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Wiccamanplays

Wiccamanplays

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Wiccamanplays
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  • Maybe to fix tunnelling, along with basekit BT add in some kind of collision removal for the survivor, so they can't be hit for x seconds unless they do a conspicuous activity, but also cannot bodyblock/force the killer to hit them during that time too. Prior to the introduction of basekit BT this wouldn't have been very useful but now, along with the speed boost, it could provide genuine protection from hard tunnelling. It wouldn't stop a killer from trying to tunnel, but it would make it more difficult and potentially less rewarding, since the survivor has to make a real choice between safety and productivity afterwards. Of course you'd need to look at other perks in conjunction with that, but it's something to consider. Maybe adding in a change to gen repair timers relative to the number of living survivors would do something, but that would be very hard to balance right.

    To combat gen-rush, nerf toolboxes' gen speed bonuses, nerf Prove Thyself and buff some more interactive perks like Repressed Alliance, Deja Vu, Situational Awareness etc. or make some generalised change that fixes how long a gen must take to be repaired to a set range, so you don't have gens popping in 35 seconds.

    I like the idea of adding secondary objectives to the game, but Hexes, which can be a secondary objective, are generally weak if a killer can't protect them (which ususally means only strong killers who already have the power to control objectives can benefit from them anyway), and most survivors don't seem to enjoy Pig's traps or Pinhead's box. I think it would be worth adding them to weaker killers like Myers or Trapper, and strengthening them where they already exist to some degree like Onryo's TVs, but making a universal secondary objective would be very challenging.

  • I started playing DBD in October of 2022 and have been playing it semi-intensively (usually a few games of survivor or killer every day or two) since then. My highest prestige is 4. I try not to main one killer exclusively, and I don't play the strongest killers very well, so I tend towards the B-tier of the roster. I routinely get matched with or against survivors with prestiges in the 70s and above with extremely strong items and full sets of teachables. 9 times out of 10 I get destroyed either by a very capable killer or by an aggressive survivor squad with 4 Dead Hards, 4 Adrenalines and medkits strong enough to cure all known diseases. That 1 time I don't get bodied, I'm either lucky enough that the Killer didn't find me first and tunnel me out of the game or I've lost half my body weight in sweat from how deep into tryhard mode I've had to go. None of those scenarios is fun for me, and I can't imagine it's that fun for the rest either. So now I tend to dodge those lobbies, because this is a game, and it's meant to be enjoyable, and it's certainly better that those people still get a chance at a good game with someone else than a horrible game with me: it's certainly better than DCing during the match. If the MMR can't distinguish between me, a semi-competent player with maybe 500 hours in the game and people who've been playing for years, the MMR needs to be changed, or the idea that this game is competitive or skill-based needs to be dropped.

  • @TheArbiter said:

    Presumably if they entered the struggle phase and unhooked themselves they were hacking, did that particular survivor do anything else that was suspicious?

    Honestly I barely saw them for most of the match, since I wasn't playing a high-mobility/info-gathering killer and was honestly struggling to keep up for a lot of the time. They did climb into a locker right in front of me, but a lot of survivors do that for a lot of reasons.

  • I had the same problem happen to me just now. Camera was stuck at a weird downward tilt, couldn’t attack or interact, and trying to detach Victor bugged me out and made me unable to move. And I was winning too :( I have a recording of it happening, but can’t submit that here.

  • Tunelling, slugging and camping are dramatically different things though. I talked in a previous post how camping is a weak strategy for most killers and tends to affect more significantly those inexperienced survivors who are liable to throw themselves at the hook at the first chance they get. It is however also a tool to use against aggressive SWF groups. Tunnelling is sometimes a necessary evil if you suspect a survivor has powerful perks or items that could change the balance of the game (or if they've pissed you off by being irritating), but can cost you the wider game if you obsess over getting that one survivor. Slugging is just a feature of the game: you can't always immediately hook someone because other stuff is happening that needs your attention as killer (or the survivor has Boil Over and you'll never make it to a hook, or there's a survivor waiting to sabotage the only hook you can reach, or waiting to flashlight you, or waiting to body block you...). You get no sacrifice points if a survivor bleeds out, so permanently slugging someone is not a good idea unless you are actually griefing as killer, which can be reported. As others have said, there are perks to counter all of these issues, and I can't seriously believe that you have DCs every single match, unless you play in a region with really poor internet: when I see survivor DCs in my survivor or killer games, 90% of the time it's been when they get mad that they've been outplayed and ragequit.

  • The most effective path would be to grant more information to solo Survivors, as this doesn't buff SWF much at all. Playing solo Survivor can be miserable (speaking from personal experience), but it's not easy to buff the role without making SWF actually unstoppable, or nerfing SWF without making solo queue unbearable. This is the rub with all team-based multiplayer games: expecting teamwork between strangers is always a long shot.

  • I can't tell whether OP is trying to boast or is genuinely a bit out of touch with the lived reality of most players. BHVR enacted the Killer buffs and gen adjustments in 6.1.0 because, according to them, too many Survivors were escaping and a lot of Survivor perks were just annoying to play around as Killer. If the game is too easy for you currently, try doing something different: play a new Killer, mix up your perks, experiment with add-on combos. It is, after all, a game: the primary objective should be having fun, and if for you that means not always winning then so be it. If you're as good as you say, you've probably already hit Iri 1 and have plenty of BP to spare. Failing that, maybe take a break and play something else? DBD is a fun game but it's not the only fun game.

  • I had an interesting game up against a perma-murder Myers in RPD. It felt like I was playing Outlast instead of DBD: attempting gens was impossible because he just appeared around corners and picked us off. Granted, I think if we as Survivors (some more than others) had respected the inherent danger of Evil Within III we might have stood a better chance but once he reached that threshold it was over. It's super weird that Myers has this setup in the first place given the current state of the game and I can see it changing.

  • The current punishment for tunnelling and camping is that the Killer expends all their time and energy to get 1 kill while the remaining survivors can rush gens and escape, and the Killer gets less BP. Yes, it sucks when you get tunnelled or camped, but if you don't play into the Killer they can still lose overall. I don't camp as Killer because it's usually a bad strategy, and I only tunnel when a Survivor has game-changing or obnoxious perks and items. I've had 2 recent Survivor games against a camping Killer: the 1st was a complete wipe because everyone else just threw themselves into the meat grinder to try and unhook and I was the only Survivor left at maybe 4 gens. The 2nd almost went the same way, except 2 of us had the sense not to slow-walk up to the Ghost Face clearly standing opposite the hook and we managed to escape. I agree there should be greater disincentives for unfun play, but making every Killer player suffer because of the behaviour of (mostly) bad Killers exploiting the gullibility of (mostly) bad survivors isn't the way forward.

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