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Firellius

Firellius

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Firellius
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  • Honestly, starting to think that there should be some survivor intel perks that should become baseline, and in compensation, gen time should go from 80 to 100.

    Not keen on buffing killers, since I like matches with a somewhat slower pace, where you aren't constantly either in chase or getting someone off the hook or sweating out a gen.

  • @JasmineDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095717#Comment_2095717

    wait so it doesnt work if the killer can see you? Doesn't that kinda defeat the point of the name "Thats Rude"? I thought the point was it would look like you were taunting him. Thats going to be a pain but thanks!

    No, it does work if the killer can see you. Problem is, pointing at that stage will get you killed.

  • It literally only worked for me in a match against a clown where I had direct visual on him. Premonition's trigger angle is extremely wide, so I would often just point randomly, and the quest just wouldn't trigger.

    It requires a hell of a lot of luck. You need to have visual on the killer without him or her seeing you. And then hope you can milk that for two in a row. It's a terrible challenge, and another 'throw the game' kind of thing, since Premonition is utterly pointless.

  • Tunnelling is not the only way to win at high ranks. I've seen more than enough killers do just fine without tunnelling or camping.

  • I have zero problems with picking up new games, but Dead By Daylight definitely has its own niche and experience. So no, it's not laziness. If anything, I pick up new games too often.

    I did see some Ohmwrecker footage of Home Sweet Home, but that looks way more frantic than tense. And I don't like that.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094971#Comment_2094971

    His power negates hook perks because a cage isn't a hook. Thats it. He wasn't designed to counter ds. But ds was designed to counter tunneling. Your argument is invalid.

    Okay, how do you think this went during his design/development phase?

    "Yeah, we could just copy paste the hook mechanisms onto the cage, but we've decided to create an entirely new gameplay function instead for literally no reason."

    The cage not functioning like a hook is by design, not by accident. PH WAS designed to counter hook perks, including DS.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094933#Comment_2094933

    Ds(after the BIG nerf a couple years ago), was created to specifically counter tunneling. That being said, it's the counter to tunneling. So you shouldn't complain about tunneling if you aren't running the counterperk.

    Pyramid head, on the other hand, is the counter to gens going too fast because of the time wasted in chase, and also while hooking people. If you were complaining about this and not playing PH, I'd say the same thing about him as I'm saying about ds now. His ability is about maximizing efficiency. Not countering ds. Therefore, he isn't a viable counter to ds, and killers could still complain about it without running him. However, if killers also have no right to complain about killer not being efficient enough if they aren't playing him.

    How is he not a viable counter to DS when his power literally voids it? First your argument is that 'he's not designed to counter it' (Which is wrong, considering there was no reason for the cage not to count the same way as a hook, from a game design perspective), now your argument is that he's not a viable counter to it? I mean, DS also sucks against proper tunnelling, because a single stun-and-drop isn't enough to get the killer off your case if he's truly tunnelling you, so does that mean DS is also an 'unviable counter'?

    'PH is the counter to gens going too fast', what? He has no map control. Sure, he can break a loop, but he can't make it to the other side of the map as fast as Nurse, Spirit, Freddy, Demogorgon or Blight.

  • @MerryJuanNa said:

    that would basically be like giving the solo q player a 5th perk, however they do need to bridge the gap, i suggest adding in game voice chat that would get rid of the problem without giving them an unfair advantage

    In-game voice chat would be a far bigger bonus than kindred being baseline, if used well. And it would ruin the game if misused.

    Solo survivors are UP anyway, so tossing out a free Kindred would close the balance gap a little bit.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094377#Comment_2094377

    Yes, but that isn't his ONLY purpose. He wasn't made to counter ds. That person's argument is invalid because of this.

    No, it isn't. The argument is about having a counter, and not using it. 'DS is a counter to tunnelling, so if you don't run it, you can't complain about tunnelling' = 'PH is a counter to DS, so if you don't run him, you can't complain about DS'

    The fact that PH has other benefits on top of countering these perks just strengthens the argument.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094198#Comment_2094198

    But that also wasn't his purpose. He wasn't created to counter ds. Ds was created to counter tunneling. Ds is literally made to counter tunneling, meaning that if you don't run it you have no right to complain about being tunneled. PH was created to save time by not having to carry people, while also saving time on chased with POTD. Your argument is flawed.

    Pretty sure that about 80% of the value of Torment is that you don't have to deal with hook perks like BT and DS.

    I mean, if the primary goal was to save on hook-carry time, why does Cage not simply count as a hook? It is specifically pointed out that it counters hook-based perks.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094082#Comment_2094082

    Not at all. PH's ability isn't countering ds. It's saving time. There was no counter to old ds, so what you're saying doesn't make sense.

    Not initial DS, but the DS before All-Kill.

    It requires being hooked, and PH countered that, because caging didn't count as hooking, so it never enabled DS.

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093349#Comment_2093349

    But you also can't complain if the killer tunnels you while you aren't running ds, because you aren't running the counter.

    That's like saying 'you can't complain about pre-nerf DS if you aren't playing Pyramid Head'.

  • @Seraphor said:

    Brilliant, I'm on the "Whatever It Takes" challenge now. Stun the killer 12 times. As if that's gonna happen.

    Well I guess at least I have a reason to run DS now.

    I mean, that's a trash challenge to begin with, since stunning the killer costs you a health state in 90% of cases to begin with.

  • Spine Chill and Sprint Burst are very solid picks.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093998#Comment_2093998

    Thats a visual bug. Been around for a few years. If she goes into fatigue the second after a blink, its not a real fatigue.

    Nah, she blinked, charged her second but I ran up to her, so she held it until fatigue set in. Audio cue, head slumped, half a second later, she slapped me.

  • @brokedownpalace said:

    I jump out of the locker, complete the HO animation, the killer isn't affected so he swings and downs me, THEN he gets stunned.

    Might as well break the DS stun too and just remove stuns from the game altogether

    If it's any kind of stun that's busted, that might explain the nurse I had the other day, going into fatigue for half a second and -then- taking a swipe at me.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093452#Comment_2093452

    Ok, that's fair, then maybe making ME a one hit injure and that's it, obviously, having to actually earn the one hit injure even though this would be some sort of "plague"ish

    I just had a thought...

    People've been asking for bouncy blades to be basekit, what if ME is the way to do it?

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093281#Comment_2093281

    I just can't agree with that, it only takes one person to find either all 5 or just the one when noed is active. With maps showing you where they are, inner strength rewarding you for finding them, archive challenges asking you to do them I cant say that argument falls apart at any point.

    Survivors are massively disadvantaged outside of meta-tryhard swiffers, and you want to turn matches into 3v1s where one person is not contributing a lick to gens?

    That's assuming you can actually find all five, since some maps are horrible for totem hunting, and there are some spawns that are very difficult to find, even with Small Game. And that's another issue with NOED: If you cleanse 4 out of 5, you royally screw yourself over, because NOED is going to the one totem you -can't- find. So unless it is absolutely perfectly executed (Good luck coordinating that one, even in a swiffer), it is actually hugely detrimental to 'do bones'. Because if you don't do bones, NOED might pop into a totem you've already spotted.

    Also, it's not 'maps showing you where they are', plural. It's ONLY the rainbow map. The regular map is an even worse version of Visionary, one of the worst perks in the game.

  • Meta survivor perks aren't OP. Game's insanely killer sided without meta survivor perks.

  • Particularly the draw speed buff was on my mind when I played him, so I'm looking forward to seeing how it plays out.

  • 1. The stun bug doesn't affect me that much. The finnicky timing and context sensitivity usually meant getting hit when I got the stun off, so not much changed.

    2. I have been seeing an uptick in camping and tunnelling lately, with more 'full-on sweat-mode' killers rearing their ugly heads. The ones that won't go more than 20 meters from a hook and have negative interest in anyone that wasn't unhooked in the last 15 seconds.

    3. Win rate is more or less unchanged. Probably a little over half of all matches end in a 4K. A few have a couple escape, and rarely, we get a 0K.

    4. See point 2.

    5. I've been seeing less slugging, I think.

    6. Never ran it, still don't have it. Probably won't get it now, either. Too situational, and probably not even strong enough of a deterrent to tunnelling.

  • How common are hatch escapes, really? In all the time I've sunk into the game, there've probably been less than 10 hatch escapes, and all but one were last survivor standing.

    The problem with a lot of the suggestions being made is that they encourage really bad or really unfun play. Hatch only spawns at five gens done? Two survivors left that still need to do two gens are just gonna hide forever. Break the hatch? Last survivor standing will just hide forever. Only one person can get out of the hatch? Survivors will do what they can to beat each other to the hatch, and will jump out immediately as opposed to helping others get to the hatch.

    Is the current situation really so bad that this needs to be addressed? The current hatch spawn circumstances really weigh player skill out. Either the survivors are nearly done anyway, or the killer has already practically won, and then there's a slim chance that the hatch becomes a play.

  • @ShinobuSK said:

    Killers do the same but I agree survivors do it way more on average. But also survivor playerbase is bigger than killer so its expected.

    Problem might be that in red ranks, both sides have a handful perks to use, while 80% of all perks are basically useless in higher level gameplay.

    We need to buff weak perks instead of nerfing those few strong ones so both sides would have plenty of potential builds they can use in red ranks and still win. Also it would shake up the meta and made your average game more fun and interesting.

    Also, survival scoring events need to be redone so it's easier to make more than 2k BP in that category if you get killed. Might make survivors a little less sweaty.

  • In terms of healing speed perks, Botany and We'll Make It share the top spot, to me. Then in descending order, it's probably Desperate Measures, Leader, WGLF, and Autodidact in dead last.

    I run WGLF for the BP boost, and despite getting me and my teammates killed so damn often with it, I still run Autodidact. It's a fun perk, despite how bad it is. Wish it had a cooldown ability built in where you could force a skillcheck once every ~30 seconds.

    But yeah, We'll Make It has a huge payoff that lingers for quite a bit on a not-too-stringent activation condition. It's an overall excellent perk.

  • I was considering a Little Nightmares chapter, featuring the Schoolyard from the pale city (LN2) as the new map, The Lady (LN1) as the killer, and Mono (LN2) as the survivor.

    For the Lady, the best idea I have for a power is 'Eyes of the Maw'. Slowing her down to a walking speed while all survivors within range and LoS accumulate petrification, which gradually slows them down. If the survivor gets fully petrified, they are unable to move for a few seconds.

    For Mono, my perk ideas are 'Signal Hijack', 'Hey!' and 'Static Noise'. Signal Hijack would allow Mono to see the auras of any survivors within a certain range from destroyed totems, while also giving him the ability to read the killer's aura whenever he destroys a totem. 'Hey!' makes Mono's aura visible to allied survivors when pointing or beckoning, coupled with a little audio cue. 'Static Noise' would activate when Mono is on the hook, and causes the killer to build up 'Static' over time as long as they are near the hook and not in a chase. Static would deafen them at first, then gradually build up to a blind effect, and they can only get rid of Static by leaving the active radius of Static Noise.

  • WGLF, Autodidact, Sprint Burst and Spine Chill.


    Autodidact screws me over 90% of matches, but it's too fun in that one match where it does go up to 4 stacks or higher.

  • @Orion said:

    Just cleanse the totems. It's not difficult and you have perks and items to help with the task.

    Cleansing totems is a hail mary and a half, because you need to hope that you get totem #5 before the last gen is finished. And by definition, totem #5 is the best hidden one.

    Which also means if you did any other dull totems, those can't slurp up NOED anymore, and NOED goes to the one totem you can't find.

    It's very counterintuitive, which is why NOED is such a pain in the neck. It's just a heavily flawed design. And there's no way to un-hex it without making the part that renders it relevant completely busted OP. Exposed is the strongest status effect a killer can inflict and having it on 24/7 is an awful idea.

    EDIT: One idea I liked that someone mentioned is a totem counter mechanism in the form of a shrine in the basement with lit candles on it, with every totem that gets cleansed snuffing out a candle. A mini-nerf for NOED with such a mechanism would be to have active hexes show as different candleflames, and have NOED show up as an active hex there.

  • I mean, the big problem here is the reductive thinking. ANY killer can pretty much be boiled down to 'either they hit you or use their power'. That's kind of the point.

    If you look at Demogorgon and Trickster and think to yourself 'These killers are the exact same', that's a problem with your perception.

  • Only time I complained about a Trickster running NOED was the one that was also facecamping and tunnelling, despite my best efforts to lure him to a chase.

    Regardless of Trickster though, NOED is just terrible design and likely to piss people off. Just because the Trickster isn't good, the perk isn't suddenly fun or okay to play against.

  • What if prestiging a character would permanently make their perks available to others in some way?

    For example: Prestiging David King for the first time means that all survivors have WGLF rank 1 available at all times.

    Maybe every time you prestige a character, you make one tier of a chosen perk of theirs permanent? It'd give value to prestiging.

  • I don't think Pig should receive any kind of buff until a workaround for her heavy RNG has been developed. Yes, one/two-box Pig is UP, but four-box Pig is broken as all hell.

  • @Mister_xD said:

    and while we're at it they really need to nerf some of the OP survivor Perks such as Deja Vu or Stake Out aswell!

    And get rid of Premonition. Super broken, survs always know where the killer is at all times!

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083883#Comment_2083883

    why would someone use a perk slot to block only totems for 2 minutes and then the totems get cleared as soon as the 2 minutes are up.

    Now you have 2 dead perk slots.

    At least corrupt intervention has an additional use for blocking gens so it wouldn't be 100% useless

    Maybe if the new perk that blocked totems lasted 5 minutes I would agree

    Because if Ruin is up for 2+ minutes, the killer has won.

    I mean, people use Undying.

  • It should probably be a different perk, and not piggyback on a perk that is already strong enough to be 'meta'.

  • Repressed Alliance would have a use if it properly froze a gen, and if the survivor stayed in control. It still wouldn't be strong either, only effective against Ruin and Pop.

  • 'bias towards survivors'

    Red rank killers kill more than they lose.

    in derp Comment by Firellius
  • It wouldn't even fix anything. My last match, a Quentin managed a flashlight save on me, big signifier of Swiffering.

    He was the only one -not- in the Swiffer.

    Sometimes survivors just work well together.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083055#Comment_2083055

    Well you can let other survivors heals you or you can start run for protect DS. That will survivor's choice.

    And it's the killer's choice not to go for the person that was unhooked within the last ten seconds.

  • @Ryan489x said:

    I play both side of the game, more survivor then killer but I have noticed a pattern. As the topic suggests if a killer and survivor do the same things it's treated very differently.

    here are some examples

    • killer puts everyone down with no way for them to save one another = slugging and that's a crime
    • survivors rush gens and finish the game in a few minutes = get better at finding us
    • a killer camps a hook knowing there someone there to rescue the hooked = insults and loss of emblem points
    • survivors body block to make hooking someone impossible = It's a tactic to win get over it
    • a killer face camps someone = don't worry about it you can unhook from any side; killer can only hook from the front. Oh and grabs don't work properly half the time.
    • survivors blind a killer while they're in an animation of breaking a pallet = all good just bring light born.
    • The thing won't let me type without the bullets now but whatever. The devs have flat out said that tunneling and camping is a valid tactic; if that's the case answer me this. Why did they change the game to punish killers for being in the proximity of the hooked person? Why did they change the game mechanics so you can unhook someone from any side but the killer can still only hook from the front? If body blocking is a fair tactic for survivors and hooks the killer should be able to do it too. Mind you I don't do these things if I can help it as a killer because I know how annoying they really are.
    • I've noticed for a few of the things survivors don't like the team has gone in and changed the game mechanics and scoring system to discourage and protect against it. However anything killers don't like; they throw out perks to counter it. If you don't have access to those perks for whatever reason on a all your killers too bad, but survivors; we'll change how the game plays for you. Yes some perks have been changed and just look at all the topics complaining about it and how unfair people think it is.
    • The one game mechanic changed against survivors in all the time I've been playing is no longer getting free chase points from and AFK killer.

    Here's the problem...

    4-man slug: First person to be slugged spends 3-4 minutes not doing anything

    Facecamping: Person on the hook spends 2 minutes doing nothing. All other survivors have to play 'Hold M1' simulator, getting significantly fewer points in the process.

    Tunnelling: Person being tunnelled gets about a minute of playtime and gets no points.


    Genrushing: Killer still gets full playtime in all regards.


    The unsavoury killer tactics are generally regarded as more of a problem because they are specifically detrimental to how enjoyable the game is. They tend to eliminate people from gameplay and remove entire gameplay elements. If you facecamp a hook, you might as well be an AFK killer.

    Also, I'm not sure what people mean by 'genrushing'. Outside of bringing a combo of Fast Track, Stakeout and Prove Thyself, there's not much survivors can do to actually 'rush' a gen.

  • Autodidact, as it is at the moment, is a huge risk to pick up and often doesn't pay off. The skill is entirely RNG dependent, and that is a drawback that mars an otherwise brilliantly fun perk.

    I'd suggest to give Autodidact a new effect: 'After healing someone without a medkit for 3 seconds, press the active ability key to increase skill check chance to 100%, lasting until you pass or fail a skillcheck. This effect has a 30 second cooldown.'

    This greatly diminishes RNG's grip on the perk.

  • @bobspongesweatpants said:

    Survivors: Holding M1 is so boring, give us something else to do

    BHVR: Do Bones

    Survivors: NO! That takes time away from M1ing gens 😤😤😤

    The issue is, as others have pointed out, that 'Do bones' is actually not a counter to NOED. In fact, it runs the very real risk of making it more powerful. If you do the obvious totems, NOED is guaranteed to shift to the well hidden totems.

    Basically, the more totems you do, the less likely you are to find NOED when it pops, unless you get all five.

  • It's a fair perk. I don't personally get that bothered by it, mostly because I hate window vaulting. My hitbox always lags about a full second or two behind, so I usually take a hit if I try to make a break for it with a window vault.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080323#Comment_2080323

    They did? How many of the ones in my matches did you ask if they were in a swf or not?

    My point is that I made it all the way up to red rank without knowing how to hold a chase for longer than 10 seconds. And if I could make it there, anyone can.

    I didn't break through to upper red rank until I got decent at chases though. I think Rank 4 is the trash funnel.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080181#Comment_2080181

    The amount of survivors I get in solo q that go down in 2 seconds at red ranks, just leads me to believe they didnt get there by themselves. IMO that's the biggest issue.

    They did. I played solo queue all the way up to rank 4 and I sucked when I got there.

  • It's still chance based, though, and the problem is that Spine Chill lights up when you really should be getting the heck out of dodge.

    Autodidact is a fun perk, but in most cases, it hinders me so badly that I really should stop bringing it and just swap to We'll Make It or Botany.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076778#Comment_2076778

    "you don't want to punish good killers by genrushing"

    Excuse me... WHY?!

    It's your objective. If the killer can't pressure you hard enough, that's too ######### bad.

    You are the very definition of what Sirlin is talking about - shackling yourself with all these nonsensical made-up rules that don't matter. This is a PvP game, bring it or go home.

    It's noble that you want to care about others... but when the other side is out to beat you, this isn't the right place for it. As I said, bring it or go home.

    I'm the worst part of the game according to you...

    ######### hell man - the person who has to get over themselves are people like you who think that people who like to play wide open are obligated to "dumb down" or "play with kid gloves" because somebodies feelings might get bruised.

    FFS - your expectation is unrealistic and is just setting yourself up for disappointment.

    Super hardball maximum sweaty PvP has never been good for the playability of -any- game, or the health of any game's community. I want DBD to be fun to play, not just a spectator sport.

  • @Phasmamain said:

    I think I’ve made my opinion clear but this killer pretty much goes against everything that made playing against a killer fair

    The only killer who is more unbalanced is nurse

    I disagree.

    Their powers are somewhat similar in execution: The ability to quickly close in on survivors. They both come with a drawback. The nurse has to time her blinks to cover the right amount of distance, while the Spirit cannot see survivors while out of phase.

    The -huge- difference, though, is that Nurse suffers really heavy repercussions for whiffing this very strong power. If you mistime or miss your blink, you are stunned for 3 seconds AND you can't see anything!

    Whereas if Spirit gets thrown off during Phasewalk, she just picks the chase back up -immediately-. This lack of a consequence to getting juked makes her so unfair. A perfect outplay will barely net you any distance against Spirit. Against Nurse, it adds a ton of time to the chase.

    Spirit would need something that would heavily punish her for misreading a situation or getting juked in order to bring her in line. Perhaps something like "Once you let go of phasewalk, for the next five seconds, you can't see survivors or their scratch marks. You can still attack during this time".

    Just make her pay for getting thrown off, like the nurse does.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074406#Comment_2074406

    And what you "less than ideal" players don't seem to understand that is if everybody properly punished the mindless campers, it would disappear or you'd outlevel them.

    I'm sorry if you can't handle the truth of the situation, but that's the way it is. There's nothing high-and mighty about pointing out that your gameplay encourages the very thing you hate going up against. And as I've pointed out time and time again - if you don't find it fun and engaging, don't play.

    This game has retained it's player base for almost SIX ######### YEARS despite all the pissing and moaning about camping. You all can stop acting like what's happening is going to kill the game

    What you need to accept is that it's just not for you and there's no shame in that.

    https://forum.deadbydaylight.com/en/discussion/comment/2074651#Comment_2074651

    But it's not wrong. See above. If players would respond properly to camping every single time, you'd see a lot less of it.

    And, as I mentioned, the reason it hasn't killed the game yet is because there are enough good killers that don't camp. And you don't want to punish good killers by hard genrushing.

    Putting it on the survivors to just 'deal with it' is going to create far more hostility because there's no immediate way to tell if a killer is camping, aside from running kindred all the time.

    Which is why the 'you can see the killer if he's X meters from a hooked survivor' should probably be baseline.

    And even then, good luck instructing the other two survivors to not bother playing the game.

    Bad playstyles encourage more bad playstyles. Bully swiffers make killers camp and tunnel, campers and tunnellers make survivors genrush. It's a harsh negative spiral that just breaks the game down.

    And as I said, the reason that the game is still alive is due to players' intention of having fun. Lots of killers don't camp or tunnel, lots of survivors don't genrush or go into bully swiffers.

    The ones that do are the worst parts of the game.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074140#Comment_2074140

    OMG not comfy enough with 1 second chance, you want to be able to hit DS 2 times in a match, hilarious.. one of the most absurd things i have read in years.

    You could just go after the unhooker, or any of the other survivors, instead of chasing someone off the hook.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073381#Comment_2073381

    BHVR has been aware of how much mediocre players being camped and tunneled and have been asking you to shut up about it since 2016 because its such an integral part of the game that removing it would be like removing flashbangs and smokes from CS:GO or the wall from Street Fighter.

    https://www.youtube.com/watch?v=Cr1i_zXOlxw&ab_channel=%E1%85%9A%E1%85%9A

    Like this was basically addressed in EVERY Dev diary.

    However, just because you lose to something, or you don't like it, or don't feel good about it, doesn't mean its unfair, or needs to leave the game. That is what we in the gaming world call a scrub:

    http://www.sirlin.net/ptw-book/introducingthe-scrub

    Basically, by trying to create artificial rules on the game enviroment that limit intricate, dynamic, and interesting behaviors (and yes, tunneling and camping DOES lead to lots of interesting game states, again, its SUPER interesting for the 4 other players in the game and low key interesting for you, the WORST era in the game's history for survivor enjoyment was arguably the slug meta brought about by old Borrowed Time that made defending the hook legitimately impossible, the game became super boring and the playerbase dropped off pretty hard, like the peak playerbase dipped under 18,000 because the game was SO FREAKING BORING), you are A: Making yourself much worse at the game because your convincing yourself that it isn't on you to learn to beat these strategies, and B: Making it so you understand the game less, because you refuse to engage with the logic of these strategies and why they are (sometimes) optimal and exist in the game.

    If you pretend killers only camp and tunnel because they are big meanies, you are, in fact, a scrub. Likewise if you refuse to recognize what tunneling and camping add to the game, even if you don't think it is worth it, and the potential costs for removing them, you are a scrub. That isn't me trying to insult you, that is me trying to rescue you from the scrub mindset. You are refusing to understand the game and your opponent, and that is limiting how deeply you can engage with the game, and thus enjoy it.

    Because the best part is that tunneling and camping is HIGHLY counterable. It is EXTREMELY punishable behavior. It exists as a PSYCHOLOGICAL strategy. The fact it infuriates you is the 'point' and if you turn it around on the killer and THEY lose THEIR cool, listening to them 'throw a tantrum' is... divine.

    Okay, all that high-and-mighty talk about the scrub mindset, let me explain something...

    The goal of any given game is to be fun and engaging. If this game wasn't fun, it wouldn't draw and retain players. And guess what the problem is with camping and tunnelling? It's not fun. For anyone involved.

    You mention that camping and tunnelling 'add' to the game, and I ask you: What? What does it add? Because compared to ordinary play, tunnelling is practically indistinguishable on the killer side of things, and massively reduces gameplay for the survivor. Camping is even worse, because it cuts out all gameplay on both sides of the fence.

    Survivors don't enjoy getting camped and don't enjoy getting tunnelled. I'm pretty sure killers don't get any enjoyment out of camping and tunnelling that they wouldn't get out of playing a match in a normal way.

    Yes, it's 'balanced' (Only if the survivors hard coordinate, in other words: Not in solo queue), but if every killer were to camp and tunnel and every survivor were to play the hardcounter to it, this game would be dead within a week. No one wants to play DBD if its entire gameplay plan is going to consist of:

    1. One survivor spending some time in a chase and spending the rest of the match on a hook.
    2. Three survivors moving to gens and holding M1.
    3. The killer chasing down one survivor and then spending the rest of the trial staring him down.


    'Fair' doesn't mean something is healthy for the game. It would be very 'fair' if the killer couldn't get more than 2 kills in any given match, because then it mostly breaks even. But every killer could quit if, after two kills, the other two survivors are fully invincible for the rest of the trial.

    Camping and Tunnelling suck the fun out of the game for both sides. Camping is by far the worse offender of the two, but the nerf and subsequent disappearance of DS has really brought tunnelling back into the limelight too. The only reason they haven't killed off DBD yet is because a lot of killers DO abide by a certain 'code of honour' and refuse to participate in these strategies. I myself immediately put distance between myself and a hooked survivor and try to look for someone else. And if I keep catching the same survivor, I'll often refuse to kill them off in favour of chasing someone else. It creates healthier gameplay.

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