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  • I have 3k hours in the game and stopped playing due to tunnelling.

    Anything that is meta should not feel like griefing. Tunnelling is meta. Tunnelling feels like griefing.

    It is by far DBD's biggest flaw (moreso than facecamping, slugging, etc., due to its prevalence and severity).

    @appleas said:

    Implementing that would lower the skill level of Survivors over time. Veteran players aside, there is lesser motivation to improve in chase or decision making if there are mechanics to bail the player out when they mess up.

    People complain about tunneling or camping early on in the game but that doesn’t excuse the fact that they lost their first chase early on as well because they were caught in a bad position/greeded resources/lost a mindgame. I think more people would improve at chase if they played each chase like it was their last. Why else is predropping so strong in comp?

    Nonetheless if lowering the overall skill level of Survivors is the goal of the devs then yes it should be implemented.

     "there is lesser motivation to improve in chase or decision making if there are mechanics to bail the player out when they mess up"

    ^ This comment applies to tunnelling killers more than survivors. Bad loopers are more likely to lose their matches even without getting tunnelled. Killers that tunnel will win matches with little need to improve chasing ability, because they only need to find the worst looper to win. This boosts their MMR to the point they NEED to tunnel to win. That's what causes the perception that tunnelling is necessary - and it's due to poor game design.

    Reward spreading hooks/gen pressure, and disincentivize tunnelling. This will 100% balance MMR, and lead to more fun matches everywhere.

    I'm not a game designer but it's crazy to me that this isn't a top priority. It's so easy to fix and people have proposed so many good (and bad) ideas on here. See my old post for one way to do it.

  • I have 3k hours in the game and haven't played in months due to tunnelling. Something that is meta shouldn't feel like griefing.

    Nearly every match I've played, the killer tunnels the weakest looper, and doesn't engage with other survivors until it's a 3v1.

    It's not fun to get matched with killers who aren't great at chases or gen pressure and just get high MMR from tunnelling. It's not fun to get tunnelled out then not get to participate. It baffles me that anyone supports tunnelling or thinks it's fun. It's by far the biggest flaw of this game. That's why I stopped playing.

    @appleas said:

    Implementing that would lower the skill level of Survivors over time. Veteran players aside, there is lesser motivation to improve in chase or decision making if there are mechanics to bail the player out when they mess up.

    People complain about tunneling or camping early on in the game but that doesn’t excuse the fact that they lost their first chase early on as well because they were caught in a bad position/greeded resources/lost a mindgame. I think more people would improve at chase if they played each chase like it was their last. Why else is predropping so strong in comp?

    Nonetheless if lowering the overall skill level of Survivors is the goal of the devs then yes it should be implemented.

    Survivors that are bad at looping are still going to lose matches without getting tunnelled. The 'less incentive to get better at chases' comment moreso applies to killers that tunnel lol. They don't need to be good at chases because they can just find the weakest looper to win. Then you end up with killers at high MMR that NEED to tunnel to win. That creates this perception that tunnelling is necessary, and it's a result of poor game design.

    Reward spreading hooks and punish tunnelling. Balance around this - which likely means a buff to killers. This would 100% make MMR more reflective of experience/ability. Then the game is in a much better spot (and I would come back lol).

    See my old post for one way to address tunnelling.

  • Coming back to say how I've only played ~3 matches since making this post, due to tunnelling in every match since.

    I'll say it again --- something that feels like griefing shouldn't be meta in any game.

    Looking forward to coming back when the game changes to address this :)

  • @SuperMunchkin95 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372589/game-balance-how-to-rescue-dbd-from-its-game-design-hook

    I have to give you credit for how in-depth this is. On paper this sounds amazing to solve the problem, but I feel like a massive rework to gen perks has to happen.

    Thank you! I agree on the rework point. In the universe of methods to address tunnelling, I think the rework would be relatively straightforward? But who knows. It's really tough to understand balance without the PTB and player feedback.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407358#Comment_3407358

    With regards to your comment about tunneling: Yes, if the Killer wants to Kill, they should have the agency to do so. If you want to reduce tunneling, stop trying to spray a water bottle in the Killers face for the same core actions just in a different circumstance, make the circumstance hard to get into in the first place. This is my take on it:

    https://forums.bhvr.com/dead-by-daylight/discussion/373198/rough-anti-camp-basement-new-mechanic-s-idea

    You can give them a reward, which is what you are suggesting. However in my opinion a stat-stick reward is esoteric. It's a number that you can't see/understand easily in moment to moment gameplay. It's not going to be effective at shaping player behavior (outside community outcry on the patch notes). Why not make it so that performing Sequential Hooks on Survivors builds "Devotion", which after a certain limit will allow the Killer to Kill a Survivor by their own hand at the end of the Trial, during the EGC. Which also gives a hefty bonus amount of Bloodpoints.

    Forgot to address this point, just wanted to say I like it!! (assuming you mean sequential hooks on different survivors).

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407358#Comment_3407358

    With regards to your comment about tunneling: Yes, if the Killer wants to Kill, they should have the agency to do so. If you want to reduce tunneling, stop trying to spray a water bottle in the Killers face for the same core actions just in a different circumstance, make the circumstance hard to get into in the first place. This is my take on it:

    https://forums.bhvr.com/dead-by-daylight/discussion/373198/rough-anti-camp-basement-new-mechanic-s-idea

    You can give them a reward, which is what you are suggesting. However in my opinion a stat-stick reward is esoteric. It's a number that you can't see/understand easily in moment to moment gameplay. It's not going to be effective at shaping player behavior (outside community outcry on the patch notes). Why not make it so that performing Sequential Hooks on Survivors builds "Devotion", which after a certain limit will allow the Killer to Kill a Survivor by their own hand at the end of the Trial, during the EGC. Which also gives a hefty bonus amount of Bloodpoints.

    Yeah that's a neat idea and I like it in theory!!! It involves more drastic changes than altering stats (map design, harder to code, etc.), so I could see a barrier to implementation. But something along those lines would also be a welcome improvement. Thank you for sharing :)

    I understand the sentiment that 'stat-stick' changes in gen speeds based on hooks is not intuitive for newer players, but in context, most of the game is not intuitive for newer players (It took me like 1000 hours to feel like I knew most perks/mechanics). Imo, the less complicated the changes, the better. I 100% think that these changes would affect gameplay in the majority of matches, because getting a 4k by tunneling would be WAY harder, and players typically want to play the optimal way to win.

    I have always envisioned a mechanic like this as being incorporated as survivors experiencing 'fear' which causes them to repair gens slower, and 'pressure' which causes them to repair gens faster. Maybe not the best conceptual parallel, but the idea is there.

    I think a QoL improvement regardless would be showing survivors what their current gen speed is. It would make it easier for newer players to keep track of how different perks affect gen speed.

    Finally - I understand the theory behind your point that it's not preferable to penalize killers for the same action regardless of which survivors the action involves. In practice, I have to disagree, because (currently) tunnelling is a natural extension of the that sentiment, and it's so bad for the game. What I proposed isn't just a penalty to hooking the same survivor repeatedly - it's a benefit to the killer for spreading out hooks, basically creating a new optimal way to win the game. It should maintain balance. Everyone should want that for fun games and keeping dbd around in the long run.

    I just want BHVR to do something about tunnelling. It is far and beyond the most prominent strategy employed in the game, and just as disappointing as other frowned upon strategies (i.e. facecamping). So many game health issues will ameliorated upon addressing it. Whoever has the most appropriate idea on here, or whoever at BHVR can think of something better, please run with that. I am confident the game would be in a much better state afterwards.

  • @RaSavage42 said:

    Ok so... That'll be hard for BHVR to code into the game

    And yes we used to have BBQ which gave BP bonus to each unique Hook (4 for 100% bonus)

    But since they took that away players want the easiest ways to "win" games/matches

    I agree with the premise but there could be some tweaks...

    Like:

    1st Survivor Hooked means nothing... but if that Survivor is hooked again within 60 seconds then the other get buffed (maybe 10% Gen efficiency, haste for 10 or so seconds, healing 10% faster)

    And if the Killer Kills that one Survivor then the bonus gets applied for the rest of the match... and the Survivors get a BP boost (I know that it won't matter but it's there for those players that do get Tunneled out of the game without doing much and it's not their fault)

    And if the Killer hooks a second Survivor then Gen efficiency buff (for them... but for Survivors it's a Nerf) to 85%, Haste for 10 seconds

    And if the Killer then hooks a third Survivor then it stays for the rest of the match

    If the Killer gets the 4th Survivor then they get a BP bonus

    This is off the top of my head... and not a lot of thought was put into it

    I think variations of this / what I proposed sound good. Anything to reward killers for spreading out pressure, dissuade them from tunnelling, and maintain balance in the game in the process. Basically any mechanic that shifts the meta to spreading out pressure.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407010#Comment_3407010

    There is a difference between penalizing current Killer gameplay to stop tunneling, and introducing new interactions that make it harder to tunnel.

    Adding a stat-stick bandage to make Killers stop tunneling without changing the core gameplay just introduces a negative player experience.

    And a simple change like a stat-stick change is actually riskier, as if it fails, it adds a greater negative stigma to gameplay feature that a player is used to, that will always be in a players subconscious even if changed/reverted, rather than a new gameplay element that can be excised if found wanting.

    I want to reward killers for spreading out pressure while discouraging tunneling, accomplishing both through the same mechanic, in a balanced way. I think something along the lines of what I've proposed does just that.

    Are you saying that a hallmark feature of dbd is tunnelling? I wouldn't disagree - that's why I'm making this post. But further, do you think killers will stop playing if they are discouraged from tunnelling, because they are used to it / enjoy it? I was under the impression that most killer players don't like tunnelling, but do it because it's an easier way to win against good survivors. I think most of the player base would like killers spreading out pressure being rewarded. If killers enjoy tunneling in this game, that's straight up mean - it ruins player's experiences, and won't make new players stick around. To me, it does not feel good to do.

    What sort of new gameplay element would you prefer over what I proposed? I'm sure the community is open to ideas + I'd love to hear it.

    Someone on here earlier said that BHVR is focused on only introducing changes through perks. They've shown they're willing to make changes to base timing in the game (i.e. healing, gens, etc.). Still, perk ideas, new mechanics, etc. that address these issues would all be appreciated. I shared what I think would work, and so far, I don't think anyone has made a compelling argument against it, or for something that would work better, including the status quo.

    FWIW, everyone I've met through dbd + people I introduced to the game have all agreed that a mechanic like this would be great. Let BHVR work out the details, but imo addressing tunneling (and the imbalances that arise due to it) should be their first priority.


  • @AssortedSorting said:

    These balance suggestions are esoteric and as such mostly have an impact in high-level gameplay. Nor do they introduce that much interesting gameplay apart from stat-sticks that once again, are esoteric in nature and only really noticed/appreciated in high-level play.

    Increasing Hook Timers for Survivors near Hooks based on proximity gives the Killer a zone of "Feel-bad if stay near" for a Killer that is literally supposed to be trying to Kill the Survivors.

    Instead of punishing Killers for being near Hook, give Survivors more tools to get a Survivor off of the Hook at Base.

    Tying Gen speed to Hook states gives Survivors incentive to actually WANT TO BE TUNNELED, meaning Survivors will have an incentive to body-block more, dump chase/health into one survivor, etc. It also means the Killer can't punish Survivors for performing unsafe unhooks, or literally running up to them after being unhooked. There is also the issue that tying gen regression to GETTING A HOOK IN THE FIRST PLACE also exacerbates Killers that might struggle against the default gameplay mechanics (EG: M1 Killers)

    Instead of tying generator regression to being a "fair player" to deincentivize camping, give Killers a secondary Objective for spreading Hooks that increases their lethality. Something akin to collecting the "essence" of Survivors powering up some kind of entity buff that can be consumed.

    All in all just manipulating Timers will not address the issue that the base-game itself has gotten stale as hell, nor will it address the feelings of "Tunneling is still the best way to get to a "checkpoint" for Killer, like Survivors with Generators". So instead seek to introduce new mechanics that also address these issues.

    The hook timer issues were more prominent after gen speeds were slowed last summer, yet hook times stayed the same. That was a face camping buff. Facecamping can get an easy 2k, so I think the timing needs to be looked at. But that's beside the point.

    I mentioned this before, but survivors are not going to want to get tunnelled. It's not fun. It would still be somewhat beneficial to killer gameplay as having 1 less survivor working on gens is huge - the benefit just would be less prominent as it is now. It's why tunnelling is in nearly every match right now. Two survivors at 100% speed is similar to one at 200% speed. Having that slowdown in gen progression as early as possible (aka tunnelling) makes it easier to win.

    Conversely to what you mentioned - I think it would be fresh to not have to do all those things you listed (taking hits, body blocking, etc.) for just the survivor getting tunnelled, as that's how most matches play out in the current state of the game. It would encourage more survivor-killer interaction across the whole team.

    I don't see how this would cause differential effects for M1 killers. Killers are too variable / imbalanced and that's a separate issue. But if I'm missing something here lmk how it could be addressed.

    I do agree that other things to make the game more fresh would be nice. I've seen some cool ideas on here regarding different objectives / forms of gameplay.

    That said, what I've proposed is simple / not risky. It could definitely use adjusting, but I haven't seen things on here (other than maybe a DS buff) that would address tunnelling. And the game needs it to be addressed. I've already stopped playing, which is why I'm here as a sort of last ditch effort to salvage a game I love.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406534#Comment_3406534

    See how fast you gave up on balancing and simply making it really survivor sided change?

    So killers will get little boost to gen speed for each single hooked survivor, while survivors get buff for each player on deadhook, or dead. Don't even even need to be dead and also basekit UB.

    It would also promote selfish playing on survivor side. "Yeah, he didn't work on gen, just let him die on hook so we do gens faster." So again buff more for SWF, then soloQ.

    Dying should not be rewarded. It's supposed to be something survivors try to avoid.

    I don't see how having a timer on these changes would be survivor sided... Gen speed changes would be both slower and faster for a limited time.

    This would not be a buff to swf. You wouldn't let your teammate die because they didn't do gens? You just wouldn't play with them lol. It would be a buff to solo queue because weaker survivors wouldn't drag the team down as much, which is exaggerated in solo queue.

    What I'm asking for is a nerf to tunneling. I know many killers like playing that way, but if other playstyles get buffed, things will change.

    Again, please feel free to offer up your own (well thought out) solutions. Constructive criticism is appreciated.

    @Emeal said:

    I think this is pretty bad and complicated, "Oh the generator is suddenly slower cause the Killer hooked someone without a Perk."

    You suggestion would be a great perk, maybe but as a general effect of the game. It breaks the illusion if it isnt a Perk.

    It's not so complicated. It's just gen speed changes, which are easy to implement. There are a lot of other solutions to address tunnelling that are more complicated. I would like to hear other simpler ideas though!

    I would be interested in hearing more about how the proposed idea here breaks illusion. It's a passive change. I envision it as something like a stress / pressure mechanic. For me, I find that tunneling breaks illusion more than anything in the game. The meta shouldn't be one that feels like griefing.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406315#Comment_3406315

    Have you played against Forever Freddy? It's long time ago. It wasn't fun, at all. He was nerfed to oblivion because of it.

    Your change would make it worse on every killer. I wouldn't even need to get 4k, just try to hook everyone asap, to get maximum slowdown, then simply slug and defend 3-gen.

    You think skull merchant was bad? This would be way worse and every killer could do it.

    Your change with Thana would be lovely. Have fun on gens.

    Their aim is to make games faster if you didn't notice. This would do opposite.

    What I proposed would slow the game at the start, but speed it up as it progresses. If you want to avoid slugging, then add a timer to the gen speed changes. Or make a weak UB base-kit. Or increase gen speeds according to the dying state timer the same way hook states would. There are simple things to address all these theoretical nuanced points.

    The whole point of my post is to propose a simple solution to address tunnelling + other issues in the game, while still maintaining balance. If you have better solutions I encourage you to offer them... These issues are easy to fix and I think it's universally agreed upon that it's important for game health.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405447#Comment_3405447

    The ~30s is enough to (mostly) recover, so if an ally is nearby they can quickly pick up while the Killer leaves for a bit. If the Killer immediately picks up, they need a 2nd/3rd hit to finally get the real down. If the Survivor didn't get hit for Deep Wound, they can hide in a locker to force a grab or wait out the 30s. If the team realizes the locker attempt, that is a free ~90s on gens (30 per Surv). Each directly penalizes gen time without adjusting the modifiers.

    I did read a bit of your other response, and thought of a counter to one of the counters. To prevent bodyblocking, just have no collision while no conspicuous actions are taken. Conspicuous actions can then also determine whether what degree of penalty (or which side rather) to apply. Is it the 2nd hook total on the same Survivor and they did a conspicuous action? Then it doesn't count towards the penalty nor the benefit. That way Killers can intentionally chase the rescuer for the bonus, but not penalize them if that unhooker Survivor greedily taps a gen in their face. Survivors could risk this by crouching at the gen and not progressing the game, but the Killer would then clip through them to know they aren't helping their team.

    I like this idea. When DS was a useful perk, tunnelling was a lot less common. This could shift the game back to something that feels more fair. But killers might need a buff depending on how many players this would affect (I would guess a lot just based on my games).

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406272#Comment_3406272

    Shared pool of hooks is terrible idea.

    It's buff for SWF, sucks for soloQ. Do you really want one troll waste your hook states? I don't.

    Unbreakable basekit went to hell. It was just attempt, but it didn't go well. They tried it along auto Mori system to balance it. Both were bad with mostly negative feedback.

    Your issue is that you can't really straight nerf tunneling without buffing different aspects for killers.

    Thing is: what alternative strategies do survivors enjoy?

    3-gen? Nope

    Camping? Super nope

    End-game build? Nope

    Tunneling? Nope

    Hit&run (Legion)? Nope

    Stacking slowdown? Nope

    All those were nerfed, except tunneling. That's why you see it used that much.

    Well, hit&run was buffed, but that's killer specific playstyle.

    Only acceptable way for them is basically going for 12 hooks, but there is no way to balance around that. It's not possible. There was time when lot of killer did it and it was during BBQ, Ruin, Pop builds. It actually encouraged killers to leave hook.

    All three were nerfed. There is simply not reason to go for different survivors, if you want to win.

    Issue is that it's so hard to change killers overall when you have Nurse/Blight/Spirit on one end and Trapper/Pig/Myers on other.

    It's also hard to change survivors when you have SWF on one end and soloQ on other.

    I admire killers that are able to handily win without tunnelling. Those killers usually control chases in a way that they can apply gen pressure (to the right gens) concurrently. It involves thinking the game at a really high level and it's impressive to see. It's complementary to an experienced and well coordinated survivor team.

    But, as a killer, it's harder to win that way compared to tunnelling. Tunnelling killers I face are often not so experienced in chases / virtually apply no gen pressure, yet still get 4k's often.

    I think what I proposed is still a better alternative to the current state of the game, even if slugging is still a thing. At least in that case, teammates can pick me up, and the killer needs to chase everyone - not just one person. If killers need another buff to make it work, that's fine. I just want a mechanic to remove the worst part of this game.

    I agree about the balancing killers + solo queue vs. swf part.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372589/game-balance-how-to-rescue-dbd-from-its-game-design-hook

    Agreed on the theory. Incentivizing unique hooks and not tunneling. For camping adjustments I think the first and last 10/15s should be normal, and the middle 40/30s should have half the hook kill rate if within 24m (and no Survivor closer than Killer to hook). This would still allow for leaving hook safely to reach a full 60s timer, and still also allow for penalizing genb4fren if Survs try to pump gens when the Killer isn't camping.

    I don't think gen times is enough to disincentivize tunneling. I would argue for buffing DS back to 5s, and giving a basekit 3s DS for 30s off hook. The perk DS would only activate once, but the basekit version would activate each time. I feel as though 30s is enough for Survivor greed to be punished, as well as punishing hard tunneling in a deadzone, or double hitting off hook.

    Yeah the hook state idea here is nice!

    @DaddyMyers_Mori said:

    So how would I break your system:

    As killer? Hook each survivor once, to get maximum slowdown, then only slug survivors till they bleed out. Sounds fun.

    As survivor? Make one player body block and actually try to get tunneled, so gens are faster. He will use both OTR and DS to gain as much time as possible. Before dying and we can take hits while he is on deadhook.

    This is actually already valid strategy sometimes used on tournaments. It would be way stronger with your system.

    Isn't there a plan to make UB base-kit? I don't think slugging won't really be a valid strategy anymore in that case. Killers could still tunnel and get 1-2 kills, it would just be harder to get a 4k by tunnelling.

    As a survivor, sure, you could try to take hits / try to get tunneled, but firstly, I doubt survivors would want to get tunnelled, and secondly, that would be 2 survivors interacting with the killer instead of doing gens - not the most efficient way of playing the game, but hard to say - maybe it could be an issue.

    That said, ideas to address tunneling different from the one I proposed are welcome!

    @SkeletalElite said:

    I think what you are doing is a very roundabout way of addressing tunnelling. It would be much more straight forward to remove (or nearly remove) the early elimination element of tunelling than to keep that but punish killer players for doing it/reward them for not doing it.

    ie.

    Take either 1 hook state from each survivor and move them into a pool of shared hook states that the entire team uses.

    Now if a killer only ever chases 1 survivor the entire match, they will have to hook them 6 times. If they want to face camp them to death, they will be waiting in front of that hook for 5 minutes.

    Kobes will burn your 1 personal hook state instead of using the team hook states. If that kobe fails you lose the personal state and cannot attempt to kobe anymore.

    All hooks that occur within the team pool are like first hooks where you don't have to do anything, any hooks that take place after the team pool is gone will be struggle phase hooks.

    This will certainly shift the balance more towards survivors, but killers can always be buffed in other ways if necessary and the end result is a game that's more fun for everyone.

    This makes early elimination practically impossible and gurantees that survivors won't be dying until at least the mid game.

    This is a pretty cool idea too. I can still see as killer tunnelling the weakest survivor + as survivor having a poor teammate use up all the 'team' hook states (which would be frustrating). Would still be a nice improvement.

    Honestly - I'm on board for any ideas that get rid of tunnelling. And there are lots of ways to do it! Addressing DS would be nice too. People ran it for a reason (even after the first nerf). I remember spending extra money just to get it because tunnelling was so upsetting.

    Thanks everyone for replying! It's nice to see that pretty much everyone agrees that some changes should be made to address tunnelling.

  • I think keeping the core game loop is fine. Lots of people like it.

    The main game health issue is tunnelling. Nearly every post on here has it brought up at some point.

    Tunnelling in this game is like ganging up on someone in Risk so they get kicked out in the first couple turns. Or losing in Monopoly in the first few rounds. People that want to play the game aren't allowed to participate in it.

    It's not fun for survivors to get tunnelled out, and it doesn't feel good to do it as killer either, despite it being encouraged by the poor game design.

    I think the differences you listed would be already a huge improvement. I'm definitely open to bigger changes down the road (I like your ideas + there are a lot of other good bigger ideas on the forums), but this is low-hanging fruit.

    This has been my favourite game for years, but I've moved on now and it really is upsetting - I don't know if I'm personally just tired of how disappointing it is to see hard tunneling in the majority of my matches, or if this is a problem that should make BHVR worried about DBD's future.

    It's sad for me that I don't get enjoyment anymore out of something that's been such a big part of my life :( I'm sure other people can relate

  • I agree that nerfing perks isn't always the best idea, but sometimes it needs to be done. Eruption wasn't fun bc you literally could not play the game for 30 seconds. COH wasn't fun because hits were cancelled out by heals for a whole team. etc.

    DH is a rough perk to handle bc in it's current state it's much more skill/mind-game based than most other perks (aka fun), but frustrating to face as a killer (aka not fun) - few killer perks give downs in most situations the same way DH saves survivors from downs.

    The whole killer vs. survivor debate is funny to see on here. It's like neighbouring a country with a 2 party political system and having to listen to citizens argue about which side is better... naturally people are going to argue about both sides in dbd, but there are still things you can do to improve the game for everyone... (aka please read my post BHVR lol)

  • @caseyfromspacey said:

    I think something needs to be done regarding the killer perks, this game used to be quite enjoyable. However within 5 seconds of spawning into a game now teammates are getting tunnelled by killers who know our every move. I thought this game was supposed to go by player level, clearly not the case anymore and is becoming a little frustrating how we’ve got no chance of even completing a single generator before we’re all dead.

    Check out my post for a simple way to address tunnelling + naturally make current matchmaking better.

    A lot of issues posted on here wouldn't be as inflated as they are now if BHVR implemented a simple fix to both reward killers for spreading out hooks / early game pressure + discourage killers from tunnelling.

    Game balance: how to rescue dbd from it's game-design hook — BHVR

    also a note - complaining about most perks is sort of pointless when core gameplay mechanics are the root of most balance issues

  • Thanks for reading! You listed some pretty interesting / cool ideas.

    I think what I've proposed is fairly straightforward and easy to implement - some other ideas involving big changes can risk losing players.

    A lot of other posts I see on here don't propose solutions to problems, so I'm hopeful ideas like this get a positive response.

    With tunnelling in this game proliferating to amplify so many other issues, on both the killer and survivor side, I think this is a simple & well-balanced fix! A mechanic like this should have been implemented years ago.