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Garboface

Garboface

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Garboface
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  • I am a friend for gratuitous complaining, so this is working quite well for me. =D

  • I've reached my threshold and am now at almost a month without playing. It all got to be too much with just the tunneling and genrush squads. Now, it has all these bugs and game breaking conditions. I'm not coming back until the game is playable, which is looking a ways off now.

  • I've seen an increase in dc'ing as well, myself included. Must be something happening in the games.

  • My bad, I know better than to post here.

  • It happened pretty much all night and sometimes I was lucky enough that the killer was so terrible that even tunneling didn't resurrect their moribund results for them. My main gripe is when they bypass other wounded survivors just to deliberately troll by rebooking me. Sorry for the inconvenient truth, just what it is.

    Then, the cherry on top, it should be obvious to anyone of basic thinking capacity, that this is not an experience one would like to repeat and would thus like to die on the hook. Nay, here comes Feng or Jake to unhook me as the killer is still "proxy-camping". If I'm tunneled once, there is a great likelihood I am going to be again. No, bp ######### is not my ambition when cueing up the game.

    I suppose these killers defending this behavior played call of duty against players who memorized spawn points and shot at the wall where people spawned with fmj rounds and loved it's efficiency...if only for the people they played against. It only follows right? Let's hear a testimonial about how folks stayed in games like that...game after game. Surely, there is merit in such an argument.

  • @hotbabe95 said:

    It doesn’t count matches where you abandon, so the escape rate is really inflated

    A truth neatly negated.

  • Surely perks and playstyle can overcome terrible randos. I have over 8000 hours in this game in 8 years.

    I am killed by randos almost as much as killers.

  • Wait...I thought everyone's escape rate here was 65+%? How can two realities co-exist?

  • Epeen reigns supreme. Keep abandoning.

  • I've been getting a lot of disconnection from host. Usually once I return to the lobby after a game. Part of loving dbd is wearing bdsm leather to show you love abuse.

  • I don't have access to the stats due to some message about my account already existing. Would I be exaggerating how bad they are? It got a little better as the night went on but probably 10 out of 50 escapes. I have friends that I play with on a mic who are a lot better than I am at playing this. They flat out refuse to play with randoms. They know. You can outplay a killer but one can't outplay or even hope to offset randoms. At least half my deaths are due to them while playing solo.

  • Anyone else's. To be clear...abandonment...is being counted as an escape.

    Help me with this one. What is the solo pro play to be made in this situation? Once again, I am one of two people actually doing gens. Upon seeing the silliness afar, I was left to wonder, how can I...as a solo player offset the behavior of the reality challenged goombas? Fortunately, I was playing the event and the solution was outside of my synthetic knowledge. I was just then pondering how to micromanage an escape by doing something with my toes while honoring my sense of bewilderment.

    https://youtu.be/-iCP9ZOWMIk?si=wJYZE8mgWTYEq7Y1

  • It has been confirmed in this very thread that abandonment counts as an escape.

  • 60% escape rate? This must be with a mic. I am at about 2 escapes in my last 50 games playing solo. Much of that due to randoms. Sorry, no level of skill is going to plausibly get one past the killer AND 3 other dread randos. I'd post stats but I can't get the account to work.

  • I can't believe killers still complain when they can pretend to leave hooks and keep returning with no terror radius as springtrap. I'm loving getting owned by this new feature!

    Joking aside, pipping/points should be based on hooks and not kills but I suspect that since this has been tru3ta1ent's mantra for forever, they will never change it, lest they appear to agree with him.

  • Making a decision to not feed a tunneling killer and just do gens is a thing. Anti-tunnel perks, as mentioned here, are a minor nuisance at best. Incentivizing the killer to tunnel is more of a problem than the killer tunneling.

  • @spagz said:

    I don’t usually post, but this event has pushed me to say something. I finally got some friends to come back to Dead by Daylight, and after over 50 games, they’re done. Not one escape through the gates — only two hatches. And now they say they're never touching the game again.

    Why? Because nearly every match was non-stop tunneling and slugging — at five gens. Where’s the fun in that? Events are supposed to be a time to enjoy the game, earn bloodpoints, and try goofy builds or new ideas — not a sweatfest where killers act like it’s comp play.

    I get it — killers want wins too. But if the only way to win is by removing people from the game instantly, you’re not giving anyone a chance to play. There is no skill in tunneling or slugging, I don’t care what anyone says. If people bring you whatever you ask for dinner every night, are you a good cook? No. No skills. Survivors gen rush because they have to — it’s the only way to maybe avoid being tunneled out before you’ve even touched a gen yourself. Then killers complain about gen rushing like it’s unfair, but it’s a direct response to how brutal the matches have become.

    And honestly? It’s wild that after 9 years, this is still what Dead by Daylight looks like.

    BHVR — how have you had nearly a decade with this game and the core problems are still exactly the same?
    Tunneling. Slugging. Unfun events. Game-breaking bugs. Cheaters running around untouched. Survivor gameplay feels like an afterthought, and that’s exactly how a lot of us feel — forgotten. Left behind. Disposable.

    This event just confirms it. There’s no incentive to try new builds or play for fun. Survivors are punished for everything. Meanwhile, killers are allowed to play like it's a 2v8 and are even rewarded for it. If survivors quit, who’s left to play against? Bots?

    This game thrives on a healthy balance between killer and survivor. But it’s not balanced when your best bet of escaping is hiding long enough to maybe hatch out, and your friends uninstall the game two days into the event because they literally can’t enjoy a single match.

    You need to decide what game you want DBD to be. Because if this is the direction — one where events are miserable, balance is ignored, and survivors are treated like cannon fodder — there won’t be a game left to balance. People are walking away. Fast.


    FNAF brought in more players, yes, but what happens when they get tired of playing the same game over and over and going against bots because the devs at BHVR don’t care?

    If you care about this community at all, start acting like it.

    I came to balk and disagree but I have to concede. I don't think this is a bhvr problem though, it's the community. As long as the community's idea of fun is trouncing the opponent without allowing any credible counterplay, the problem will persist. Yes, things can be done to minimize the toys players have to work with and that is being done but I don't see a way to denature the evil ways of the players. Survivors are just as bad with genrush and it's not because they skeered either.

    Edit-not gonna lie. This borders on the excruciating to play right now. Not really, I just love to toss a big word or two around. This pain however, is not exclusive to the event. More of the aforementioned demons come out for these though.

  • @DevLinky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948896#Comment_3948896

    Incentivize hooks over kills and base the MMR system on hook numbers.
    A "hook penalty" for hooking the same person twice in a row with no one else hooked yet could work. Add a repair progress speed bonus for other survivors for example.

    I also strongly believe that gen time should be dependent on killers. Nurse = faster gens, Trapper = longer gens. This would probably help too, to a certain extent.

    This.

  • Add one are very important in the results. I don't camp/tunnel either. I also allow unhooks and then pursue the unhooker. No idea what my stats are as there is some glitch I can't get past. I often let inherently bad players leave though, so moot point.

  • @Abbzy said:

    Tbh idk how you can get 3v1 on 4 gens thats realy bad team, if killer tunnels one the he has 140 seconds on hook for 2 stagest and one must save right then at least 2 gens can be done before killer can tunnel him out and perks like pain res,grim embrace or even pop wont help killers if he doesnt hook survivors just goes after one and only guy, but this isnt your faul somethimes match outcome is already decided in the first minute of the match or even in the lobby.

    This is true. A fact too often negated. Survivors choose to flood the hook/further feed the killer as opposed to just doing gens and punishing the amateurish behavior. Bad survivors enable bad killers to stay bad.

    Tl;Dr

    Terrible players stick together with mmr. Mmr is working. If you're consistently dying to tunneling. You're bad. Unless your in solo que, I am pretty sure mmr doesn't match you with survivors on your level. So, in that case... you're simply screwed.

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  • @Xernoton said:

    Killers will stop tunneling the moment they are replaced by bots. Until then, there will always be killers that try to tunnel. Even if survivors got a base kit DS with infinite duration and 3 minutes stun time some Killers would still tunnel.

    I'd probably do it just for the added challenge at that point.

    Killers always tunnel for "added challenge", so that makes sense.

  • First game back today after about 10 days. Face camped and tunneled. Twice. YouTube suddenly became very interesting.

  • I always like to share this when the topic arrives. At about the 10 minutes mark.

    https://youtu.be/1oE5WffQ0Dg?si=xz5UL8uskt0TVnMI

  • I am outraged and will now race for the door in a blustery huff while muttering in a profanity laden tirade.

  • Generally, kill rate is indicative of tunneling clueless survivors successfully.

  • Havoc stricken, defeated, beaten and torn. A corpse without a soul and left to aimlessly wander empty space, wailing for substance. How about you?

  • Discord is generally more problems than it I worth.

  • ...and here I thought we weren't allowed to disagree about anything…at least out loud.

  • Lmao, all this makes for crazy reading. Downloading update but may have to wait the usual couple weeks to try the new chapter as it has become tradition by this point.

  • Yes, you can get off the hook when being facecamped but against a clown, how far will you really get?

    Just... don't go next.

    Ah, as a fun bonus, play as huntress. They won't know you're there. Putting it there so folks can find their best game.

  • Yeah, I just came to make a thread and ask what the purpose of this mode is? Nothing new but I played one game and lo and behold, a face camping clown that survivors simply couldn't resist feeding. Again, hardly a news flash.

  • That does. Thank you.

  • @Flopkween said:

    24 meters........ like I think it's self explanatory

    As defined by…24 meters says he of the tape measure.

  • An important thing to remember, killers aren't "having fun" being genrushed either and that is more prevalent and has a higher degree if success than the new killer.

    in Closed Comment by Garboface
  • Thank you for your help. Yes, on PS4 and it is hectic. It says on the trophy conditions now that it is 20 but I suspect it may still be stuck on 100. I've been trying to boost for it forever. Occasionally, will get such in normal play. I hear that since nurse's calling is 28 meters, that is a good measuring device. Literally, the only trophy I don't have outside of the new killer's trophy for exact hits. "Nowhere to hide" sounds like an excellent idea.

  • I just looked outside. Once again, the sky is not falling.

  • I would suggest a random electric jolt be delivered to their controller at a completely random moment within the next 15 minutest after the indiscretion has occured. Primitive, yes but they will think twice before repeating the offense.

  • I continue to be mystified by all the complaining from folks that "never play the game anymore". I am having more fun than ever with this game and have never seen it in a better state than the one it is currently in.

  • Yeah but not getting banned for it nearly as much as I used to.

  • Sony would be a big hurdle. Microsoft and steam already cater to dismemberment with the gears of war games. Also, as mentioned before, other countries would raise qualms as well.

  • I'm enjoying it. Besides, there aren't that many good ghoul players anyway. Hardly a quantum leap from weaker, blight or nurse either.

    in Closed Comment by Garboface
  • It's true but even moreso in 1v4. Without such, however, there would be very little variety in gameplay. Killers would get one to two kills Max if survivors just did gens. Gameplay would become very stale, so be grateful for the boneheads.

  • I'm loving it. My fave mode after traditional.

  • @MissiCiv said:

    https://us.v-cdn.net/6030815/uploads/5TQI1GJJTU85/gqi0rpbxwaa6hkw.jpg

    While it’s great to see QoL updates aiming to make the game smoother — especially for survivors — we can’t ignore the deeper balance implications here.

    Yes, these anti-slugging, anti-tunneling, and anti-camping mechanics will strengthen survivor gameplay overall. That’s undeniable. But it’s also important to ask: why do killer players rely on these tactics in the first place?

    It’s often a response to game design pressure. Many killers feel they have no other viable options due to gen speeds, strong survivor perks, and increasingly nerfed slowdown tools.

    If these changes are implemented without addressing the underlying reasons killers tunnel, slug, or camp, then the imbalance only shifts further.

    Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks, Enhancing survivor quality of life is great, but it must go hand in hand with addressing the core struggles killers face.

    Seeing nothing directly aimed at improving killer experience in this roadmap is genuinely concerning. It feels like we're addressing one side’s frustrations while leaving the other to keep struggling in silence.

    These changes must be implemented first to see how gameplay is a effected. I am quite certain that if the numbers heavily favor survivor, the devs will work something out. I think it is perfect right now with killer kill rate at 60%. I think the desire to quit at all will be diminished for survivors.

  • I find the idea fun. It's fun for me to use builds influenced by these challenges. Relinquish your grip on the meta. Let it go. It will be ok.

  • I play all the killers and enjoy them all. Tonight, I stopped because of boost mobile being a terrible hotspot provider.

  • I just cringed. Yet, my tail is wagging fervidly. I have by far exceeded my allotted limits of bad behavior, so I shall now skulk into the shadows and find sanctuary in addressing folks the way they require. You know where to find me. ;D

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