirely.  They only want to address the most extreme cases where tunneling is used for griefing rather than a winning strategy, as LockerLurk describes.  So I'm really curious to see what they put out and how effective it will be.

    And the anti slug... All it did was make it so survivors can abandon when all slugged.

    Well, the devs haven't put out the promised anti-slug measure either.  That's also coming in Phase 2, sometime between July and December.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911020#Comment_3911020

    Taking chase as Survivor is as much part of the game as a Killer defending their generators. Getting chased does not mean "you have no ability to play the game". Heck! You're in the midst of the action!

    The Killer's objective is to KILL Survivors. The Survivor's objective is to escape. As long as you're doing this within the boundaries BHVR has put up, you shouldn't have to listen to what anyone has to say. And yes, including your opponents. Because the rules they put up are most likely there to make it easier for them, and more difficult for you.

    As long as you're doing this within the boundaries BHVR has put up, you shouldn't have to listen to what anyone has to say.

    And here's where the issue lies. As I've been saying, there's a time to tunnel, but most Killers have been pushing beyond those boundaries so much that BHVR has had to step in to tone it down some, with plans to do a bit more in the second phase of the Quality of Life Initiative. What exactly they're planning to do is unknown as of right now.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910738#Comment_3910738

    Doing 3 gens isn't near end game that's mid game. 1 or 2 gens remaining is towards end game. You said tunneling near end game... I take that as tunneling when there is 1 or maybe 2 gens remaining, at which point it is usually too late to tunnel. Tunneling start and mid game yes it's very strong.

    Another core aspect of survivor you seem to not like.... Survivors are strongest at the start when there are more of them, more gens to complete. They naturally get weaker as the match progresses. Killer is opposite. Killer is weaker at the start and gets stronger as the match goes on. Stronger with each player they eliminate while making survivors weaker. Stronger with gen defence due to less needing to be protected. This is the nature of killer and survivor. thats why killers tunnel so early, effective and helps be in a stronger position at the end because if they don't then they spend all match getting nowhere because survivors will be just as stronger as they were at the start. So if survivors have a bad start then it's usually only down hill from that point. If killers have a bad start they can come back easier through natural progression where they get stronger as the match goes on. Longer they leave it, stronger survivors are and weaker the killer is at the end game. If you want the ability to come back from a bad game then killer is the role for you. Survivor role naturally doesn't work that way.

    As for the primary reason so many give up early, strongly disagree. In both my killer matches and survivor matches people will give up at the slightest thing 10 seconds into the match. Killer they don't like? Map they don't like? Killer found them first? More people will give up in the first minute of a match and that's before they have given the match a chance. Truly can't wait for go next prevention, it's insane how many go next before anything actually happens, not tunneled, camp, slug... Simply need to look at some survivors with Myers and they run up to me lol.

    And that's exactly why tunneling is so unnecessary at the start of the game.  Killers naturally get stronger as the match progresses regardless of what happens.  Sure, you can say I don't like that, but I see no reason to change that.

    Yes, I said that's the primary reason, not the only reason.  I know there are petty ones who will give up from the start.  I really don't see this "go-next" prevention changing anything, though.  At no point do we ever see the same person giving up over and over.  It's always a different person who may just be having a one-off bad game.

  • @Prometheus1092 Amazing how your experience can be so different from mine, as well as others I've seen on Twitch, etc.  I've played and seen countless matches where the Survivors would bust three gens within the first minute, and then the Killer would pick up the pressure and eventually win the game.  Whether it be by tunneling or other means.  I see far fewer instances of Survivors coming back after a bad start.  I believe that's the primary reason why we see so many Survivors giving up, because of how early they lose the game, even before they actually die.

    Recovering from slugging is way more precarious than being unhooked because we don't have the basekit endurance.  Yes, I run Soul Guard, and I hate that I have to have that as a permanent fixture in my perk slot, along with Kindred.  I'd love to be able to run different builds, but oh no, it's far too risky to remove either of these perks.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910689#Comment_3910689

    I just want to break this vicious circle and tell you how things are on the other side. You are trying to impose a religion of fun on killers, when in the nature of killers the desire to kill. We have little choice but to negotiate with those killers who play the game (taking into account the feelings of the killers and then the killers will take into account the feelings of the survivors), or destroy this community of killers and replace it with one more convenient for you (raising new killers). Otherwise, we will all just continue to suffer in this long-term hell with no hope of salvation.

    Personally, I would go back to 2018. I was much freer and happier there.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910680#Comment_3910680

    I would not be so categorical. Perhaps because some games look like this. It does not dispose to mercy. I have many of these in my collection (I love strong trophies). You just automatically learn to strike preemptively, because any weakness will cost you the game.

    This screenshot is just a reference logic puzzle.

    Which of us is right? Which of us is more toxic?

    I assure you, I am a camper at the tunnel who knows no mercy.

    https://us.v-cdn.net/6030815/uploads/YVDKSXYFXH0O/260220250012.jpg

    As I said, there are times when it makes sense to tunnel/slug/camp.  I personally hate getting teammates with those kinds of builds, because they're not there to escape/win.  They don't care about doing gens.  So why would they get pissed when they die?  I honestly don't understand that logic.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910627#Comment_3910627

    but when killers opt to not tunnel and they slug instead then people don't like that either.

    My suggestion is learn stealth, it works for me as survivor. It allows me to do gens, go for saves and if you want a chase you have the choice to go look for it or remain stealthy doing gens and it helps stop tunneling before it even happens. Covers everything you want. I'm not a pro player and I'm sure if I can do it, anyone can. Make shadow boon your best friend. As a scratch mirror Myers that thing is the bane of my existence so I know it works with helping survivors remain stealthy.

    Slugging is even more annoying than tunneling because it removes player agency.  You can't do anything other than crawl around, and there are even fewer defenses against slugging than there are against tunneling.

    Oh yeah, stealth is my preferred way to play as well, but as you admitted earlier, it fails sometimes.

    Another thing that people fail to notice (and I can see why), is that we do recognize that there's a time and a place to tunnel and/or slug.  Towards the endgame, yes, it makes sense to use that as a strategy.  But many Killers have pushed those strats beyond the acceptable level, doing so at five gens against the first person they found.  Or slugging from the very start and leaving them to bleed out, with no intention of hooking anyone.  The last one in particular there is no justification for, ever.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910627#Comment_3910627

    Because tunneling IS a strategy. Tournament players use it. And camping too. Gens are done in 60 seconds now, everything has to be on the table for killers.. Trying to make the game ezmode for people who can't counter a strategy with another strategy is not REMOTELY the same as "no, YOU quit the game because you aren't allowed to use tunneling anymore because it makes the game hard 4 me."

    It's time for people to get better in place of using nerfing as a "strategy" because Behavior is afraid to lose players who demand participation trophies. If you don't want to get better given the countless advantages (pallets and windows around every corner, basecamp BT, basecamp hook facecamp timer, no deadends anymore, survivors win the 8 generator kicks, survivors move immediately after knockdown instead of getting reset to killers' feet) then why are you playing? Why does Behavior have to keep giving you help instead of providing you opportunities to train and get better?

    There'd be a lot less complaining about tunneling if those "countless advantages" made tunneling less effective.  But they don't, and that's why Killers continue to tunnel.

    Thankfully I don't get tunneled a whole lot, but it's still annoying af when I do.  Whenever I run the anti-tunnel perks, guess what?  They actually encourage the Killer to tunnel me rather than discourage them.  Now why do you think that is?

    I don't think anyone has a right to tell Survivors they need to "get gud" against tunneling when they only play Killer. I've had some matches where I've been tunneled but managed to run the Killer long enough for the teammates to complete the gens and escape, but I sure as hell didn't enjoy them. It's like having a fly buzzing around your ears, and you can't just swat it with a fly swatter.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442319/tunneling-has-gotten-out-of-control

    Tunneling has a counter, it's called looping, windows, pallets, jungle gyms - the amount of ez they have added to this game for survivors is crazy, but I don't blame them. You guys keep getting on and threatening to leave and they get scared for some reason. I'd prefer players that can't handle tunneling to try a different game.

    Sure, you could say it's that easy to counter tunneling (but it's not as easy as you claim, sorry to rain on your parade), and doing nothing but looping all game doesn't make it fun.  Idk about you, but I'd like to do some other things.  Some gens, some altruism, along with some chases.

    And if the game is so hard for Killers that they're forced to rely on tunneling to even stand a chance, why are they playing?

    I'd prefer players that can't handle tunneling to try a different game.

    Maybe you should try a different game if you can't handle not tunneling.

  • What I'd like is for related/familiar Survivors to respond to each other, like the Lyra siblings do. Like Leon says, "Claire, it's good to see you," it would be nice if Claire could respond.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910317#Comment_3910317

    because it's bad to get 4k? Bhvr should put out a notice "killers are not allowed to get 4k, not allowed to want 4k, if you even think about 4k you will be banned" it really is true survivors don't like anything the killer does, tunnel, slug, camp, perks, add ons, offerings, literally everything that doesn't include mindlessly going in a circle playing to the survivors every whim.

    If survivors had the game their way being killer would be so linear and 1 dimensional, no diversity. Chase around pallet 10 times, next pallet....another 10 times. When killer gets a hook they must run to the other side of the map and spin around 5 times "Don't you dare try to improve your chances of getting kills tho, you play this way or not at all"

    @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910317#Comment_3910317

    What's wrong with wanting the 4k?????? Killers are allowed to want that, it's what the game encourages the killer to do. The killer is supposed to kill and you are NOT entitled to receive hatch, or be let go. You literally just proved my point. Survivors find a way to complain and whine about absolutely everything the killer does. It literally does not matter how the killer plays or what perks they bring. They could get 12 hooks in a game and a huge number of you people would still say "the killer tunneled me". It's time to face reality, you dont like losing and anything the killer does that actually beats you, you hate. Maybe, just maybe, the problem is not with what the killer does. Maybe the problem is this awful attitude you and other survivors have.

    When did I say you're not allowed to want a 4k?  What I'm saying is that Killers will lose their **** at the possibility of anything less.  They can't accept the fact that they're not going to 4k every single game.  Getting a 3k and then the last Survivor getting hatch is okay, but you think it's not. And @Nomade in particular just proves my point, while also being hypocritical. You're like "What's wrong with wanting a 4k?" while also acting like it's wrong for us to want to escape every once in a while.

  • It's not just you. I had the server crash on me three times this morning, and that never happens. So something is definitely up.

  • @Nomade said:

    Every single thing the killer does leads to survivors crying. Dont camp. Dont tunnel, Dont slug, Dont chase, Dont use this perk, Dont use that perk, Dont use your power, dont mori me, dont hook me. ENOUGH!

    Why should anyone take the survivor playerbase seriously at this point? This behavior of complaining about literally everything the other side does is a joke, and all of you should be ashamed.


    The question of why tunneling is being done now more than ever has been asked countless times and answered. This entire thread is the result of people failing to accept the reality that tunneling is happening more and more frequently as a result of the incessant survivor whining about literally everything else the killer does and the devs nerfing everything from hook states to slowdown and regression.

    No, the reason Killers tunnel is because nothing less than a 4k is good enough for them, and tunneling is the easiest way to get it.  It's like a drug that Killers are addicted to, and BHVR is once again forced to step in for an intervention.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909920#Comment_3909920

    I disagree; stealth is the only way to stop tunnel. Why? Because stealth removes killer agency. They want to tunnel, but stealth disables that.

    For example, good luck ever finding an unhooked OTR user who was rescued by Babysitter. Stealth is technically more cost effective than looping as it uses 0 map resources

    Yeah, you aren't going to stealth from the Killer when you're leaving scratch marks and blood puddles, alerting every crow they pass. And the Killer will likely have one or more aura-reading perks as well.

    Even if you equip Distortion or OTR, you'll still be leaving blood puddles, something that can't be hidden.

  • Maybe once we hit the max community goal, I can use BPS and see how many points I get?

  • Yeah, I don't like it either, even though I haven't reached that quantity for any item.

    If it does need to be capped at 999, then we need a way to sell or otherwise discard inventory items. I know there's a bunch of clutter in my inventory that I'll never use...

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908480#Comment_3908480

    When? Cus it seems like it only gets faster and faster with each update. Tunneling is something no one feels good about doing, but its the only way to win the match when gens can be completed every minute on average

    Of course gens are going to fly if you're only chasing one Survivor. That means two or even three Survivors are on gens. Shouldn't you be stopping them?

  • Yes, tunneling is just boring to go against, whether you're the one tunneled or not.

    I just had a Chucky this morning. Hardcore tunneled Elodie out, and then camped a Sable on her first hook to death. I'm not sure if his plan was to win, because the other Sable and I rushed the gens and ran out, and he didn't even try to stop us, just camped the teammate to death. Like, I even refilled my blood can right next to him. Either he didn't see me or just didn't care.

    Whatever the case, it made for a boring af match...

  • Maybe protection hits from the Ghoul are bugged in general? When I had the challenge to take two protection hits in one trial, I got hit by the Ghoul while unhooking someone, and it somehow counted as two hits in one. Maybe that's why MOM didn't work in your case?

  • @Rudjohns said:

    One of the 2

    -Unbreakable basekit with 2 survivors left in the game

    -The slugged survivor can "surrender" when slugged even if the other last survivor is still up, and surrender in these conditions will not leave a bot behind forcing the hatch to immediately spawn

    I like the second option, personally. It would end the game quicker, regardless of who finds the hatch first.

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