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tubalcane

tubalcane

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tubalcane
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  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809080#Comment_3809080

    I don‘t think you are interested in discussion anything, so just agree to disagree.

    There's no agree to disagree here when you are just blatantly and factually wrong. The game is easy mode for survivors and getting easier by the month. Killers got a few scraps, nothing like the camping and tunneling nerfs that have come along for them.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809067#Comment_3809067

    In what world are you living. No way you say this game is too easy for survivors. I don‘t care wether or not you believe me, I mainly play killer and it is super easy 80% of the time. Even the kill rates show a clear picture of that. The only time I play survivor is with friends and I can‘t wait for 2 vs 8 to return, because it was so much more fun to play killer together than it is playing survivor together.

    You must be living in Disneyland. Kill rates are stupid. The game should be fair, not set easier/harder to some nonsense metric.

    Endless Pallets.
    Endless Windows.
    Tons of jungle gyms.
    Things like automatic pickup off hook eliminated.
    Anti-camp mechanic basekit that the killer has no view of but should.
    Borrowed Time basekit.
    Killer barely runs a buttcrack faster than survivor so survivor can literally w-key across a board while half a gen is done.
    Bloodlust is trash, chases end when someone gets hit and they get that easy mode speedboost after being struck.
    Faster than ever gens.
    A guaranteed flashbang mechanic.
    A bingo type freespace except instead of the middle of the board it's 2 gens guaranteed done on the first chase in most games.

    Should I keep going? How can they make it any easier for you? Maybe you want a new mechanic where once you are on the hook the killer has to run to the other side of the board or you get all your health states back? Or maybe a bigger board where you can more easily split up and once a killer starts a chase, even a fast chase results in 3 gens being done? Or maybe just six health states instead of 3?

    Stop trying to make the game easier and make it fairer. What you are proposing is more "why can't survivors just shoot fish in a barrel, it's more fun when I constantly win." If this wasn't true so many survivors wouldn't complain about tunneling.

    If so easy why dont you offer to stream so I can see how good of a killer you are? Maybe I'll learn from you. However, playing killer a few times a year when you survivor all the time doesn't make you a main no matter how much you say it.

  • it should support maximum matchmaking speed. Sometimes a newer player should go up against pros. Sometimes a pro should clobber new players. If anything, queuing is too long now, the lobby should be 20 - 30 seconds max.

  • @Langweilig said:

    I doubt maps will get any better. All recent map reworks and new ones clearly favored killers and they will continue to do so as long as enough people play survivor.

    Even as killer main I dislike the direction of maps, especially when you can see all four walls, because the map is so small.

    It had to favor them. The game is getting so easy for survivors it's ridiculous. My 7 year old can just run pallet to pallet as a survivor to win. 25% of the pallets on each board need to be eliminated.

    You aren't a killer main, you're just saying that to make your point more valid.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793586#Comment_3793586

    That doesn't address any of the actual issues that I brought up. The pre 6.1 DH, DS, IW, UB meta was also a way to play the game. However, it led to imbalances that got it removed. Tunneling is no different.

    I did post 175 games over two years showing a decline in escape rates that was specifically linked to the incidences of tunneling. If you feel it's a skill issue feel free to post a 100 solo queue games or so showing you tackling the issue consistently.

    This is a feedback and suggestion thread by the way. Perhaps while you get those games together you could simply let BHVR decide on their own if they want to look into it as I suggested?

    The only RIGHT decision is to realize that things that make the game harder doesn't mean they should be nerfed. You have tons of pallets and endless windows and jungle gyms. When getting tunneled, use them.

    Again you are showing data where people (you i guess) have problems with them when they are scores of players that can almost never be tunneled.

    It's not about "data" that shows the game is hard for you - it's about fairness. And you have tons of advantages so use them. What's next, once a killer hooks a survivor they need to run all the way across to the other side of the board or you get 3 hook states back?

  • Again to be clear - tunneling is a completely acceptable form of playing the game. It's like saying "Gen rushing is bad and it should be nerfed". No both are completely acceptable ways to play the game and both have counters. Just stop whining about tunneling already, the game is already so easy for survivors, do you really need more help to win? Dozens of pallets. Windows around every turn. Anti-camp. Basekit DT. No more instagrab survivors from hook, the list goes on and on. Stop wasting time doing convoluted analyses and get better at the game.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788890#Comment_3788890

    Making regression basekit will only allow killers to run even more unfun perks like anti-chase perks, which will then cause them to get their regression up and a regression loop going even faster and more reliably. It would not be fun(well I guess killers will enjoy because it'll be easier, but it's not good for the game's health long-term unless we have a comp meta/ranked mode I guess).

    At least some of the stronger toolboxes need to be brought down some, with toolboxes no longer granting extra skill checks. Weaker killers are already routinely being buffed, so over time that issue will resolve itself. Survivor-sided maps are often being nerfed or getting the haddonfield treatment, so this will also slow gens because downs will happen more often.

    Basically I am saying it's already slowly happening, outside of the toolboxes changes which I think would be good.

    "Making regression basekit will only allow killers to run even more unfun perks like anti-chase perks, which will then cause them to get their regression up and a regression loop going even faster and more reliably. It would not be fun(well I guess killers will enjoy because it'll be easier, but it's not good for the game's health long-term unless we have a comp meta/ranked mode I guess)."

    So none of this applies to the half dozen basekits survivors have gotten over the past few years? What would you say when killer say this to you?

  • @atlix said:

    I played about 20+ games against the new Killer Dracula. I find it too unbalanced and has an incredible amount of stuff compared to the other Killers.

    1. Quick transformation from Dracula to Wolf or Bats. For the transformation, I would add a Cooldown, because survivor can't adapt because of it.
    2. I would also add a Cooldown on the transformation from Wolf back to Dracula and an instanced flame summon. I happened to be chased by a Wolf and at the pallet I transformed into Dracula in a hundredth and after I dropped the pallet it immediately sent flames at me.
    3. I find it stupid for Dracula to have the Lightborn perk. It has always been known that Dracula is afraid of light, it would seem reasonable to remove the Lightborn perk from Dracula.
    4. I would limit the amount of time you can be a wolf. I'd put it at maybe 15-30 seconds.
    5. With fast movement as a wolf, it's pretty hard to avoid two jump attacks that killed me outright.

    Personally I'm pretty annoyed with this killer, I haven't run off the map once yet because this killer is incredibly OP.

    "I don't like to lose, and don't feel like practicing to get better, so please make the game easier for me"

  • Hopefully it is only on occasionally. Seemed like a good idea but in execution it's terrible for killers.

  • @adam1233467 said:

    No please, just end this event already, I just wanna my fast matchmaking times again 🙏

    Agreed - silly survivor sided event, ridiculous queue times for killers in both original and 2v8, can't wait until it's dead.

  • Demonstrates that the pallets in this game are unbearable. Just so many - take 20% away and force survivors to learn to loop and evade instead of running from one safe pallet to the next.

    I'll get my points in the tome and go back to 1v4.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760224#Comment_3760224

    Since this comes up every. Single. time… there is no "anti camp" mechanic.

    It's anti-FACE camping. Killers can, and easily do, proxy camp with no issues.

    It doesn't need to come up. There's no reason to make this distinction or even argue it postively in any possible way for anyone but the survivor.

    Anti-face camp makes it easier for survivors. There is NO benefit to the killer for this. None whatsoever. It's all a bonus for the survivor, even if you somehow argue it's easy to proxy camp with no issues. It's way easier for a killer to camp as close or as far as they want depending on the strategy.

    Since you are bringing up things that "come up every. Single. time", tunneling and camping are completely reasonable strategies to a game where people have to make quick decisions, and wasting too much time camping while others do gens or tunneling the wrong person can cost a killer the game just as much as benefit them. They just can't keep making it easier for you.

  • You've already been given:

    • Perks to handle this
    • Basekit Borrowed Time
    • Basekit Anti-Camp mechanic
    • Anti-Camp mechanic
    • No longer able to insta-grab survivors who are trying to rescue
    • An exorbitant amount of time on hook to move from one hook state to the next (enough time between states for single survivors to finish a gen if a killer wastes time)


    If this isn't enough, with all due respect, please try a different game.

    Sometimes one player just might have to die while the other survivors finish gens as a killer stupidly camps you. They can choose to finish gens and put the killer into a dilemma - "do i keep waiting here for them to rescue, or are they finishing gens?…damn ive been here so long now and he's almost dead but if i run now and leave him i may have lost all that time on hook camping just to have the survivor rescued?"


    Sometimes it's a good AND PERFECTLY VIABLE AND ACCEPTABLE strategy to camp if you have altruistic survivors who think they are smarter than the killer and can be lured into injuries while trying to save.

    These are all intentional mechanics of the game, and just a part of the trade-offs and risks of any game theory/prisoner dilemma-like decisions that should be in any time limited game.

  • @bleep275 said:

    slugging has been an issue in this game for awhile and all too common. Even the devs know it’s an issue.

    So my proposal is. Once a survivor reaches the halfway point of the bleed out timer, they should be given the option to give up or at least bleed out faster. It is NOT fun for anyone having a player lay on the ground for 4 minutes. If killers can open exit gates as a surrender survivors need a way out, at least this will help someone get hatch.

    As a killer, I will agree to this only when each and every survivor agrees to exit the gate when the game is done instead of wasting time standing there to give you the final flashlight click or to bag you.

    This might not be you so please ignore if not like you OP, but if you are a survivor who complains about bleeding out, but wastes time at the gate just to get one more dig in on the killer, you are a hypocrite.

  • I just left a match were this happened and I thought it was odd that the survivor dc'ed after being dead - i mean its literally seconds

  • @Akeeno said:

    with the new dnd map which has 2 levels, and others like midwitch and Gideon's, whispers should turn off if a survivor is not in the same level as you, similar to skull merchants tracking, for her it tells u whether a survivor is above or below you, so whispers should disable when no survivor is in your level.

    Then the anti-camp should as well.

  • @Beardman said:

    Please bring the old hatch rules back (Where it appears in map when there are more generators done than survivors alive). Now keys are basically worthless and camping killers or overly agile killers make it impossible to escape. I spent about 10mins watching how a huntress just stood in the middle of between 2 escape doors with no one escapes death totem of course 8 meters from exit gate. So all 3 survivors were stuck unable to destroy totem or open doors. 2 out of the 3 survivors died. If only hatch would've been an actual alternative in-game…

    It was definitely more fun just randomly encountering the hatch and then trying to get a key if no one had one already. Killers already have perks that make you unable to open escape doors or even leave when a survivor is hooked. Now you basically just sacrifice yourself when there's only one other survivor left, or if it's been a bad match (too many gens left) as it's the only way for anyone to make it out. Or other survivors just hide and wait for you to be killed.

    The rules could be updated, if need be, but I really feel that was the best hatch rules we had so far. Both on Console and PC.

    Or you could just win the real way by finishing gens and then splitting up to escape from the gate? Hatch wins should be next to none, this is just something they put in to stop survivors from hiding infinitely or quitting the game for good. Sometimes players will die at the gates while others escape. Just like sometimes a killer camps a hook and the hooked survivor dies while the others finish gens at win. Not everyone needs to get out for all players - we dont need easy mode on everything for survivors.

  • @Beardman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718445#Comment_3718445

    some chases only last 10 secs. 60% killer win rate atm. Let's not forget the killers that down the 3rd survivor and just leave it bleeding out to get the last one so he can escape or anything….

    Killers have it good honestly, been playing for years both in console and PC. It just keeps getting easier, killers get what they want.

    And I enjoy both only play a few hours with the few people who still actually want to play as survivor.

    lol what? Borrowed Time - Standard. Anti-Camp - Standard. Dozens of pallets on every board around every turn. No more automatic pickup at the hook. 3-genning now in survivors favor. Windows and free escapes everywhere.

    They can't keep making it any easier for survivors - and it's silly they use a 60% mechanic instead of a fair mechanic. Survivors just keep getting worse, then it's made easier for them, they get worse, game made easier for them, etc. Then they have the nerve to bag at the gate as if they are "good" lol.

    Almost no MMR chase last 10 seconds at the start. None.

  • @TheRealConsent said:

    Who the actual ######### has the time to check 3 generators, all far from each other, that require massive detours?

    No, I haven't had a bad game just now, but I got it reminded to me by another post and holy #########, Badham is a pain in the ass.

    Looks like your original post got edited

  • @SuzieMalay said:

    Bloodlust shouldn't even be in the game when the killer is faster than a survivor. This design choice will never make any sense to me.

    LOL - you can't be serious right?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718438#Comment_3718438

    If you can't manage to get a hit without Bloodlust that's on you, it's not about easy or hard considering that getting a hit by using Bloodlust is usually not the optimal play so it is not even about having an easier game as survivor just about not getting hit when you weren't supposed to get hit based on your gameplay.

    If you can't manage to get TO ONE OF THE 60-80 ADVANTAGES ON EACH BOARD WHILE BEING CHASED BY Bloodlust that's on you, it's not about easy or hard considering that CONSTANTLY STOPPING AT PALLETS is usually not the optimal play so it is not even about having an easier game as KILLER just about not getting hit when you were supposed to get hit based on your W-KEYING gameplay.

    Pretty cool how that argument can be turned around on you? What's the next easy advantage you want for the game? When will you finally admit it's almost in cruise control now for survivors?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718441#Comment_3718441

    And your counter is a random speed boost when the killer can't manage to get a hit in time...

    Right the killer has a much harder time getting a hit now because survivors threaten to take their ball and go home. The ironic thing is that killers are just getting better and better, and survivors are getting worse and worse because the game is so easy for them now. Then they will still lose despite so many advantages, and then it will be made easier, and easier, and easier until gens take 30 seconds, 75 pallets on the level etc

  • @Beardman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718179#Comment_3718179

    The killers already have tributes that affect the entirety of the match gameplay. And as a killer u are purely dependent on your skill as well. Good survivors make it hard and actually entertaining but that is the point of the game a challenge. But most matches you can play with a lvl 1 killer. No perks and still wipe the survivors for the simple fact of doing no gens. In decent matches u still get 2-3 kills even before 3 gens are done. One or two survivors escaping after working on their gens even if the others just ran around feels alright to me. Why guarantee me a kill as a killer??

    Each gen takes about 90 secs without perks and killers still have perks to make them last twice as long. What more time do u need XD.

    I can understand some people like it but I don't even bother using keys or worry about the hatch when playing with a team. What's the point if I can't escape with them through the hatch when playing together. It just seems like a nice team mechanic in a very team dependent game. It can still be worked on doesn't need to be the same. Maybe it needs to be revealed or have another item, maybe u can't listen for it, or add to perks to counter hatch. Maybe a timer before it can be taken, etc.

    90 seconds is one chase man. Way too fast. It's amazing how much easier survivors want it.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717801#Comment_3717801

    AAs a quick thought I would say maybe killers that are relying on basic m1 gameplay to get a down in a loop. So all the rush killer like Blight or wesker are out und all range killers are out.

    But it's a difficult question indeedI thought maybe trapper could use bl since all he can do is shutting down a loop and then the surv is w keying to the next.

    But then I thought about legion for example. They can vault pallets and are fast but they can't down you and have nothing but m1 gameplayand then I thought about plague She is not fast and can't down with her power so she is pur m1 so she should get bl but what is when someone uses the last fountain and she gets her empowered m2? Then she would not qualify for bl.

    Argh it's really not easy.... that's why I'm no dev ^^

    Not sure I agree about Wesker but I can agree that with Nurse, Blight etc. your point makes sense. There the tradeoff is your accuracy as the killer instead of the countless pallets and windows that have been added that need more of a counter. Especially with Windows Of Opportunity, even bad survivors can just run from obstacle to obstacle and slow the game enough to get a win.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717574#Comment_3717574

    Sure but they are still getting rewarded and the survivor is getting hit despite not making any mistakes, just because the killer got a haste effect.

    I wouldn't call it making mistakes. With so many pallets, windows, multiple ways to stop injury, anticamp, basecamp BT etc. the game has been made so easy for survivors there needs to be a counter for killers.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413834/bloodlust-needs-a-rework

    I think bloodlust should just be removed entirely as it rewards killers that play poorly or stubborn to finally get a hit/down.

    Game isn't easy enough for survivors already? The same could be said about poor survivors who just w-key across the board to yet another pallet window that exists every 5 feet for them.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716984#Comment_3716984

    They're saying that the anti-facecamp mechanic is so easy to play around, we may as well not have it.

    By one killer? Go out and watch streams, no one, even mediocre players like myself, are camping anymore. Its a 100% advantage to the survivor and it should be left alone if not removed. Camping and tunneling are totally acceptable ways to play and the gamemakers should stop pretending that's those tactic are not acceptable for the squeak wheels.

  • @ahoodedraven said:

    PC Player
    Anti camping is useless against The Cannibal as you can sit on hook and unhook yourself all you like but because The Cannibal can hit more than once you can get downed immediately despite having the endurance from the unhook. Killers like The Trickster can do the same thing but it is less rare which makes the anti camping thing utterly useless. The range for the anticamping is too short and changing your perk build to have Decisive Strike for this scenario is unfair as not every killer tunnels and camps. It doesn't help that the only way to counter this is to play with a swf so most players are unable to counter these scenarios for a killer that has such a low pickrate with little chance to prepare for this.

    So they need to make the game even easier for you is what you are saying?

  • @vol4r said:

    It's amazing - i love bleeding out on the ground for whole match.

    https://us.v-cdn.net/6030815/uploads/NILDB9Z3DZZH/image.png

    I bet you're the kind of player that when you're winning, you like to stay at the exit gate and bag or click your flashlight to taunt. Then you'll complain about slugging.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708291#Comment_3708291

    Sure, but it also does not need to be a half an hour slug where there are no resources on the map anymore, but the killer still has lots of regression... We already had that type of gameplay with ruin undying in it's first version..

    Game length currently and the amount that the good regression perks delay the game are alright as they are... Sure more viable options would be great but I don't think the good ones need further buffs.

    "but the killer still has lot of regression"?

    So basically it's the killer's fault you didnt close the deal? Why does the killer get penalized all the time when the survivor can't make a win happen?

    "Tunneling!" - Basekit TS

    "Camping!" - Basekit Anti-Camp

    "Not fair that a killer in insta-grab me at the hook!" - Got rid of that mechanic!

    "It's not fair that a game last too long!" - This is the killer's fault, punish them instead of punishing the survivor who jets within seconds of barely seeing the killer on the other side of the screen.

  • Really great idea but can you imagine what they might want on the Royalties on that between Nicholson, King, Kubrick's estate, the studio, and the publisher? Seems insurmountable.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412253/buff-or-add-new-perks-that-help-with-gen-regression

    Nah dude, we really don't need more Gen regression... If you delay the game by that much that the 8 regression events are reached then you cannot really blame the perks anymore...

    "Delay the game"

    Why does this matter? Every match doesn't need to be a frantic genrush or kill frenzy.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412253/buff-or-add-new-perks-that-help-with-gen-regression

    https://us.v-cdn.net/6030815/uploads/GICXILMN412K/image.png

    Builds with gen regression have ~70% killrate.

    It shouldn't be buffed, those perks should be nerfed, as BHVR balances game around 60% killrate.

    Except the balance idea is horrible. Game should be fair, not kill rates. Kill rates are just a lazy way to look at it. If the game is fair then people will just improve by playing more - not the other way around like now where so many survivors have atrophied skills because they get handed easy levels with lots of escapes.

    I bet if you removed 20% of the pallets on each board, or removed 20% of the escapes, survivor win rates would plummet by more than 20%.. Thats a problem.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689620#Comment_3689620

    Flashbangs in here because it removes the counterplay of looking at a wall because they can throw the flashbang on your feet.

    So what is the counterplay when you can time it perfectly to blind anytime? Sorry, everything in the game should have a counterplay, and there should be no automatic if the killer positions themselves correctly.

  • Why? Because you need to taunt people so badly, you want to be able to follow them around?

    You can easily report in the following way if that's your issue:

    1. To the right of their name on the scoreboard there is a thumbs up thumbs down
    2. Click it
    3. Pick one of the reports above.
    4. Write it

    You don't need to know someone's name or gamer tag unless you are looking to harass them post game. I don't anonymize my name but I think people have a right to anonymity in a video game. Especially since so many gamers these days are tough guys behind the keyboard and the harassed have no recompense.

  • @KateMain86 said:

    The survivor experience in this game is absolutely terrible. I cannot believe that over 7 years into this game killers can still slug the third survivor and look for the 4th without consequence unless the slugged survivor has a self pickup perk (they probably don't). Killers should be punished severely for doing this. Slugging in this game is toxic and completely ruins the survivor experience. Survivors are too heavily reliant on perks to deal with the worst killer playstyles in this game. We shouldn't have to use perks to counter a killer who decides to be toxic. So many survivor perks should be basekit. A killer should not feel comfortable with leaving survivors on the ground. If you leave a survivor on the ground for more than a few seconds you should be punished for it. It takes too long for survivors to recover from altruistic demanding situations where the killer suffers no slowdown or setback for being aggressive in this situation.

    Please don't let this game go into 8 years and this still be a thing.

    What? Game is so easy for survivors and getting easier everyday. They are rolling back almost all the good stuff for killers in the patch, and you still get your little tunneling escape to make the game EVEN easier.

  • @JudasChrist said:

    As of right now, hooks only glow red when it is obscured through an environment, and do not glow red when it is not obscured.

    This has happened to me occasionally when I miss seeing the hook that was closest to me, and instead try and carry them to a farther hook which sometimes leads to them wiggling out.

    Nothings wrong with my vision, but I see this as a quality of life issue and an accessibility issue.

    Agree 100%, having just some red is kind of distracting for the ones close by.

  • @VomitMommy said:

    That change is just terrible. One try 32 meters around the locker.

    Ultimate weapon was so good, because you could always find a chase. It fails to do that now, at least unreliable.

    Screaming is worse in most situations than aura reveal, but Ultimate weapon was so good to find hinding survivors. It's terrible at that now.

    Can't you just make it, so effect is still your Terror radius, but effect stops after first scream?
    That way it can't be abused by fast killers, but still does its job at reliable search for next chase.

    The BHVR mgmt is terrified of the survivors. They bend over backwards for them.

  • @PogbertChamperson said:

    Standing over the hatch as killer, to prevent the survivor from entering, is stinky. It prolongs the late game in an uninteresting way. The survivor has to do gens solo until the killer chooses to close the hatch. If none of the gens have progress then it'll take 90 seconds to finish it. Even more time would be spent if the killer chooses not to close the hatch until more generators are done. This isn't fun. Pinhead has a mechanic where if he stands over the lament configuration then the box will move to a new location. This was done to prevent unfun strategies with perks such as Hex: Face The Darkness. Something similar should happen with the hatch.

    If the killer stands on it or within, lets just say, 5 meters of it for more than 5 seconds it should automatically close. This would force the game to proceed to EGC instead of padding out the length of the trial with needless gen time.

    Killers standing 6 meters away shouldn't be too much of an issue since there is now room for the survivor to try and sneak up close and then run for it. The range shouldn't be much bigger than 5 meters since some weird things could happen like a killer closing a hatch through walls/floors (imagine closing hatch from upstairs midwich).

    This could cut both ways. A survivor standing over the hatch for too long could also result in the hatch closing. This would prevent the survivor from attempting to BM the killer.

    Survivors standing at the edge of the exit, to flicker, bag, or taunt the killer should cause it to close then for even better reasons than these.

  • @Callahan9116 said:

    There should be a game mode where survivors drop perks on death. So someone dies, you run over and grab a perk or 2? I think this would make it way more fun when its 2survivors left and even better when its just 1.

    So you would have more than 4 perks?

  • @yaketsukuzu22 said:

    was just looking through most of the survivor perks and most of them are borderline useless. More handholding for killer players. Everything that was sorta fun on survivor side has been made unplayable. Great balancing devs. Killers are still allowed to abuse oppressive game mechanics btw.

    Yeah except that each killer has a completely different mechanic and most of them must be learned individually, but survivors can pick what they like to do on any survivor they want.

    The balance is (not heavily) in favor or the survivors and getting rougher with each easy mode given, latest being anti-camp and now longer DS.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685448#Comment_3685448

    It can happen, it is not practical; but you can achieve a good tunneling strategy to tip the game in the killers favor.

    Survivors that are inexperienced and not have one or two Survivors on any generator at all times; it is pretty easy for the killer to secure their first kill in the match if they can easily spot the survivor and they are not good looping and wasting the Killer's time while the other Survivors should be working on Generators and not hiding in the corner, in a locker, doing totems and chest or even attempting to hide near the killer for the perfect flashlight/sabotage save opportunity...

    Agaisnt experienced survivors, tunneling isn't always a value strategy, unless the Survivors make several plunders and mistakes that resulted in letting one of their teammates getting eliminated too early and turning the 4v1 into a 3v1 or 2v1 or worse 1v1.

    4v1 one is the key biggest advantage when it comes to Genrushing. After all, you can easily spread out and hammer as many gens within the first minute of the game, is the killer is not applying enough or any map pressure at all.

    "Survivors that are inexperienced"

    This is your issue right here - the only way you get better at countering tunnelling is by getting experience. Not to mention the myriad of easy mode advantages they've given you to counter it.

    "but you can achieve a good tunneling strategy to tip the game in the killers favor" - isn't this the point of any strategy? I could say, "You can do a sabo strat that can achieve a good tunneling strategy to tip the game in the killers favor." If I said saboing is unfair, especially as it exists now and many killers agree, does that make it true and not viable in the game?

    Just because something is hard to play against doesn't mean it needs to be taken out of the game.

  • So make it even easier for survivors. Why not just give you 3 more hook states?

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682912#Comment_3682912

    I know this because I play killer games myself. However, killer play is also a game where we have to start from there. That's why killers don't listen to the nonsense of ignorant people and use their gen reduction perks generously. There's no need to compromise on outstanding survivors.

    True - but then if you use gen reduction perks you have to deal with the dozens of windows and pallets that take minimal skill for the survivors to use unfortunately.

  • @SolidRazo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682873#Comment_3682873

    And? You act like the game isn’t full of advantages for killers too? So again what’s your point?

    no amount of practice will protect you from tunneling. On equal skill level the killer will guarantee tunnel you if they really want to there’s no way around it if you think not then you’re kidding you’re self since the killer has every advantage in chase, the game is literally designed for survivor to eventually lose in chase which is fine.

    But I think you missed my point when I suggested a basekit DS. I want basekit DS for early game tunneling not tunneling in general because feeling the need to tunnel at 5 or 4 gens is ridiculous and unfair to the guy who is getting tunneled. A basekit DS wouldn’t “hand survivors wins” it would just disincentivize tunneling early game the same way the anti-face camp feature is a thing because it’s just simply unfair.

    Practice does! I see tons of survivor videos where survivors down good killers who tunnel. Only bad players lose to tunnels - the advantages you have are crazy. There are sacrifices sometimes - when someone gets tunneled sometimes it sucks for them and they have to die. Or survivors can come and try and take protection hits for them. There have to be lures for survivors to leave the gens because gens are done so quickly now.

    basecamp DS would absolutely hand wins to survivors, as many killers have to tunnel now because of the easy mode advantages dished out to survivors now - some intentional and some not so much.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682882#Comment_3682882

    It sort of does, because... when the killer is too busy engaging in chase with one survivor at a time; the other 3 survivors are going to do the most productive method to win; which is fix their one and only objective, the Generators. Sure, good survivor can work together and fix one or two Generators as soon as possible; but it is also very efficient to spread out and hammer as many Generators as possible if the Survivor being chase is the best player of the team and knows how to loop the killer and keep him occupied the entire time. Smart killers would learn to engage in short chases and try to end chase as soon as possible, or abandon chases and find others Survivors to find the worse player on the survivor team in the match. The worse player or "weak link" are usually the ones that are easy tunneling and free kill; and will give the killer a straight up advantage in evening the odds vs the survivor. Good coordination survivor will do everything in their power to try to protect their teammates, even sacrifice one of their hook states to let them teammates live.

    But tunneling win is not guaranteed anymore. Not unless you are an absolutely awful survivor because of all the easy mode advantages that survivors have (and more every day everytime BHVR worries about their bottom line). 2 gens finished within a one minute chase is totally unacceptable. It's time to make the game hard for survivors again.

  • @xltechno said:

    People who are non like efficient play shouldn't play PvP in the first place. Please move to PvE. Or ask for custom play supporters on Discord. It may sound harsh, but it is important not to demand too much from the other person what you want.

    2 gens after the first hook isn't efficient - it's just an easy mode gimme for survivors.

  • @notyarbllewe said:

    Like tunneling is a huge problem for survivor, genrushing is a huge problem for killers, especially against ones that try to play for fun instead of win, like me.

    As I am entirely an anti-tunneling killer main, I actually don't care to win and instead play for fun, but too many survivors have become tryhards like killers, causing me to often get genrushed if I try to play for fun and enjoy events. Tunneling is probably the absolute counter to it.

    We have to nerf strong items and perks on the survivors' side of the game rather than just nerf killer tunneling and 3-genning. That's actually possibly increased the problem as well: though I never 3-gen, stopping 3-genning now probably might be allowing genrushing to reach the end a little bit easier.

    Though Prove Thyself and the Brand New Part were "nerfed," they still definitely increase gen speed, especially the BNP, which is actually possibly stronger now.

    We need not only focus on fixing tunneling, but genrushing as well.

    Gens just get done too fast. Makes no sense how the first chase, even a short one, turns into 2 gens done.

  • Hard to miss the point - basically the game is already full of advantages for survivors. Why do you need yet another? When will enough be enough before BHVR needs to realize you just need to practice more and get better rather than handing you wins?

  • As a killer main I agree. Just ruins the fun of the game going for such a difficult challenge

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