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  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231642#Comment_3231642

    David's have also been bothersome. Yui i would say mostly helpful. But David's are usually newbies or they are going for adept and running No Mither.

    Or, if they're shirtless David's, they're toxic as hell

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231488#Comment_3231488

    Maybe she came back for the event? Like the only reason I can think of a looper running Self-care is if they don't know it has gotten nerfed. And still it's bad to go in a corner and self-care for 45sec. At least of the vids I've seen when Self-care was still ok, you were supposed to do it mid chase.

    Very possibly. While playing solo queue we just got a 4E on a tunneling, camping Huntress who had BBQ and Chili. Pre 6.1, it would have at least given extra BP to a camper but now if the Killer is not going to leave the hook, why would a camping Killer use BBQ?

  • Yeah, I had a match where I was playing Demogorgon on Swamp and my only chance of winning was holding a 3 gen. I very rarely play Demo so I was expecting to get bodied and my prediction was holding up.

    However, everytime the Mikaela was hit she would run away and Self Care behind a tree somewhere without Botany Knowledge. No boon perks either; just Self Care. I have no idea why someone who obviously has CoH would instead bring Self Care without Botany Knowledge. She was an Urban Evader as well so she probably cost her team the game. She was a good looper and knew the map well so I would think she would know the time issue with Self Care vs CoH.

    I ate her head at endgame (DH 5 stack) and the only other remaining survivor at endgame got the gate. A bit more efficiency and the whole team would have escaped. She had Balanced Landing as well so maybe a Nea main doing the Tome challenge?

  • @LylakLavender said:

    https://forum.deadbydaylight.com/en/discussion/350906/what-the-4ks-today-had-in-common

    I've been running reassurance all day to help my fellow survivors. If I notice them being camped I go use it on them then lure the killer away so someone else can rescue. Most of the time there is one other survivor near by but if not then I risk it. However on my end I always get to 2nd stage cause alot of my matches my team sticks with gens to get their points. Not just killers its also on survivors side too.

    Yeah, my solo queue games have been pretty rough too. I think a lot of it is because it's an event so a lot of very occasional players come out and, understandably, their inexperience leads to mistakes.

  • @ElodieSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230681#Comment_3230681

    9 times out of 10 the killer B-lines it for the unhooked anyhow. "Take agro" doesn't work like that bud. Killer mains usually tunnel out someone so they can put more "pressure" on the rest.

    They can but if the person is on death hook you can stay between the Killer and the unhooked person up to and including the Killer downing you. You are running the risk that the Killer may down both of you bit, for me anyway, the unhooked survivor nearly always gets away.

  • Killers don't need a buff beforehand for solos to get status icons and someway of knowing if someone is going for a save. I doubt they would even need a small buff after. Knowing that someone is going for a save isn't going to stop someone who's too scared to take a hit from letting their teammates second stage or one hook. Knowing they can't hide their lack of participation might stop low MMR survivors from hiding behind rocks and in lockers and they might actually touch a gen but nobody is worried that low MMR survivors might start dominating at low MMR.

    Status icons and solo buffs are needed for solo queue. Mid MMR survivors might rise a bit in MMR but, once they hit an MMR where Killers are used to SWFs, their MMR progress will slow back to normal.

    Sorry, I don't see any reason why Killers would need a buff before status icons and info buffs that let survivors know what other survivors are doing. There's a difference between knowing something and acting effectively on that knowledge.

  • @usesPython said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230270#Comment_3230270

    Of course survivors are at a disadvantage without comms, however the current balance is made with the assumption that survivors are not on comms

    If you add basekit comms into the mix though, the game has to be balanced with the assumption that all four survivors are on comms

    Thus, just implementing comms without doing anything to address the problems that would prevent survivors being able to use comms at all (Language barrier, toxicity, no mics, etc.) or use comms effectively (Try SWFing with someone with 50 hours and tell them "killer is 7", see how far that gets you) means that now Solo Queue again gets the short end of the stick since the game would no longer be balanced with the assumption of no comms

    Yes, and also although the game would be balanced as if all 4 survivors are on comms VHS, from when I played it, showed that 90% of the voice chat is a detriment. Pings and status icons were benefits. Voice chat only works consistently when there is an organized group (SWF or a guild in MMOs) behind it.

  • @Okonar_ said:

    Maybe let the survivor get guns so they can mori the killer

    I'd rather mori the locker gnome Dwight and the people crouch walking behind rocks.

  • Status icons and/or chat wheel instead please. I listen for footsteps, can tell when Wraith is getting closer from his growls and can hear Ghostface's cape sound. I can't do that while somebody is mentioning something that's not important to the match. Plus which, DbD has a lot of toxic players and I don't want to listen to that.

  • I believe it should be done to reduce the delta in information between SWF and solo and/or to correct balance issues.

    As an example, Kindred basekit without seeing the Killer's Aura would let people know who's going for the save. Status icons could do the same. However, as the code for Kindred is already in the game it would be a lot faster to implement basekit Kindred without the Killer's Aura.

    The same applies to Bond that some people have asked for. I don't need to see the survivors auras; I just want to know if my teammates are on a gen.

    In my opinion, once status icons are brought to the game then we don't need more basekit buffs. Certain perks do need buffing. As an example, Reassurance seems kind of lackadaisical in effect for taking up a perk slot especially since it's so situational and DS seems pretty meager for, once again, taking up a perk slot.

    Basekit buffs could be considered to incentivize or disincentivize behaviour. BBQ and Chili would encourage more hooks and current DS would reduce tunneling but, in terms of basekit buffs, I think what's really needed is status icons instead. If that's not in the near future, then I'd like Kindred basekit.

  • It's about 60/40 for me. It used to be 60% Killer but ever since 6.1 it's been 60% Survivor.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229244#Comment_3229244

    Oh i completely agree with that idea. every chase is timed down, but other killers that commit to long chases end up losing because your chaining loops in smart manner. a bad chase for like other killers is like 1:30-2 minutes which is game-losing. for nurse, 60 seconds is like a bad chase for veteran nurse. there is low chase variance in chases which is why she is strong killer when the player is good at her. I like when gameplay is more explosive where the killer is consistently strong chase but the survivor has opportunity at every turn to make a good play. nurse is too monotone for my tastes.

    That's fair. Thanks for explaining

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228907#Comment_3228907

    most of her counter-play revolves around mindgaming her long-range blinks. I think I just dislike playing against a killer then can m1 lunge attack out of the an ability and blink through walls emulating the vault through pallets that legion has in feral frenzy. I also dislike how strong nurses can zone by just existing. All the maps virtually have a dead-end so eventually you get into positions that even if your successful at dodging the 2-3 blinks. you will inevitably get hit by being the corner of the map. Its hard to enjoy going against a killer where each chase is like a timed down.

    The only difference is going down 30 seconds vs going down in 60 seconds. I do not like playing against strong nurses because they're not interactive in the chase. I rather play against old deathslinger or old Spirit where there is a lot of mindgames that you can predict correctly over a killer where mindgames exist in some places but leads to inevitable downs in others. I like facing strong chasing killers, just not nurse-type strong.

    Your opinion is just as valid as mine so I understand your point. Some people enjoy facing Nurse and some don't; both are valid viewpoints.

    I might have misunderstood but one point on which we might disagree is the timed down. In my opinion, every Killer, if MMR is matched appropriately and given sufficient time, has to be able to down every Survivor. If not, there is either an issue with MMR matching or a problem with game balance (either general or specific to the Killer or map). If not, then the game is too weighted to the Survivor side. As such, I view every chase as a timed down but my goal is simply to delay the chase long enough that the Killer either chooses another target or my teammates get enough time to work on gens that we can escape.

    As such, I view every chase as a timed down where I try to waste as much of the Killer's time as possible. I don't think I should be able to consistently evade the Killer unless there's a huge skill mismatch (which happens), the map is skewed, or the Killer is one BHVR needs to buff.

    I don't know if that viewpoint could affect our difference in enjoying going against Nurse but I thought I'd throw that out there.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228881#Comment_3228881

    Not to everyone. I remember all the times I started and heard the noise and was like "Oh god, please don't be her..." Then when I DO play well, it still feels so mind numbingly boring.

    Yes but that's true for every Killer. For example, I find Ghostface, who is a weak Killer, to be annoying since my escaping now depends on whether my teammates rotate their camera for observational awareness. That's not a reason to nerf Ghostface. If anything, Ghostface still needs buffs.

    Nurse, who is a strong Killer, does have counterplay and the counterplay is far more intricate than Ghostface. That intricacy is part of why I like facing Nurse. My games are exciting. Neither of our feelings are reason to nerf or not nerf Nurse.

    What is reason is stuff like the old recharge add-ons speeding up blink speed. That was unintended and created an issue. I'm not sure what I think about the whole blink attacks should be special attacks but there is definitely an argument there.

    Nurse changes the game though which is what I like and probably what many people who complain about Nurse don't like. But there is counterplay and if the stats behind Nurse do show an issue I'm sure she will get changed eventually.

  • I was concerned after hearing that progress could be stolen. After playing through it, I'm not anymore. The energy is super easy to get on both sides and there's no incentive to get any once you've turned in 30 points. Also, any turned in progress cannot be lost.

    There has been an increase in camping and tunneling but, unfortunately, that always happens every event, bloodhunt, etc.

    I don't think the event itself is causing people to do that; it's just any event has an influx of people camping and tunneling for the first few days and then it goes back to normal.

  • Okay, thanks. I had just had a game with someone with your name so I was curious if it was you.

  • Facecamping is very prevalent at low MMR. Here are some perks I suggest you go for and why.

    Renewal: As long as you heal a survivor you will automatically heal yourself 20 seconds after being unhooked. This is a general perk.

    Sprint Burst or Lithe: These are good exhaustion perks found on Meg and Feng respectively. After being hooked, your exhaustion resets so you can use it straight off hook.

    Deliverance (found on Adam): After safely unhooking a survivor, your unhook self percentage become 100% but you gain the Broken condition for 60 seconds after.

    Off the Record (found on Zarina): You get an Endurance state that lasts for up to 80 seconds or until you perform a Conspicious Action (gens, healing, etc). Plus which, you make no sounds from injury and the Killer can't read your aura for 80 seconds no matter how long your Endurance is up for.

    Ideally, if face camped and nobody is coming, Deliverance, Sprint Burst, and Off the Record would let you outrun even a facecamping Bubba for the first few seconds. Then you have a chance to get away at least.

    If somebody can rescue you, Off the Record and Renewal, paired with an exhaustion perk, will give you the chance to get away. If you can avoid being hit for 20 seconds you'll heal to full and, if the Killer is still chasing you, will need to hit you three times to down you (Healthy to Injured, Injured to Deep Wound, Deep Wound to Dying).

    Don't forget to mend if you're in Deep Wound.

    That was a bit long but I don't know how much of that you already know. Anyway, I hope it helps. Being facecamped sucks and it's much worse at low MMR since your teammates probably don't know how to save against a facecamper. Good luck.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227987#Comment_3227987

    Today is grade reset, but grade reset would have nothing to do with matchmaking anyways.

    Either way, Tunneling/Camping isn't really the issue with the event. It would be the stealing mechanic. For an event about trying to earn rewards on an individual bias, it's weird to add in a mechanic that allows you to steal progress from other players.

    Okay, thanks, that makes sense. As I said, I haven't logged in yet so I don't know what the mechanics are. If you can actually steal progress as opposed to just 'They got it before I could' that would promote problematic behaviour.

  • @LylakLavender said:

    I'm sorry but I have to agree with everyone. This event is not fun. I understand killers need their stuff too for the event but today I have seen way more tunneling and camping and slugging than usual. Yes I know it's the norm but seems like today it's worse.

    Isn't it always kind of like that on the 13th every month since grades just got reset? I'm just asking since I haven't logged in yet but I find that common in the first few days of a season and then it dies down.

  • You having problems with Nurse doesn't mean other survivors have issues with Nurse. A Nurse who's a better Killer than I am Survivor will usually win and one that's worse will usually lose. In fact, in the games I recorded and posted here last month showed my games from Ash IV to Iri IV had two Nurses; both of which were a 4E. My escape rate for all the games (75 matches) was 45.33% for the matches with both meme builds and serious builds used.

    I did that specifically because I wanted to see what my escape rate was and a couple of people claimed that if I liked solo queue I must not play solo queue. So, that way they can look at that and try to figure out what makes my games different.

    Besides, I'm not one of the people who makes patently false and ridiculous claims like having a 99% win rate on Killer or 85% escape rate on Survivor and then coincidentally can't provide any video evidence to back up their claims.

  • @JustAnotherNewbie said:

    From reading your title I thought you wanted SWF to have their own MMR, which would make kind of sense? Like a 4-man SWF would get matched with a slightly higher MMR killer.

    https://forum.deadbydaylight.com/en/discussion/comment/3227397#Comment_3227397

    This happened to me yesterday. Just seeing 3 people grouped up together on the other end of the map is too much. Even if they're doing a gen all-together. I thought 2 would be enough?

    https://forum.deadbydaylight.com/en/discussion/comment/3227407#Comment_3227407

    Ok, that's not a bad idea but isn't it kind of a trap? The way I understand it is the more team members escape the higher the MMR gain? Doesn't that have the potential to lead to the altruistic trap of throwing end game because one or two get caught and then everyone dies somehow trying to save the others? Just a question. Maybe it could be a hybrid. Like say, if you died first but the team escaped you can gain some MMR, but they each individually gain a bit more since you know, they did escape?

    And what about a player who is simply bad and gets caught at 5-4 gens without having contributed and suicides as a result handicapping the team, but they still somehow all escape? Should such a player be rewarded with MMR?

    Maybe the game should also take account how much one contributed before dying and when they died?

    The game taking into account how much one contributed before dying was part of the previous Emblem system. As an example, to pip up at Iri, generally someone needs to do 3 gens, 2 safe unhooks and heals, be chased for 45 seconds and survive seven minutes. You could die after seven minutes but still pip up. The general consensus is that matches were more lopsided overall with the previous system than now

    The reason why people are hoping team based MMR helps is because if you did all that somebody should escape even if you personally don't and, over a long period of time, that should reflect yourself in your MMR.

    There's never going to be a perfect system but we'll see how it turns out if implemented. The dev team is open to changing things which is a good sign.

  • @CoDismylife said:

    6.1 was a massive failure and didnt bring the hoped results. At the same time survivors are not having fun anymore and Q killer all the time or not even launch DbD. Very well seen at the constant BP BONUS incentive on survivor side aswell as all the complains and general low motivation of survivors to just give up.

    And if that wasn't enough bhvr continues with this trend in the next patches. Amazing.

    6.1 was a great success. It got me to play more survivor than before since it's more fun. I'd like to see status icons now but the game is heading in a good direction.

    Your survivor BP bonus argument is very disingenuous as well. A Killer BP bonus would only kick in if less than 1 in 5 people in queue are queuing as Killer.

  • Corrupt Intervention and Deadlock really help Trapper with being able to set up. Otz also runs NWO to give him more time at endgame. When the gens are nearly done (its Trapper so it's usually a when, not an if) trap the exit gate levers so the disarm notification gives you time to get there.

    For myself, I normally run Corrupt, Deadlock, Call of Brine and Brutal Strength. I trap the hell out of a good 4 gen setup and then use CoB and Brutal Strength to help me keep it. Corrupt and Deadlock are to give me time to set up a 4 gen and then I fall back to a 3 gen if needed.

  • For Survivors, I generally run a build centered around one of their perks. For Killers I try to but some Killers (eg. Huntress) have got such terrible perks I don't. I do run meme builds (eg on Deathslinger I quite often run Hex: Retribution, Thrill of the Hunt, Undying, Haunted Grounds) but a few Killer perks aren't even that much fun to meme around with.

  • Maybe tomorrow since that's the start of the new season?

  • Edit: Rebecca's perk did do something though; it won the game for the survivors. Unfortunately, you were the sacrificial lamb. That sucks

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225668#Comment_3225668

    The worst part about people complaining about bad teammates is knowing they are probably someone else's bad teammate they, too, complain about. And I mean that in the most objective way possible: Bad players are always the first to blame others, so it just becomes a never ending cycle of understandably biased accounts. (Clarification edit:) Bad teammates can very easily be calling another teammate "bad" when they simply don't understand why they are doing what they are. Personally I blame the sandbagging nature of half the challenges in the tomes.

    The first step to playing solo in this game is understanding that you will have victories stolen and defeats averted. There is no absolute agency for any player in this game, even the killer. All we can control is our own personal input, and things outside of that like teammate quality are not worth internalizing.

    Very true. It's not possible to get perfect teammates and it's not possible to play perfectly; everyone makes mistakes. I don't sweat it if someone makes what turns out to be a bad call. At least they're trying and learning like everyone else and, besides, it's done and I make mistakes as well. It's time to adapt and/or learn and move on.

  • Okay, thanks. I thought it was tonight for some reason.

  • @[Deleted User] said:

    Just finished a game and I felt I had to come on here and explain why solo q is already bad enough without the killer camping and tunneling. Just had a game where 3 people were about to escape the trial, myself included, and I went to Sabo a hook but didn't work as planned so I bolted for the door. I'm on the meat plant map. By the door a pallet was dropped on the left and killer was running off to my right, so I went to run down the middle as it was the fastest option and then BOOM! dumbass teammate is sandbagging me at the exit gate. Thankfully killer realized and let me leave the trial but this is the kind of stupidity and sad state the game is in right now for solo

    Other than reporting them though, what can BHVR do about that?

  • @Jungles23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225376#Comment_3225376

    I don't wanna stray from the Franklin's demise topic but na NOED is dumb AF. It's hard as hell to find the totems anyway and I rarely see the aura, not the only one with that problem either. NOED is the killer's pre-nerfed dead hard lmao

    Once you get out of low MMR NOED is almost useless. Run Small Game to learn the totem spawns over a few games and you'll never have problems finding NOED again (unless the downed person is unfortunate enough to be right by the totem which is rare).

    I hate to mention this but Franklin's Demise isn't that strong either. Just drop your item by the gen as soon as you hear the TR. Pick it up again after escaping or being unhooked. If you'd rather not risk your item being yoinked by another survivor do a gen solo. 90% of the time it's the best move to split up on gens anyway.

  • @Jungles23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225364#Comment_3225364

    90 charges? What? How can a medkit have 90 charges? I've never seen that before, mine only allowed for 4 health state heals so it had 46 charges. And yeah survivors have items because there is no other way to win against a fully stacked, NOED using killer that gains bloodlust if he's trash and is in a loop for too long or gets windows and pallets blocked because a survivor used them 3 times lmao. That's just basekit on all killers, not even including special powers like what nurse has or blight. Killers are not at a disadvantage at all bruh, there is 0 excuse to not let survivors use items...

    NOED can be cleansed. The totem even gives off its own aura. I don't think I've seen NOED give more than one down at endgame since 6.1 hit. I'd argue Terminus is much better value right now.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225237#Comment_3225237

    To add to this, its also important to keep in mind how MMR shifts work: The bigger the gap between you and your opponent, the more the outcome shifts each players values. So if one of your matches where you give up ends up being vs a wee lil babby killer with low MMR, you will lose more from that match than you would going against a sweat elemental forged in the depths of 3am swf queues. Likewise if you beat the lil ragamuffin with a sharp/blunt object, you gain less than if you manage to topple a particularly ruthless killer. Its a big part of why MMR being hidden makes it extremely difficult to track, but its also there to make sure that agency and effort both carry similar weight to actual mechanical skill.

    That is very true. I remember when I was doing arenas in WoW winning against a lower MMR gave me very little and when I got a 2200ish opponent who generally cut through me like a hot ginsu knife through butter they got maybe two to four points and I lost nothing. On the other hand, winning got me tons of points.

    I just bring that up as a comparison because elo based systems are fairly similar so people can see that there is no harm in trying. A loss against the sweatlord probably won't diminish your MMR and, if your goal is to get better teammates, giving up against a low MMR Killer will just throw you even further down.

    Also, I think the devs said a win or loss at less than 5 minutes has a greater effect on your MMR so giving up in the beginning is especially bad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225192#Comment_3225192

    It's not like I'm quitting every other game. If the team is pushing gens and genuinely trying to save people off hook I'll stay even if the killer is tunneling/camping, but if there's no effort and survs are playing like crap and the killer is using underhanded tactics like those then I'm gone I don't have to stay.

    I totally understand why you're frustrated but what happens if you just give up? You lose out on potentially pips, definitely BP, and possibly a learning opportunity. Camping and tunnelling is common enough that, when I was struggling at the beginning, I learned how to counter it. Sometimes it works, sometimes it doesn't but it's really satisfying when it works and I wouldn't have that satisfaction now if I had just given up then.

    I mean, as an example, if the survivors leave you to second stage while the Killer isn't camping and then scatter in the opposite direction of you then, yeah, nobody's coming to save you and you're not wasting the Killer's time by staying on hook so if you don't want the struggle BP don't stay. In every other case, though, you're hurting yourself in the long run by not staying.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224582#Comment_3224582

    Who's ruining who's game if claudette has been hiding in basement for 30 seconds while I'm being chased? What about the slow creeping David who waits until I'm second hook to come and actually rescue me off hook? What about the Dwight when it's me and him left in the trial and I'm being chased by the killer AGAIN and he's hiding in a locker waiting for me to die so he could get hatch? Who's tuining Who's games then?! And now I have to worry even more about killers tunneling and camping! Listen I honestly don't care what you think or believe, but well coordinated teams in solo q is a rare occurence and I do NOT have to stick around for those games where I'm being tunneled or camped into the ground while my team isn't doing anything. I could also care less you "climbed out" of low MMR into Mid because I don't really play survivor like that for THOSE SPECIFIC REASONS.

    Perhaps your attitude and willingness to give up is what's keeping you in low MMR? Everytime you just give up your MMR lowers.

  • @hex_uwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223748#Comment_3223748

    So it's literally just map RNG. Dead zones in one area, more pallets in another. Like others have mentioned, rinse through the ones in abundance early in the game and create more dead zones. But then again you don't need advice considered you 4k'd. You just want winning to be easier.

    Totally off-topic but do you play on NA West?

  • It's very hard to consistently pip up in Iri as solo. What helps me is playing map offerings. That way I reduce the chances I depip which is what makes pipping up at Iri so hard for solos in my opinion.

  • @aliensuperrstar said:

    Do you feel emptier now?

    Not really. I'm looking forward to the Halloween bloodwebs since I'll have roughly 4 million to spend. Usually the items are pretty good.

  • Ghostface. That's not because I have an issue with Ghostface; it's just I see too many of them. The same applies to Wesker right now for the same reason. As soon as the amount of times I see them go down I'll be fine with them.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222111#Comment_3222111

    You do. I do not. But you are right. It happens at lower MMR. However, that doesnt meant everyone seems to want to get out of mmr. I take hits for those being tunnelled, so does my friend, yer we are still in lower MMR because of it.

    And yes, i have actually stated over the years on this forum that killers shouldnt feel like they have to run gen slowdown perks. So you're taking this point a bit out of context. We are talking about tunnelling, which i have stated, should not need every surv to run anti tunnelling perks. Because thats what this discussion is about.

    Likewise, Killers shouldnt have to take gen slowdown perks. It does suck the fun out of it and makes 95% of the perks pointless. For BOTH sides.

    Back to the argument without merit, once again i do, and it is you who do not because you are basing your argument on your own experience which happens to be the better experience. The point of your argument seems to be "everyone in low mmr should know taking hits gets you out of low MMR and into higher MMR" In reality, its me and my friend taking the hits, dying, and those who hide and do nothing all game managing to get out the hatch or exit gate. Resulting in MMR loss for those who tried to do stuff in the game and an MMR gain for those who did sod all. This happens all too often until me and my friend get sick of it and just stop bothering taking hits and low and behold, we survive.

    This game is balanced around two sets of players. Killers and 4 man swf. If you are a solo surv, 2 man or even a 3 man, you are running a huge risk because of who is on your team. The vast majority at lower MMR's are solo survs who will screw you over to survive while not being able to last longer than 15 seconds in a chase, then killing themselves on hook.

    No one should be punished for wanting to play the game as opposed to just sitting on a gen and pressing space every now and then while a killer is sat there doing nothing stood next to someone hooked.

    I woud rather have 100 games where i die but die fairly, have fun chases and play the game as the vast majority used to have fun playing it than survive 10 games against a killer who camps everyone else.

    If you're arguing that game health would be better without camping and tunneling I completely agree. My point is simply those strategies work and shouldn't be discounted.

    Ideally I would like to see:

    (a) Reassurance get buffed to a longer duration and range.

    (b) DS get reverted back to 5 seconds and, ideally, working on both hook states for the perk while survivors get the current DS as basekit.

    (c ) Killers get a quasi Dying Light effect for gen slowdown on each hook but the slowdown effect disappearing when the hooked survivor dies (but only the slowdown for that survivor) and/or BBQ and Chili style aura reading (now there's both incentives and disincentives to not tunnel); and

    (d) Collision detection be turned off on the recently unhooked survivor for at least basekit BT duration or as long as they have an Endurance effect on. That way BT and OTR are much harder to use for bodyblocks and the Killer can't stop the survivor from reaching a loop

    Then after seeing the effects on escapes/kills balancing as appropriate.

    I understand facing tunnelling and camping is super frustrating at the beginning and I would like to see the above suggestions. In the meantime, though, strategies that work should become more well-known. They do work so saying they don't or can't doesn't help people counter them. There are some very valid arguments against tunneling and camping; I just don't think discounting the strategies that do work is one or them.

  • Run a boon and boon the totem, don't cleanse the Plaything, recleanse the Pentimento since you know exactly where it is or group up on gens with Prove Thyself. Those are four counters. It takes up two of the Killer's perk slots so it should have some value.

    Or would you rather it be Call of Brine and Overcharge instead which only has tap the gen and make the skill check as the only counter? Perks have an opportunity cost.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220718#Comment_3220718

    Thats assuming people are running those perks

    Thats a really crappy argument. You have to waste perk spaces to protect against tunnelling. Shouldnt you be using the 100 options of perks to increase your enjoyment of the game? Then killers whinge and cry about survs using the same perks over and over. Well if there wasnt so much tunnelling and camping, maybe they wouldnt need to?

    You are also basing this on playing in a 4 man. Most solo/2 & 2 games you do not have team mates taking hits for you or going out of their way to save/take hits. Half of the time you are left on hook until phase two anyway.

    Your argument has no merit

    Sorry but you're the one with an argument with no merit. @Crowman is correct. I do see solo survivors taking hits for one another; it's one of the skills you learn to get out of low MMR (which is where what you're describing as solo behaviour happens).

    As well, your argument about not needing a perk is non-sensical. Why do Killers need gen slowdown perks? Shouldn't they be able to run varied perks to enjoy the game? That's the equivalent of what you're arguing.

    I do think the delta between strategy and counter needs to be examined but don't dismiss strategies that actually work.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221327#Comment_3221327

    I have not used it at all since its rework so I must really be missing out

    I find it a lot more useful than pre 6.1 DS. I did, and sometimes, still try both but I generally evade the Killer for more than 60 seconds with OTR so the DS timer runs out too much for me to use it regularly.

    Another advantage to OTR is that, even if I'm not tunneled, I get 80 seconds of old Iron Will and Distortion so it's hard to find me after.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/349834/what-are-your-survivor-builds-right-now

    I've personally been enjoying what I call "The Recycle Build" which consists of Small Game, Overcome, and Inner Healing

    Fourth perk can be anything, I just opt for kindred because solo q, lol

    That sounds good

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221264#Comment_3221264

    I noticed that off the record is literally in every build you suggested

    It's definitely safe to say I'm a fan of the reworked perk.

  • You may receive a few more than what you asked for but hopefully some sound interesting to you. As you can see, I'm a big fan of both OTR and meme builds. I've run all of these and I found them fun.

    1. Serious: OTR, Deliverance, SB (and either Reassurance (Rebecca), DS (Laurie) or Adrenaline (Meg)

    2. Heals Go Brr: OTR, BK, Self Care, We'll Make It (I normally bring a med kit for healing other survivors at roughly 200% speed without any boons)

    3. Run Forr.. I mean Dwight Run: OTR, BT, Guardian, NOLB (I'll either swap Guardian for UB or BT for UB or Sprint Burst depending on the character. The unhooked survivor will run faster than the Killer at endgame).

    4. Totem Hunter: OTR, Small Game or Detective's Hunch paired with a green map, Overzealous, Inner Healing (Good for not throwing during Tome Challenges)

    5. Gens Go Brr: OTR, Built to Last with a good toolbox and charge add-ons, Hyperfocus, Stake Out

    6. Secret Santa: OTR, Plunderer's, Ace in the Hole, Appraisal (Do the Tome Challenge quickly and give good items to other survivors)

    7. Unlimited Heals: OTR, Built to Last, Desperate Measures paired with a med-kit (Purple MedKit with 2 charge addons is roughly 10 full Heals with this)

    8. Anti Tunnel: OTR, SB, DS, Renewal (Have the Killer throw if they target you)

    9. Blinds All Around: OTR, Flashbang, Residual Manifest, Blastmine (if I want a more stun/blind build I'll switch out Flashbang (if I bring a flashlight) or BlastMine and put in Head On)

    10. Strictly Stuns: OTR, DS, Head On, Parental Guidance

    11. What A Choice: OTR, Wiretap, Blastmine, Residual Manifest (Either reveal Killer's Aura or the Killer can't see gen or hook auras along any other aura reading for 30 seconds)

    12. See Everything: OTR, Bond, Kindred, Open Handed (Kindred at 32 metres is essentially a wall hack)

    13. Pick up Everyone: OTR, Low Profile, WGLF, Deliverance (Low Profile keeps you hidden if the other 3 are slugged and WGLF gets them up safely and quickly)

    14. Saboteur Build: OTR, Empathy, Saboteur, and either Breakout or Breakdown

    15. Heals Here: OTR, Empathetic Connection, Desperate Measures, BK

    16. Where are they?: OTR, Overcome, Lucky Break, Quick and Quiet (Get a decent distance away with no scratch marks and jump into a locker)

    17. Kate's Gone: OTR, Lithe, Quick and Quiet, Dance With Me

    18. No 3 gens: OTR, Situational Awareness, Prove Thyself, Deja Vu

    19: I Will Die For You: OTR, Mettle of Man, Empathy, CoH (Run in, take a hit, run out activate Mettle, repeat , watch the Killer tunnel you for being so annoying. Empathy is to see where to go)

    20. Watch The Killer: OTR, Mettle of Man, Object Of Obsession, either CoH (heals) or Sole Survivor (stop Aura Reading when Killer gets close). Once Mettle is used you and the Killer see each other's aura)

    21. Protect Your Tap: OTR, Wiretap, Repressed Alliance and something else (Use Repressed to stop the Killer from destroying the Wiretap)

    22. Can't Keep Me Down: OTR, UB, Soul Guard and something else

    23. I'm Asking For A Facecamp: OTR, Flip Flop, Power Struggle (and then either UB, Tenacity or Boil Over)

  • Do you want meme builds as well or just serious builds?

  • Tunneling is a strategy picked by the Killer that the Survivors can counter but both the strategy and counter strategy have disparate skill floors (I'm not discussing camping here, only tunneling).

    The counters are taking hits for the tunneled person, if necessary taking a down, and waiting a bit before unhooking.

    As an example, if I see someone getting tunneled, if possible I body block the Killer and will go to the lengths of blocking a doorway so the Killer has to target me.

    I also don't unhook immediately. I get gen progress first so a Killer who is waiting to tunnel someone has to lose some precious time of us advancing our objective and them not advancing theirs.

    Games where people do take hits and trade hook states have a better outcome than those where survivors let their team fend for themselves. If the Killer gets a survivor out before 3 gens are done you'll probably also die. It also doesn't matter if you haven't been hooked before or if you're on death hook if you're the last survivor left; the next hook kills you.

    Helping your teammates survive until endgame helps you survive overall. There's problems, of course, with solo queue coordination but that's more reflective of how solo needs more information to reduce the delta between SWF and solo than the balance of tunneling overall.

    Personally, I would still like to see the DS nerf reverted and possibly working on both hook states as well as incentives such as basekit BBQ and Chili for Killers or a quasi Dying Light that encourage spreading hooks around more since the skill floor for tunnelling is a lot lower than the skill floor to counter tunneling though. It would be better to have both an incentive and disincentive working together to make tunneling less appealing.

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