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  • Aww, nice to hear you're enjoying the other side for a change! Enjoy the stress-free time — there are tons of fun survivor builds you can experiment with.

    Hope you're having a good time :D

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974526#Comment_3974526

    Reporting someone on bhvr site is so much time consuming Im doing it in game and its like 50/50 sometimes I report someone because he looked sus like speeding but I didnt chased him and fucus on others and two days later I get message report was successful and he was cheater or other extreme where nea just went into generator and repair it or she was speeding and had no scratchmarks but no perk was there that would do that and she didnt bet ban yometimes it works sometimes dont. Worst thing is there isnt much reward reporting cheaters on bhvr site because they can buy next account under 1 euro/dolar so they most expensive thing are cheats not the game by it self.

    I really hope it makes a difference. :/ I honestly do. New accounts are easy to get, but after 2–3 times, hopefully a hardware ban kicks in. That’s when it starts getting expensive for the cheaters.
    I also don’t know why some reports don’t get any feedback — maybe because someone else reported them earlier and the case was already handled?
    Happens to me quite often too, even in really obvious cases, with video proof and all.
    I guess someone else reported it before me and the case was already closed. idk

  • @Aiden_Me said:

    It is POINTLESS to add something when you had it since very beginning of the game! The actual unhooking chance was 4% which is nothing. Back to map offering where a lot of players leave because of the map. Pointless again addon to the game, the offering is supposed to help you with something, not only 20% chance to get the map in this case!😡

    @Aiden_Me said:

    It is POINTLESS to add something when you had it since very beginning of the game! The actual unhooking chance was 4% which is nothing. Back to map offering where a lot of players leave because of the map. Pointless again addon to the game, the offering is supposed to help you with something, not only 20% chance to get the map in this case!😡

    So you want the old rotation, determined by survivors, from Springwood, Eerie, Autoheaven, MacMillan, Garden of Joy, and maybe once in a while the game or Crotus (for some varition) back? Even though most of the time people only care about 2 of those maps anyway? Or the classic… “Oh, I got insta-downed, don’t like the killer, this map isn’t my thing, or for whatever other reason I just don’t wanna play anymore, go next” moments?

    ehw.. how about no? :/

  • +

    Yup. And not just for adept — it would be great for other achievements too (like escapes on RPD (if you manage to open the gate before the dcs happens), main gen on specific maps and escape, etc.)

  • Ye, sadly yes. But to be fair to BHVR:
    Everything I report (both in-game and through the official website with video proof) usually gets a pretty quick and positive response. So credit where credit is due – they do take action when there's solid evidence.

    The problem is that their anti-chat system feels like fighting windmills. This players always find a way to slip through.

    What I really wish for is a proper replay function – with the ability to view matches from all perspectives, and ideally with a direct in-game report option tied to specific moments in the replay. That would make reports more accurate, faster, and way less frustrating for everyone.

    Not gonna happen, I know.

  • @xGodSendDeath said:

    I haven't played in like two weeks which is a record for me. I still follow the content creation circle to see what's going on, but unless something changes with MMR I don't enjoy this game enough to keep playing it. I perceive most changes and new content are turbo boosting SWFs and we haven't even gotten to the anti tunneling/slugging changes yet

    100 percent. But sad to hear that u are playing less.. :/ Maybe the way you're doing it is better. There's a lot of ######### coming our way — but I don't care. It's been like that before, and people always found a way to adapt. Even if it won’t be fun (probably not for survivors either).There’s always been a way to adjust. So I’ll stick around until the very end.

  • I've seen it all — the bugs, the glitches, the broken balance, the cheaters, the salt.
    I know all the dumb things that are there and never gonna change.
    I know all the cool things that could come — and never will.
    10,000 hours+ in, and somehow... I still like this damn game. :D

    Okay… ehh… yikes… wait. Maybe I do have a problem.
    But, um… better not think too much about it.
    Things that work shouldn’t be changed.
    So… keep goin’. Eat, sleep, do gens, repeat. :D

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974048#Comment_3974048

    Map is already way too small. If you put something in-between, it will quickly turn very survivor sided. If something, first make map bigger.

    yipp maybe… i guess throwing in 2–3 unsafe 50/50 filler tiles here and there so people can connect loops in dead zone areas is really just a band-aid fix. :/

    Coldwind could need a full rework at this point.

    Same goes for Haddonfield, borgo (super bad for survs) same for Springwood, same with some stuff @ crotus/ the game etc . (problematic for a lot of killers)

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452565/survivor-feels-so-bad-r-n

    First of all, game has nothing to do with players connection or ping. If you have player with VPN or playing with you from different part of the world or with bad connection, there's nothing people can do about it.

    Cold wind… Man, loopers can destroy killers life looping around shack, tree or house.

    Only moment I can agree is clown became overtuned. It's like racing car holding W

    on Coldwind? Nah. That only really happens when the killer doesn’t know how to play tiles properly or fails to break pallets early. Once those are gone, that map falls apart fast – there’s barely anything to link the strong spots, and it turns into a dead zone real quick.
    I get the frustration, sure. But unless you're facing a cracked SWF with coordinated bodyblocks and tight rotations, Coldwind usually ends in a fast and clean 4K.
    Wouldn’t hurt to throw in a couple filler structures between tiles though – just so survivors don’t get completely screwed once the early resources are gone.

    (so y, I’m fine with adding a bit more there (coldwin, haddonfield, borgo) – but please, for the love of god, take some away on other maps while you’re at it)

  • @kaneyboy said:

    me and my two friends play nearly every evening, we have done for a couple of years. And it’s gotten to a point where it just feels like killers are getting everything. Maps like cold wind having less than 8 pallets on, clown being able to run 27% faster in this new patch. The fact every game last night the killer was 70-500 ping resulting in awful game health where hits shouldn’t be hitting, it also often feels like MMR doesn’t even exist in EU lobbies. The game just feels miserable r/n… and I used to love this game.

    Phew. It's hard to reduce this down to one side. Both sides are affected.

    I get what you're saying – especially in EU, there are so many people running around with ridiculously high ping. But do you really think that's fun as killer? Constantly having those "yep, nice, that’s gonna be a hard hit but I’m on him... oh wait, ping says denied" moments? Happens all the time.

    …As for Coldwind – I get it. A lot of groups turn that map into a complete dead zone super fast. And then the gameplay just becomes: pre-shift and die. Some maps definitely need better (or more) pallets, while others need a reduction in how absurdly OP RNG can be. Both extremes shouldn’t exist.

    http://www.youtube.com/watch?v=vqbL9CVnYQg&t

    (RNG is just dumb sometimes. Haddonfield already isn’t great for survivors, and then you get games where not even a single pallet spawns on the main street. On the other side, look at some of the MacMillan or Autoheaven spawns that can happen – completely busted god pallets into safe connects)

    But as long as I, as killer, still have to grind my way through some of the worst-designed maps in the game, I don’t really have much sympathy when a survivor team gets a bad RNG Coldwind or a Borgo with garbage edge tiles where you basically just die no matter what. That’s just how it goes.

    (and before the map offering changes, it was just a constant rotation of the same handful of survivor-sided maps over and over again. - hello old eyrie, springwood, autoheaven, the game, macmillan, garden of joy rotation)

    And about the MMR.… that's basically the typical lower mid-MMR range where everything seems to pile up — which is a huge problem. :/
    New players start there (because of the smurf protection), bad SWFs hang around there, good solo players who can’t climb out or don’t play for escapes, really weak players who should be way lower but only care about their "personal escape" stat... killers who don't belong there but stay because they always play "super friendly," (like.. I only 2 hook everyone and now i let em go) even though they should be getting stronger teams by now.…. etc.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972147#Comment_3972147

    I’m going to just let this go, I still stand on my opinion, your video changes nothing for me as far as how I see the game.


    Well just have to agree to disagree.

    sure..

    But just to clarify one more time:

    I totally agree with you that SWF gives a huge advantage and definitely makes a difference. But I refuse to accept that SoloQ is inherently in such a bad state becuse of this— I’ve had way too many good SoloQ games as a survivor and seen plenty of strong SoloQ teams as a killer to believe that. Most of the time, it just comes down to the players themselves. DBD isn’t like it used to be anymore. One single player can be enough to drag the whole team down.

    At the end of the day, it’s not about the mode you play but how well you adapt to the chaos. (it needs much more game sense for sure)

    But from my POV (killer or surv), solo queue is still totally winnable.

  • @rydiafan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972221#Comment_3972221

    I personally get enough horrific slurs and abuse thrown at me in text form, thank you very much. I don't need to hear them too.

    Ah, but.. why not? Some things in DBD are just unforgettable.

    434454.jpg

    xD and y.. i had to do this: xD

    43434.jpg
  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972274#Comment_3972274

    Wait, did they reactivated that horrible system back with this update?

    Ye, if what OP says is true its back and seems like there’s still no improvement to that system… :/ big ouuf. Just like the size of this update — (still loading)

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972261#Comment_3972261

    Just like killers have to use slowdown perks to no get gen rushed, unfortunately thats how dbd works my friend.

    Uh?

    That's not the same. Slowdown perks are about game balance and just part of the game — getting penalized for "suspicious activity" just because you're being tunneled isn't balance, it's a system flaw. especially if it happens exactly how OP described.

  • @adam1233467 said:

    Use ds

    A perk shouldn’t be required to avoid an unfair DC penalty. If what OP says is true and it happened like that, then that’s a system issue.

  • Why no voice chat in DBD?
    The chill version, cuz if I went full savage I’d probably get banned from the forums lol.

    Sable:
    Hey.
    "hi hi"
    *"Shut up, you ***!"

    (short silence)

    Claudette:
    "DUDE, WHY HASN’T ANYONE BEEN ON A GEN YET!?"

    Ace:
    "Yo noob, ****, never heard of ‘split up for solo gens’? Like, duh, you’re the typical **** Claudette."

    Jake:
    "YEAH AWESOME GUYS, NOW I DIDN’T HEAR THE KILLER AT ALL!" (first DC)

    Ace:
    "Bruh what an insta-down noob… gonna get a profile report after this!!!!"

    Sable:
    "Yo, I’m chillin’ in the basement doing my ritual, who wanna join?"

    Claudette:
    "For real? You serious?"

    Ace:
    "At least say it’s weaving..."

    Sable:
    "Nah, I’m doin the bird stuff."

    Ace:
    "Oh hell nah, #########... **** let’s just lead the killer to that guy."

    Claudette:
    "OMG, that dude’s actually hiding in a locker now!"

    Sable: (silence)

    Claudette:
    "CHASE TIME!"

    Ace:
    "Wait what, you just dropped the shack pallet full health?"

    Sable: (silence)

    Claudette:
    "YEAH, but what’s up with that dumb bodyblock, ***** Captain Noob!" (next DC)

    Ace:
    "Sweet, now it’s just this locker rat and two bots left."

    Ace:
    "******************** Locker rat, where are u?"

    Sable: (silence)

    (Ace get found — next DC)

    Sable: EZ hatch!

    (voice chat silent now)

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972123#Comment_3972123

    nah there’s a big performance difference usually between comms and no comms the more people you add to the equation. There’s literal data to back that up. It’s not really debatable.


    you can be like don’t do that gen, im here , im taking the killer away, let me hang they’re proxy, killer has this& what’s that do & you counter it by doing x, and all that adds up for counterplay and real time training with feedback, you can’t get that anywhere but comms consistently, time is the most valuable resource in this game and comms helps with timing and real time correction so a big misplay doesn’t happen as much.

    Ofc you see the randomness and bad plays play out as killer, but you understand it as survivor if you play everything from soloQ to 4man.

    https://www.youtube.com/watch?v=56v5mBzZd7w

    Full SoloQ lobby. People actually did their objectives instead of “just doing whatever.”
    The David even wasted a bit of time — sorry, but you can’t change what’s happening here with Marigold. You can’t block me. I’m not half-committed. I need your girl. Do it like the rest of your team — run gens and just accept it.

    -Then it probably would’ve been a 3-man out. That flashy save at the start? Way too costly for me.


    But y, everyone on the team just did their job. Makes it really tough as killer. (Y, I know my perk build was kinda meme against an efficient group, that one’s on me.)

    In the average soloQ games that go bad, people just aren’t efficient and don’t realize that time is one of their most valuable resources.

    You don’t need a SWF for that. That’s it.

    (SWF would only add some organized “down in pallet” moments or maybe a Shoulder of Burden on top.)

    But does that make SoloQ unwinnable? Nah. ok. Maybe for this marigold.. xD (i know, sucks when the killer actually gets 1 kill)

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972123#Comment_3972123

    nah there’s a big performance difference usually between comms and no comms the more people you add to the equation. There’s literal data to back that up. It’s not really debatable.


    you can be like don’t do that gen, im here , im taking the killer away, let me hang they’re proxy, killer has this& what’s that do & you counter it by doing x, and all that adds up for counterplay and real time training with feedback you can’t get that anywhere but comms,where time is the most valuable resource.

    Ofc you see the randomness and bad plays play out as killer, but you understand it as survivor if you play everything from soloQ to 4man.

    I can agree. Comms are insanely strong, they make the group way more efficient and make every teamwork a thousand times safer. And they completely deny a lot of killers in the roster their abilities. But still… missing comms is, in my opinion, not the reason SoloQ is in such a bad state for many people. I play a ton as Survivor SoloQ and DuoQ because I find SWF super boring and super boosted.

    I’m tired, tired of every match turning into a voice chat chess game. You say you’re playing chill... but suddenly it’s:

    “He’s behind shack.”
    “Basement’s in main.”
    “Heal me, bodyblock him, reset, let’s go this and this gen.”

    Cute, that piggy tries stealth at the digger — I’m gonna leash that little piggy, you guys do gens.
    Lol… adorable hag, she’s really trying to set some traps, I’ll head out already.
    Myers thinks he can stalk you and is coming your way,…

    Ghostface gets constantly countered by someone breaking his ability..

    Myers ain’t scary if he’s always seen. Just another sad man in a mask getting deleted by team GPS.

    but.. here is my big BUT:

    Lack of comms isn’t the reason solo queue suffers so much.

    It’s the players. People who refuse to admit it’s on them. People who won’t learn. (SWF usually masks that a lot).

    And like I said, some people just don’t wanna fight and they are done or quit at the first little thing — or they’re already kinda "already broken" going into the match.

    SoloQ is full of those players nobody really wants to play with. They just give up at the first sign of trouble, don’t even try, don’t wanna learn the game, and just sit around waiting for freebies from the killer. They’re not willing to put in any effort or actually play the game. They’re on their own mission, I guess—that’s fine—but don’t expect to escape then.

    I play a ton during EU nighttime—killer and survivor—and SoloQ is honestly kinda great then. Teammates actually help, bodyblock, do saves, cover dead hook teammates, all that good stuff. So I’m like… if SoloQ can work fine at certain times, why is it suddenly all about "no comms" during other hours? Doesn’t really add up to me.

    So nah, from my perspective the lack of communication isn’t really the reason SoloQ suffers.
    It’s mostly just the players themselves.

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972107#Comment_3972107

    I'm perfectly fine to face people who wants to play game and not cry about how they are frustrated because I managed to use their own mistakes against them. It's PVP afterall. Both sides want to win.

    Meanwhile every single "ego" person, no matter how good or bad it is, for some reason never blames themselves for being bad. It's always someone's else fault.

    Killer slug - bad, hook you into basement - bad, picked killer not so easy to play around - bad. Why do you even play the game if you hate everything around? Get life, touch some grass. Nowhere is said DBD is place you get 100% winrate or killer/teammat must match your expectations. Sometimes you win, sometimes you lose.

    Why do you even care?
    I stopped listening ages ago. It’s always funny how the ones playing the worst are the loudest about how you should play. The worse they play, the more they talk.

    And at that point, you’re not the teammate anymore — you’re the killer. And you’re on your own. Of course the other side only expects things from you that help them win.

    From a killer’s perspective, it becomes pretty clear why SoloQ is often just straight-up frustrating.

    And here’s a little secret: lack of communication usually isn’t the biggest problem in SoloQ.

    There's...no winning in soloQ

    No winning in SoloQ? Y, for a lot of people. Because they refuse to even fight.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972013#Comment_3972013

    Love how youre trying to take aggro for Sable and she decides to just sandbag you lol

    yiipp.. this sable.. i was l like.. REALYL? xD

    I don’t know what their problem was. Probably they were mad that I wanted “her chase". (but she was Dead hook at 3 gens, come on, can I at least have a chance?) … or I denied them the “go next moment.” Like with the Ada at RPD (crazy fast down and she insta-wanted to quit, and I was like “nope princess, you stay”). Then she threw for the team. Reading randoms’ brains in DBD is sometimes…
    But what I do know is: most of the people who instantly quit, say “don’t wanna play,” or “this isn’t fair,” or just suck at the game are usually the same ones whining about how bad SoloQ is.
    SoloQ is harder. Way harder. But nobody wants to actually fight.

  • https://www.youtube.com/watch?v=ZeuZczC2nlw

    The randoms I get in these games are usually the ones who end up complaining the loudest about how broken SoloQ is and how OP the killers are.

    But what happens I ran trying to get the exit gate and go down. He opens the door and leaves the other survivor same opens door and leaves. But if I left while he was on hook then I'm the bad guy. There is no winning if you save someone and go down they'll abandon you but if you go down after saving them you'll be abandoned so there's no winning in soloQ.

    I’ve had a ton of really good teammates and loads of soloQ experience. I see plenty of solid teamplay and people who’d do anything for their squad. But it’s really about the players. Some just don’t wanna play… ehwk.. — like that Ace who hands Oni his upgrade right away ‘cause “easy head-on plays are kinda fun,” or people who keep randomly cleansing against Plague, or those who don’t even bother with gens… Sure, everyone plays how they want, but sometimes you gotta wonder if it’s even worth risking stuff for one person at the end, even though those risky endgame plays are hella fun. Most of the time, it’s just down to the players.

    And for some people, I just don’t really feel like risking anything. Not sure why exactly. Or maybe I do, who knows.

  • @SpringMyTrap said:

    Why are you cleansing against plague while your team doesnt? Why are you throwing them under the bus? And most importantly, how the ######### are you getting gens done in spite of that? Just how bad is that plague playing if she cant win 2v3 lol

    Exactly that. Most of the time it’s the people who say SoloQ is soooo dumb who are actually the reason SoloQ is in the state it’s in

    Not tryna be harsh, but y, every time I’m chasing with Plague and someone starts random cleansing, I’m just like, “yikes, why am I even trying?”
    I mean, sure, still ez winnable, but most of the time it just gets frustrating :D

  • Legion — just super, super boring. Most of the time it’s just hit-and-run playstyle, completely countered by “stay injured and your team is lava” gameplay. Legion is mostly about gen rushing and getting out fast. No real chases, more like a mending simulator.
    I don’t blame the killer for playing like that, but y — it’s kinda lame.

    Knight - Not strong, but boring in most matches. I want interaction against a real player who thinks, tries to mindgame, makes plays and moves—not just some guards who mindlessly chase you down and try to stall the game.

    Ghoul - could actually be fun if it weren’t for those unfair auto-lock hits through and around walls. Getting hit unfairly is never fun. Just bad design, way too easy to play, and way too much “unfair” stuff you have to deal with.

  • @jamally093 said:

    So what am I supposed to do? I had a match against a plague went well never got injured because I used the pools while my teammates ran her fully infected and most got downed because of it now here's the kicker I did some gens and got the exit gates to 99 a teammate gets hooked so I go request he at hook one. But what happens I ran trying to get the exit gate and go down. He opens the door and leaves the other survivor same opens door and leaves. But if I left while he was on hook then I'm the bad guy. There is no winning if you save someone and go down they'll abandon you but if you go down after saving them you'll be abandoned so there's no winning in soloQ. Seriously should I just be a jerk to them and leave or basically have them abandon me because your a soloQ and we're a SWF.

    Hey, uh… maybe your teammates went down so fast because you were the one using the fountains?
    Plague is a big, loud, super loopable killer. Without her power, you can basically run her forever on the right tiles. Most games, she gets like one or two power-ups max — unless someone starts cleansing.
    If you’re the one cleansing while your teammates stay broken and keep her in chase, you’re basically feeding her exactly what she needs to start wiping the team. The second she gets Corrupt Purge, she becomes way, way harder to counter in chases.

    I'm not saying you should never cleanse. There are legit situations where it's fine:

    You’re on death hook and can safely cleanse in some irrelevant zone

    She’s camping or tunneling hard and you need the cleanse for some bodyblocks,

    The whole team commits to cleansing and you actually reset. (very, very situational and usually not that smart when the team is in a bad spot—like lots of hook phases—but sometimes recommended.)

    But most of the time, cleansing just hands her pressure, speed, and so much control. All the things you’re supposed to deny the killer.

    So y, first place. Can't blame them for not taking a risk when they think you're the one who tipped the match in her favor.

    I’d probably have dipped too, even though I usually take always risks for the team. But when there’s red fountains everywhere left and right that I’m not even responsible for, and Plague’s got all her upgrades ready because of it… nah..

  • Nah, please no. Please, please no “guaranteed hits.” Let me have killers where you actually have to land your hits and don’t get free ones handed out by BHVR. Missing a hit with Nurse is supposed to be costly — especially against good teams — and it should stay that way.

    Same with higher movement speed... she already has the strongest ability in the game. I really wouldn’t want to see that get compensated with more base speed. You should have to master her power, and every mistake should hurt.

    Nurse is still the strongest killers in the game (aside from like 2–3 maps). The only thing she really needs is maybe a rework for some of her addons — and first and foremost, to finally fix all her bugs. That’s honestly the biggest issue Nurse is dealing with right now. Those damn blink bugs show up almost every match.

    edit: And maybe just make some perks more usable on her again. Since her basic attack counts as an M2, it kinda kills a lot of build variety. (Like, I get that some perks just won’t work on her, and that’s fine — but stuff like Surge, etc ? Come on… give Nurse some perk variety back.)

  • Y, but it’s mostly just frustration — and some trash talk that comes with it. I mean, I get it. I play killer pretty hard, and I know some casual players probably aren’t having much fun in my matches.

    With a lot of groups, you just know — okay, we’re not even two minutes in and yep, sorry, the match is basically over. You’re dead. The rest is just going through the motions. Nothing left to do but clean up. Nobody enjoys that, on either side.

    It just kinda is what it is.

    So y, the frustration is definitely understandable for me.

    That’s why I think having a separate permanent mode (or at least a better MMR system) could be awesome.

    Not to split the community in a bad way, but just to give everyone a space where they can enjoy the game how they like.

    The thing is,idk.. I’m not sure if 2v8 is really the answer — and how it would even work. It comes with a bunch of issues you gotta think about, like longer queue times and extra work for the devs who are already trying to fix a ton of stuff.

    a permanent 2v8 mode would need a lot of love and extra work

    Like some have already said here, because the way it is right now, it’s not really that great.

    And the biggest problem I see with that is: Killers would find the most efficient way to play (in this mode too), and survivors would do the same… then we’d just end up right back where we started with the normal mode. Efficiency would dominate the game again, and casual players would just get pushed aside — just like it is now in the normal mode.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971820#Comment_3971820

    Well I suggested 10 matches per day in 2v8 so it's not a big deal and won't affect that much regular mode/modifiers

    y… It would be great if that actually worked… that mode could really help separate the "sweats" from the casuals a bit, and overall make the game way less toxic. Sure, personally I think the current 2v8 has a lot of issues, but it’s nothing that couldn’t be expanded on and improved..

    ..

    But I guess something like that will never become permanent, because they’re probably too afraid of splitting the playerbase too much, idk.

  • @PigWithTvs said:

    last 2 v 8 was misrable for both sides, on one hand oni and legion were a match made in hell and on the other survivor sided maps with 8 chaining pallets against a ghost face or any killer was just so boring

    uneless they change something about it, its gonna be the same boring exprience and i don't think anyone wants that

    and its coming next month after chaos shuffle which should be dropping later this month

    edit : nvm chaos shuffle got canceled

    I don't think I'm the reason for the long queue times just because I tunnel.

    (I'm really tired of always being blamed for everything that happens in the DBD world just because of the way I play)

    and.. two huge DLCs just dropped, both were highly anticipated and massively hyped. Personally, I didn’t enjoy the last 2v8 test at all, but hey—tastes differ! :D

    A permanent mode would definitely be great, but there's always the issue of splitting the playerbase too much. And what happens when they want to introduce another new event or mode? Three modes at once? That would get really complicated.

    Maybe better bots could help. But the real question is: do people even want to play against bots?

  • What you just said is that you're going to go ahead and tunnel regardless of what happens. 

    another one of those matches today. Always bad players cry, want you to go easy.

    But sure, anti-slug is what we need...

    Anti-slug. Anti-tunnel. Better anti-camp. Anti-killer.

    https://www.youtube.com/watch?v=i6_b8Z-pz9k

    I'm just tired.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970891#Comment_3970891

    It wouldnt hurt anyone if it gets added, people will just have to spread out instead grouping together in start, they can still group up in pair of two's and move to closer gens for high risk high reward or tap gens all around to strategize againts killer.

    Whatever the meta right now is for gen rush BNP in start of early game requires practically no skill, any above average skilled players can utilize this easily if they just want to work together and win the 1st gen and spread out.

    Either way if this gets added basekit it wont change much except prolonge games

    It would be so, so good if this dropped.
    But I know the game. ….known it way too long.
    I know the survivor "main only" mindset.
    I know what will happen.
    And what won’t.
    Stopped hoping a long time ago.

    in Killer Comment by oecrophy
  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970768#Comment_3970768

    Oh my bad i understood 2 at once xD

    I mean yeah then its fine, im just hoping some form of basekit corrupt gets added but not to lock gens rather slowdown the progress on the outer ones, thats all i ever want in life only that and im going to be a happy myers

    Basekit Corrupt would be such a great feature. I don't even think it would be too strong. And if the majority or BHVR sees it differently: then at least give it to only some killers as basekit, and exclude the top-tier killers with good mobility and strong chase potential

    in Killer Comment by oecrophy
  • @Jamo003 said:

    Genuinely having a rough time as killer atm. The start of the game is always slow, and one or two gens pop before I can even find someone. By the time I find and down someone, the exit gates are basically ready. It's gotten to the point where I just give up mid-match (still want BP), and this obviously lowers my MMR, so I then get a 4k, and then the cycle continues. I'm just not sure what to do with this game anymore. I'd hate to give it up, but it's just really unenjoyable, especially with the no-DC penalty atm, as the second I start doing well, a survivor will DC and so on and so on, especially playing whatever killer I like.

    which killer are you playing right now? If you're having trouble finding people early on, try running Lethal — or maybe start with a stronger high-mobility killer to get a better feel for spawn points (Blight, Billy, Nurse, whatever works for you). (i mean.. u just need to play them long enough to get a feel for the spawns — then you can switch back to your main.)

    Corrupt Intervention... well, if you're really struggling, you can use it. But I personally don’t like the perk’s design. It kinda just brings survivors toward more relevant mid-map gens and punishes you for getting a quick down, which is bad design in my opinion.

    How long does it usually take you to get into your first chase? Maybe share a POV of 1–2 matches where you're struggling — people might be able to help more directly that way.

    in Killer Comment by oecrophy
  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969492#Comment_3969492

    I'm not sure how someone is getting punished for a perk (like DS or bodyblocking with OTR) getting used; the survivor spent a perk slot on it, so they're free to try to get some use out of it if they want. If someone is dumb enough to try to bodyblock just to use those perks, it's also not tunneling to go ahead and get them on a hook again… the survivor in question literally asked for it at that point. And if they brought UB along with DS and OTR, then they spent almost their entire build on it.

    You're not wrong that a strong survivor team on comms that hits gens will really get gens popping if the first couple chases don't go well for the killer, but the opposite is also true: if at some point a survivor is eliminated with too many gens left, or the wrong gen configuration, or a survivor player makes the wrong mistake, the match is likely over for the entire survivor team. And there are survivor players so good that they run chases by taking the optimal path around every tile for any move a killer makes. But even they still make mistakes, find themselves in bad positions, or can get outplayed. The real issue is just whether matches are so heavily favored for one side such that something like tunneling would be warranted.

    What you just said is that you're going to go ahead and tunnel regardless of what happens. I understand that you're skeptical that any changes will meaningfully improve the situation so that you don't feel the need to tunnel, but if BHVR tries to bring along balance adjustments that ensure the 60% sacrifice rate is maintained across MMRs, tunneling is essentially never needed. So as long as they are careful and don't release some giant, all-in-one end-tunneling patch, but instead also make necessary balance adjustments over time to maintain proper balance, no problem :)

    Oh, and I missed this in my last post (also forgot to quote you there)

    What you just said is that you're going to go ahead and tunnel regardless of what happens. 

    Um… not no matter what happens, no — but for me to stop tunneling, more would have to happen than I expect is going to come.

    (Or can you tell me how I could have won that Hag round without tunneling? (Without luck, without it being a dice roll, without “1-2 kills are enough — I'm here to get the full 4K, no luck, no settling for less.)

  • Sure, people can get full value out of their perks. Go for it. That’s part of good teamplay, fair enough. But I know my personal response to it: I see those perks anyway, so I might as well deal with them efficiently right away — with the first person I find in the match.

    And I’m not playing to help BHVR hit their 60% sacrifice rate. (I’m usually hitting 80% + myself)

    I don’t care about that. I go in to do my job as killer — and that’s killin’.

    nd you're bringing up a good point: even the best survivors make mistakes. And it's those mistakes you need.

    If a good team never feels the pressure of a hard tunnel and only gets fresh hooks, they not only have more breathing room to make mistakes — they actually make way fewer of them.

    That whole “oh no, the big bad evil killer is tunneling” situation? That's often what pushes even good groups into giving you exactly the kind of openings you’re looking for.

    Not the chill, no-pressure setup where they can just glue themselves to gens and reset comfortably.

    Tunneling is often what cracks even solid groups where everyone knows how to run a chase.

    (Sorry Sable cutie, you’re the first — now run, little one.)

    https://www.youtube.com/watch?v=QN7lU_orSMA

    Notice something? Nobody was there for that early pallet save. People know that the first chase is important. They’re glued to their gens in the meantime.

    It’s not until the tunnel starts that the team actually starts feeling pressure. Now’s the moment when I start putting pressure on more than one person.

    ""or a survivor player makes the wrong mistake, the match is likely over for the entire survivor team"

    Was that it? It was a really bad survivor-sided map plus all the strong event tools that are available right now. One major mistake decided that match — and it was underestimating me. "It’s just a Hag," right?

    They didn’t want to accept that at a certain point in the match, they needed to just give me their Sable. This team just ended up dying early because they overcommitted the cover

    And yipp, all the event stuff definitely helped me a ton too. (Gotta say, kinda sexy not having to break pallets myself.)

    If they had just given me Sable at a certain point and full-pushed gens, that match would’ve played out very differently.

    (And I even left the afterchat this time: see? hard tunneled at 5 gens, and the people weren’t even mad.)

    They knew damn well they wouldn’t have let me set up any kind of trap zone or actually use my power with that killer anyway.

    or that I wouldn’t have even had the slightest chance if I had gone for fresh hooks

    or: with a longer first chase and a stronger survivor-sided map, things could’ve looked very different too

    (Doesn’t mean they would've won because of it — depends how quickly I would've chased down the next person. (A halfway decent team isn’t gonna leave you a 3-gen to defend ), and the rest would've come down to the endgame (I still had NOED too)

    But the Killer is the Killer — it’s not supposed to be easy to escape. And it’s my job as the Killer to make sure it isn’t.

    he match is likely over

    "But the match is over?"
    Only if you stop fighting.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967885#Comment_3967885

    So you want to punish Killers who 8hook on purpose for… what reason exactly? Awful idea.

    You also want to give free Unbreakable, they tried that. It was too strong. They scrapped it twice. It's never happening, let this one go.

    I don't think Killers need an extra "mode" that buffs their ability to tunnel, and even if this did work 90 seconds would be far, far too little for a good chunk of Killers in the roster to even use and far, far too much power for other Killers. Basekit buffs are not a good idea. If you want a reward for spreading hooks, give Killers something more akin to Grim Embrace, which rewards spreading out hooks this way.

    Then maybe, just maybe… something like Deadlock that triggers the moment you hook someone different than the last one would be better. But on the other hand, I’m not sure how much that buff would hurt new player lobbies who already struggle to even get gens done at all

    — so umm, super, super hard to say.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967885#Comment_3967885

    So you want to punish Killers who 8hook on purpose for… what reason exactly? Awful idea.

    You also want to give free Unbreakable, they tried that. It was too strong. They scrapped it twice. It's never happening, let this one go.

    I don't think Killers need an extra "mode" that buffs their ability to tunnel, and even if this did work 90 seconds would be far, far too little for a good chunk of Killers in the roster to even use and far, far too much power for other Killers. Basekit buffs are not a good idea. If you want a reward for spreading hooks, give Killers something more akin to Grim Embrace, which rewards spreading out hooks this way.

    I think something like Grim as basekit would be tricky. Survivor groups would adapt to it really fast, and the last person you'd need for it would start playing super safe. Most teams would figure out how to play around it fast - idk, it’s tough to say.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969137#Comment_3969137

    No. I'm just surprised that for YEARS killer mains keep insisting that the team just needs to get good and deal with the tunnel… when in reality either way the killer is getting an early kill or tons of free pressure.

    Most matches, it’s going to get real rough, real fast.
    Unpleasant things just happen during the game — and more often than not, things get dirty right away

    The first person I run into? You better be ready. You’re my target, and I’m not half-committing

    And at this point you better hope your teammates know what they’re doing, because normally I’m not letting go. Happens.
    It usually gets a little messy when you really want that 4K.

    It is what it is. Teamwork’s just gotta be on point nowadays.

    Edit: And no, good teamplay doesn’t stop the tunneling process (if the killer really wants to take that person out). But good cover — bodyblocks, smart "down in palett"plays, flashys at the right time — can slow things down a lot.

    That said, how much it helps really depends on the killer I’m playing — but I always notice it when the team’s working together.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969408#Comment_3969408

    I actually think map balance is one of the most obvious answers that should go along with the proposed anti-tunnel updates. If there are genuinely survivor players who can't lose unless the killer tunnels, the obvious thing to adjust for that is tile design or map layout. Top tier survivors will feel the impact of a slightly shorter wall, or less chainable loops, but others will feel that less acutely since mid-MMR players are making mistakes more regularly and not looping perfectly anyway.

    It's likely best done progressively, without the knowledge of the community though, so BHVR could do periodic updates to tweak sacrifice/escape rates until they hit the right equilibrium across all MMRs.

    and.. um.. this anti-tunnel update?

    lets be real..

    I don’t think the anti-tunnel changes will be anything too crazy or wild. Most likely just something like removing collision after unhook — which would make sense to shut down all those “I’ll just bodyblock with free BT” moments. Maybe they’ll add something like a free OTR or basekit DS on top.

    But I doubt it’ll be anything major. I really think I’ll just keep tunneling right through it. At this point, most killers are already used to “working through” all the second-chance perks — DS, OTR, Babysitter, Shoulder, whatever.

    So if they make some of that basekit? It probably won’t change much. People will just tunnel right through the new stuff too — because realistically, it’ll still be the most efficient thing you can do.

    u know what would actually be nice for once? If you didn’t get punished the moment you decide not to tunnel. Like, I leave the hook, go for someone else — and heyoo, instant bodyblock into the new chase so they can protect the hooked one while still having DS active (because hey, “I wanna get value from my perk even if the killer doesn’t tunnel, otherwise why bring it, right?”)... and of course they’ve got Unbreakable or something in their back pocket too, just in case I catch on and decide to slug.

    It's like… you try to play fair, and the whole kit is still waiting to punish you anyway.

    You gotta deal with all that BS either way — so might as well go full throttle from the start and not play nice for nothing.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969408#Comment_3969408

    I actually think map balance is one of the most obvious answers that should go along with the proposed anti-tunnel updates. If there are genuinely survivor players who can't lose unless the killer tunnels, the obvious thing to adjust for that is tile design or map layout. Top tier survivors will feel the impact of a slightly shorter wall, or less chainable loops, but others will feel that less acutely since mid-MMR players are making mistakes more regularly and not looping perfectly anyway.

    It's likely best done progressively, without the knowledge of the community though, so BHVR could do periodic updates to tweak sacrifice/escape rates until they hit the right equilibrium across all MMRs.

    …But it’s not just the maps. I’m just tired. Tired of so many changes. This. Game. Keeps. Getting. Easier. You remember back when instant flashlight saves were removed? After that, the timing window was so tight. You had to hit the exact right frame in the pickup animation — not too early, not too late. People would actually go into KYF to practice and master that timing. You had to be perfectly positioned and nail the moment in the animation as a survivor.

    (right at the moment when the sound cue triggered.) + you need a good position

    https://www.youtube.com/watch?v=Ta4FLGAPaEI

    Back then BHVR was like: “Insta-blinds are broken, they need to go.”

    Now? It’s like: “Let’s make flashy saves way easier again and throw in something like Background Player on top.”

    nowdays:

    https://www.youtube.com/watch?v=pWINf7lP88s

    yea, sorry Myeri and Haggedi, I know it’s not fun — but that’s DBD in 2025. The killer just isn’t supposed to be a threat anymore.

    (I actually felt kinda bad for that poor Hag, tbh xD)

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969408#Comment_3969408

    I actually think map balance is one of the most obvious answers that should go along with the proposed anti-tunnel updates. If there are genuinely survivor players who can't lose unless the killer tunnels, the obvious thing to adjust for that is tile design or map layout. Top tier survivors will feel the impact of a slightly shorter wall, or less chainable loops, but others will feel that less acutely since mid-MMR players are making mistakes more regularly and not looping perfectly anyway.

    It's likely best done progressively, without the knowledge of the community though, so BHVR could do periodic updates to tweak sacrifice/escape rates until they hit the right equilibrium across all MMRs.

    The big problem I see: so many loops are incredibly unsafe — survivors are stuck with tons of super-risky 50/50 pallets. A lot of structures make it way too easy to get people out of the game. But who cares, right? You snack on casuals there with no effort — while strong survivors juice the absolute max out of even the most unsafe 50/50 filler pallets. There’s always someone ready for a perfect bodyblock, and if it ever gets close, they’ll turn it into a “down in pallet” moment just to start the “now try to pick me, killer.. ez, come and try me” game.

    And suddenly, what was the most garbage 50/50 pallet turns into a trap that wastes your time, while a teammate is already nearby with Background Player or the guy on the ground has Unbreakable ready.
    Can you counter that? Yup — but only if you don’t let the team breathe from the very start. And the only way to do that is by applying direct, intense pressure — full-on tunneling. You don’t give them the space to set up their fun time.

    http://www.youtube.com/watch?v=vqbL9CVnYQg&t

    But the RNG we have? Sometimes it’s absolutely atrocious. MacMillan or Autoheaven can spawn ridiculously strong setups, while Haddonfield — already a bad map for survivors — can spawn entire dead zones like that street section, which is just a free kill area.
    How is that healthy map design?

  • @Ikalx said:

    It's sad that your response is "we can't do anything to change the game, we will always have to do this".

    That's just sad.

    Considering how much dbd has changed over the last 9 years, it's sad to see a mindset of "nothing will ever change".

    Genuinely just sad about that.

    And …

    You’re not wrong. I think I will always have to do this.

    I just don’t believe in it anymore. That’s why I’m in this “we’ll always have to play this way” mindset. I launch the game and do what I feel I have to do — even if a lot of players don’t like it.

    i mean.. that’s exactly what I’ve been seeing lately: The game is shifting in a direction I personally don’t think is healthy.

    Both roles have been made way, way easier. A lot of newer killers are super easy to play, and mistakes with their powers barely get punished. Same thing on survivor side: you don’t really have to perform anymore. There are so many ridiculously strong perks and gens fly so fast that you don’t even need to win chases or make smart decisions.

    Early shift and laser focus on gens is the way to play in 2025. If you’re not playing efficiently, you can get multiple downs early — and yet the gens still fly, just because people understand: this is how you win now. Just brute-force the objective. No real chases, no real mindgames — and this happens on both sides.

    The game just keeps getting easier, and easier, and because everything's getting easier, survivors basically feel hopeless and got the one tool that still gives a lot of teams any real chance of winning: gen speed. But not with me. As a killer, I know exactly what I have to do to make sure you don't get out.

  • @Ikalx said:

    It's sad that your response is "we can't do anything to change the game, we will always have to do this".

    That's just sad.

    Considering how much dbd has changed over the last 9 years, it's sad to see a mindset of "nothing will ever change".

    Genuinely just sad about that.

    I'm not saying there's nothing that can be done — just that I see very few things actually being accepted by the survivor community, especially when it's something that gives the killer role a different way to play. Maybe I'm wrong, but that's just been my experience over the years. It feels like the survivor community is only ever satisfied when they get something, but the killer role gets nothing. Again, maybe I'm wrong.

    Personally, I do see a lot of things that could be changed. But they’re things I genuinely don’t believe will ever happen. Take the anti-gen perks, for example — something I brought up cautiously. In casual lobbies, where you're playing against survivors who go down instantly even with weak killers, these perks hit way too hard. These are lobbies where people can't loop, have no sense for safe unhooks, bad unhook timing, etc. Lobbies where people just feed the killer hook after Scourge Hook, and then you throw Dead Man's Switch on top.

    These perks feel like they’re literally designed to ruin the experience for casual lobbies. Against strong players? You barely notice them. Scourge Hooks? You need a down and a hook first — and good players don’t just hand that to you. They time things smart, they don’t feed you. Dead Man’s? They know you have it, and they just tap a random unimportant gen somewhere so the block goes on that one. Deadlock? Casuals hang around the blocked gen and emote a bit… efficient players move 20 meters to the next gen and keep up the pressure.

    Corrupt? Casuals sometimes take forever just to find a gen. Good players, on the other hand, know exactly where the important gens are and run to them immediately.

    Same with the RNG we have on some maps. Casuals will never notice how wild the RNG can be on maps like MacMillan. They just shift around, drop a pallet here and there, run in circles and pray.

    They don’t squeeze the max value out of structures, so they don’t realize how unfair some tile spawns can be. Total dead zones for survivors are just as awful as some god spawns — and both can happen.

    If RNG were made healthier and more consistent, it would be a huge improvement — and most casual players wouldn’t even notice the difference.

    Same goes for stacking different perks that make the killer’s life insanely hard — especially when fresh hooks are even less appealing because you know the person you’re tunneling has already burned through all their second-chance stuff. Meanwhile, any new chase means you’re walking right into someone who still has all their perks ready to go.

    There’s a lot I personally csee that can should be changed. But let’s be real: nothing’s probably going to happen.

  • @Ikalx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969277#Comment_3969277

    I'm sorry, is this to me? My point was that tunnelling shouldn't be the most effective strategy and that the killer shouldn't have to ignore it in order for the game to seem fair.

    In general I think the idea that tunnelling should be encouraged is just plain wrong because I think both the devs and the community are smart enough to introduce or rework gameplay features that could be more enjoyable for both sides to play.

    Yup… because tunneling is often the only real option you have. Survivors asked for faster gens — they got them. And killers adapted.

    It’s such a tricky topic.

    Just rework the gameloop? I think anything that could make the game "more fun" or "more fair" for both sides… would probably end up being not fun for the survivor community. We've already seen it:

    Longer gen times? Boring.
    Anti-gen perks? Also boring — and honestly, most of them are just bad design. They mostly stomp casual survivors, and against good players you barely feel their effect… unless you're playing a strong killer who gets fast downs even against strong survivors — but then again, those killers don’t even need anti-gen perks.

    3-gen strategies? That was super boring and frustrating.

    What I’m seeing is this: almost anything you give to the killer side to make the game more fair, more interactive, or more "fun" in a healthier way — the survivor side just ends up hating it.

    Or you just end up burning out the long-time players by giving survivors everything and nothing back to the killer side. Balance is clearly being made for casual lobbies. But if it keeps going like that, killer variety in high MMR will completely and permanently die out (Most people play in their “I don’t tunnel, don’t slug, go for 2 hooks, and still have good games” lobbies.)

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968914#Comment_3968914

    Definitely agreed that stupid plays should get punished. Someone unhooks right behind you? What do they think is going to happen?

    I also come up against those teams that are 4-person strong looping, on-task survivors. You often have to decide how the chase seems like it will go before it even proceeds since committing too long can get two gens done at the end of the first chase. My perspective is that those matches just go how they're going to go. If I overcommitted, that's my mistake, so I just deal with it and take the likely 1k. That also has kept me from ever thinking there was any need to tunnel since MMR does do its job and keeps me from exclusively facing those teams. What's super nice about that is that it let me keep growing my skill all the time while still enjoying most of my matches.

    Also, I agree that some playstyles that are annoying need to be considered by the players using those tactics on both sides. For some people, getting blinded at every pallet can be infuriating, and some people let teabagging get under their skin, which is usually what the survivor wants. I run Bond most of the time on survivor, and when I see my teammates doing those things, I don't really blame the killer for taking disproportionate action back. Something about bad manners leading to more bad manners :/

    but.. actually like those tough matches. I sweat with everything I’ve got – and … yup, I often get the sweaty teams. (Though in this case they were still kinda chill. Not a full SWF, no Shoulder of Burden, and a really rough first chase from Marigold…) But that’s exactly why I count the match as an achievement. Despite the bad opening, fast downs, and no coordinated team – as killer, you just can’t keep up. ( I just know that with some killers, I need survivors to make mistakes )

    But all in all.. I enjoy playing against good players.

    I honestly don’t even mind blind-into-reblind. Sometimes they’re legit valuable seconds in chase. I like playing flashy on survivor too. When I switch sides, I don’t treat killers any differently. I know I tend to play more "aggressively" or “hard,” and I like getting countered or punished for it. And as survivor, I don’t give my teammates away for free. Sorry killer, but nope. I’ll quickswitch to my flashy in the last 6 seconds in lobby just to maybe deny the killer their Lightborn. It's all part of the game.

    During the match, I wasn’t even mad at them. The only thing I thought was like:
    "David… you can’t bodyblock me. That’s one good think on Sadako – I can just walk through you. Marigold’s mine. Go do a gen. You’re not stopping what’s happening here.” (And to be honest:, if he had done a gen instead of trying to cover his teammate, that match might’ve turned out differently. He wasted a lot of time.)

    The only thing I found unnecessary was the post-game chat. I was totally fine with everything else. The guy knows he’s favored against a regular M1 killer and felt himself a bit too much. But hey – we’ll see each other again. These lobbies are just a rotation of the same people most days.

    Next time?Get ready for Nurse.
    So you better try harder.
    And enjoy your direct tunnel against nurse at 5 gens.

    But seriously – I don’t want to fall into some comfy low-MMR bubble where survivors just hand me free downs and I’m sitting there thinking, “What are this people even doing here?” (And …, it just feels bad to eliminate these lobbies easily and fast. There’s is 0 fun in steamrolling a team)

    But still..

    I always play for the win. There’s no other option. Settle for one kill"? Nah, that’s not really an option for me. I’m going for that 4k.

    And yea, most of the time as killer: the first person I find is most of the time in for a rough time

  • @Ikalx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968941#Comment_3968941

    What I would say is, the killer shouldn't have to ignore the most effective ways to win in order to have a fair - and fun - match that gives us all the gameplay we enjoy.

    Tunnelling shouldn't be the go to option. It should still be there, of course, for survivors who want to mock the killers - after all it's still a horror game, but it shouldn't be the most effective use of the killer's time.

    With most killers, forcing an early 3v1 is just the most effective thing you can do — just to get yourself even a tiny bit of breathing room. And is it always an ez win? Hell nah. Sometimes a single mistake, just one, is enough to cost you the whole match — even with the tunnel. So much for those “ez 4k with cheap strats” claims people love to throw around.

    http://www.youtube.com/watch?v=56v5mBzZd7w&feature=youtu.be

    And that’s even when you find the weak link right at the start of the match (that Marigold really wasn’t good — basically an insta-down snack).

    “Just defend your gens.”
    Sure. Great advice. With 4 people laser-focused on their objective like it’s a tournament scrim.

    „Try to build up Condemn.“
    Yeah, I’ll get right on that — right after losing 3 gens during the first chase. Solid strategy.

    Just don't make a single mistake."
    Yeah okay — I knew the flashy was there, but I had to go for the pickup early. If I’d waited, she would've crawled to a pallet and I'd be stuck either way. That wasn’t gonna get me anywhere either.

    It was a gamble — and yip, it was damn expensive.

    "u don’t need your 4K, nah. "
    David: "Onryo noob"

    But I’m still gonna play for it anyway and try everythin I could.

    "yup, but.. if the killer tunnels right at 5 gens, it's always a 100% ez win with zero skill and no counterplay for the survivors."

    Yup, I know I still suck at this game — even after 10,000 hours. But nobody ever tells me how to actually play better.

    I just suck at this game, I guess. But every time I play Killer, I see survivors making a million mistakes right in front of me — and somehow they still expect their little 'free pass' to get away with all of them while yelling 'KILLER OP' the moment you actually capitalize on one

    Survivors are allowed to make tons of mistakes and still feel entitled to their win — rescued by the crutch parade of meta perks. Killers? Nope. One single mistake and you're expected to humbly accept your loss with honor and dignity.

  • @MostBestPlayer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968864#Comment_3968864

    Tunnelling shouldn't be a meta strategy but it's currently how the game is designed, and I am trying to say that if that is meta then you shouldn't feel guilty for tunnelling.

    I had a match as knight where I ran into the same survivor three times, all in weak positions. I could have secured the kill, but I hesitated. I dropped them mid-chase to avoid looking like I was tunneling and went after someone else.
    At the end the four survivors escaped and teabagged at the gate. I lost because I tried to play “fair.”
    I definitely could've played better but the match stuck with me since I realized the game currently rewards playing “dirty,” and punishes killers who hold back. Knight also isn't exactly meta too.

    I think BHVR should try to experiment with the core gameplay of dbd to prevent boring gameplay loops like this.

    There should be a reason a killer would go for a unique survivor instead of the one who just been hooked, it shouldn't be forced but it should be an active decision a killer makes. I know this already exists with perks like No way out, but having a basekit buff for not tunnelling, and maybe even having tunnelling be punished could work.
    Or they could redesign how hooks work.

    Tunnelling still works in gameplay in theory that survivors are incentivised to protect the one that is about to get hooked again with saves, or body blocks but that doesn't even work against some killers. I am not saying tunnelling should remain the main gameplay loop of this game.

    "I could’ve secured a kill but I hesitated." — yeah, I dropped that mentality back in 2017.

    As Killer, you’re alone. It’s a 1v4. You are your on team. An of course, the other side wants to win — and your fun is only allowed as long as it leads to a loss. That’s just how it is. You can play the entire match super nice, but if you go even slightly dirty in the endgame and still win? That’s already enough for people to lose their minds.

    The game just isn’t built around “fair play” anymore once you’re up against good players and efficient teams. The pace has become insane — and every bit of pressure you give up as Killer costs you a lot. Against highly efficient teams, most killers can’t keep the full squad under consistent pressure if you try to play "nice." That only works as long as the survivor team gives you room to breathe. But I don’t rely on gifts — I go all in. You have to play dirty and clean.

    And yup, like you said: you can’t always protect the tunneled survivor. That depends on so many things — the killer, their perks, the map, positioning. Sometimes you just have to let the tunnel happen and make the best out of the time while the tunneled one chase for their life to buy max time and value for the team.

    I've also seen plenty of teams overcommit to covering and end up throwing the game because of it. But overall, good protection is insanely strong, and you can make tunneling very hard — if it’s done right. Personally though, I wouldn’t go in for a bodyblock or save during the first chase. Only once the tunnel actually starts. Because what really makes tunneling unattractive for a killer? When gens pop left and right during that first chase. That’s when they’ll start rethinking their whole strategy.

    @Mick_McMick said:

    Just know that you are directly responsible for your long queue times.
    Enjoy.

    Yup, the moment I play Killer, I’m obviously personally responsible for you not having fun, for the long queue times, for the ugly Rift skins, for BHVR still not fixing the servers or hit validation, for Pig still not having unique boop-the-snoot sounds or animations in 2025 — and probably also for your broken matchmaking, your cold coffee, and your cat emotionally distancing herself from you because s he got scared during my last Blight rush while sitting next to you at your desk. I’ll try to be a better killer next time <3

  • @YamamuraVideoRentals said:

    It's armchair philosophy advice.

    "Just play smarter." - Yeah, that's what most of us are already TRYING to do. Everyone makes mistakes one way or another. But EVENTUALLY someone is found, and eventually, someone goes down. That's just how it always is.

    Which then leads to the second nitpick. The first chase doesn't possibly count as a tunnel. It's the second chase and onward that count as tunnels.

    Last, expecting teammates to come and help is… well, it's a pretty dead freaking argument. Even on comms it can be hard to locate someone, and then not sandbag them. This pretty much feels like deeply-ingrained propaganda at this point. Yeah. FEED the killer free health states and free slugs! So they are still rewarded for tunneling….

    I cannot count how many times anymore, when someone was getting tunneled out and one or more people tried to help. Be it body blocking, or trying to get some kind of flashlight or pallet save. Then the killer just happens to know they are there, and now there's two survivors on the ground. It's pretty much a lose-lose situation unless you get insanely lucky and the killer is bad. Someone gets tunneled out and the game turns into a 3v1. OR, everyone throws trying to save this one person, and the killer still wins because the whole survivor team stopped doing their gens, and they threw the game completely, just for everyone to die.

    of course it depends on the situation... you really need to get a feel for when covering is too risky, depending on the map and the killer. But in general, good teamwork can be super strong against hard tunneling. Still, sometimes it's actually better to just let the tunnel happen and focus gens, so the rest of the team has a real shot. It all depends heavily on the map, the killer, and the team. People who go for covers need to at least kind of know what they’re doing. a double down for double pressure is always bad. And a lot of teams also undercommit to the cover… sometimes you just gotta accept that you need to give up a teammate

  • @YaBoiPHAT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968906#Comment_3968906

    You kinda nailed the exact issue without realizing: all of the devs' attempts to reward not tunneling have been through perks, which come with two main issues:

    1. Not every killer (or even a majority) will have access to that perk, especially if it comes from a licensed killer.
    2. The benefit of that perk has to not only outweigh the benefits of tunneling, but also has to outweigh the opportunity cost of not being able to bring a different perk that would benefit tunneling.

    The only way to actually give killers their "carrot" is by giving some sort of basekit benefit for having hook stages on multiple survivors.

    The best counter to tunneling is just playing smarter. Don’t give free hits in high-value zones near key gens, only to go down instantly — especially when your whole team is already spread out on nearby gens, handing the killer a perfect area to proxy camp and start tunneling right off that first hook. Early game greed on a gen is often dangerous — sometimes it’s way smarter to W-shift into a zone that’s completely irrelevant to the killer.

    No killer wants to hang around a hook and start a tunnel from a dead zone with no map control. Smart teamplay, efficient bodyblocks, using your time wisely during the tunnel process — not looting chests — staying on gens… the killer might actually think twice about tunneling if 2–3 gens pop during that first chase.

    And cover your teammates — even in solo queue. Don’t just let the tunnel happen for free. You know how good it feels when you’re getting tunneled, but someone’s nearby, and you can go down at a trash 50/50 pallet knowing 1 person is there and the rest of your team is using the time?

    We already have plenty of tools to counter tunneling. Survivors just need to start actually using them.

  • nah. It’s on the survivors — not on what BHVR could “add.” Like I said here:

    “Got tunneled? That’s on you.”

    https://www.youtube.com/watch?v=J8xr20FXYBw

    And I specifically mentioned the Nurse, because no matter how strong a killer is, it’s not the killer’s job to ignore everything.

    In the Nurse match?
    I wasn’t even hook-camping. I was patrolling gens. The team just decided to keep pushing gens all the way to the end — letting the hooked survivor hang on an open hook until he almost died.
    Of course the killer’s gonna turn around and look at the hook at that point. The timer is getting close. There’s something hanging there that you clearly want — and now it’s gonna cost you. You’re the ones who went for gens first.


    They had all the time in the world to go for a smarter unhook, but no — they waited for a desperate last-second play.

    In the Sadako match?
    Ace bodyblocks in the very first chase. I was already thinking “careful man, you’re not in a SWF — don’t overdo it.”
    But yup — people just don’t let you get a first hook, even on an M1 killer, even though that first hook is crucial to slow the game down a little.
    So what happens? Ace just runs around me all game.

    I knew exactly where he was. So what should I do? Chase Yun-Yun and let her show me how “sexy” she can loop the main building?
    Or go after the Ace, who clearly wants to give me a tour of the fun bus?

    At that point, I already knew:

    • Ace wasn’t on a gen.
    • Yun-Jin’s gen was already interrupted.
    • Only Nancy was unaccounted for — maybe on a good gen somewhere.

    And when Nancy just ran across my screen, I knew:
    Three people off gens.
    Maybe one high-progress gen somewhere.

    If I hadn’t had that one person from the entire team in front of me the whole time, Ace wouldn’t have been jumping around me constantly, and I would’ve been completely in the dark about gen progress and survivor positions. Do you really think tunneling would’ve even been appealing at that point?

    Then Trevor gets unhooked and instead of running to main or fun bus, he runs into a dead zone with a super unsafe window.
    And at that point — I’m not your teammate. I’m the killer. That’s just how it is.

    After the next unhook?
    Ace basically fed him to me. Insta-unhook. Right in front of me.
    Why should the killer ignore that? Sorry Trevor — Ace just sold you out and sealed your fate.

    Same thing in the Huntress match.
    Orela really wanted to finish that gen in front of me.
    Luckily my hatchet hit. Free hit. And because she didn’t leave early but instead got greedy and stayed for the gen, she ends up down right next to a gen she tried to force in front of me.

    Now I’m sitting there with this gens in that area under control. I left this hook a bit, controlling 2 gens in the area.
    None of them were high-progress.

    I already knew I’d lose at least one other gen while Orela’s hook timer ticks down. And now that timer gets close again — guess what happens?

    So what now? I’m supposed to just walk across the whole map at 110% movement speed, let her get a completely free unhook, and maybe even finish that high gen downstairs while I’m gone? Yeah… no.

    Nah.
    She could’ve just dragged me somewhere irrelevant, away from the gens.
    But no — she chose to do the gen right in my face. Don’t act surprised if I take control of that area.

    And finally, the classic:

    "Killer, why are you slugging?"

    Leon was complaining — meanwhile, he was running Unbreakable and Insta-Heal.
    He was just waiting for me to pick him up so he could use Tenacity, stun me with Power Struggle, pop the Insta-Heal, and get his free hatch escape.

    Tunneling is only a problem because so many groups basically ask for it.

    If tunneling works, it’s not because the killer is unfair — it’s because the team made it easy.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968938#Comment_3968938

    Well, my friend, in my opinion the only incentives that could be given have already been given. BBQ and some of the old killer metas were good incentives, and if they couldn't prevent tunneling I am not sure what can.

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968938#Comment_3968938

    Well, my friend, in my opinion the only incentives that could be given have already been given. BBQ and some of the old killer metas were good incentives, and if they couldn't prevent tunneling I am not sure what can.

    Points aren’t really an incentive not to tunnel anymore. Nobody even cares about points nowadays. Want to know what actually stops me from tunneling? Smart players. People who don’t just stay greedy right next to my face on a gen — giving me a free hit and then going down quickly in a hot zone, right near that gen. In an area where I know other teammates have also spawned. I just have to hold that area, control those gens, and proxy camp the hook at the same time.

    If the first person in the chase doesn’t give me a nice free hit and drag me into some irrelevant zone where they just hang out, where I’m not really threatened… you know how unattractive tunneling becomes for me at that point?

    One of many, many examples I could give.

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