The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

People still saying DS is countered by not tunneling

Go_Go_Roboto
Go_Go_Roboto Member Posts: 330
edited December 2019 in General Discussions

There are a few thing extremely wrong with this^^

DS is *meant* to counter tunneling. It is NOT a counter to not get countered by losing efficiency. That is redundant.

Getting hit by DS is not a 1:1 of You Tunnel:You Get DS'd- It is very easy for a survivor to do something that seems stupid just for the reason of using DS. It is very easy to hook survivor 2 after survivor 1 gets unhooked and down survivor 1 again before DS's timer runs out. It is 60-120 seconds of immunity.

You can believe DS is in a good spot or should be changed. Just don't be ignorant of it's uses in game.


Edit:

Peanits, I love you man and you've said countless great things to steer public opinion on issues in the right direction, but slugging isn't a counter. It's delaying the inevitable in many situations. You'll have to be playing a very strong game or proxy camping the area the slugged survivor is on to make sure they do not get up. If you aren't playing the strongest game and getting great hook rotations on all the survivors, they're likely be a free escape or two at the end if many are running DS. Eating the DS is a better 'counter' in this situation.

Also, remembering who was hooked so you don't 'accidentally tunnel them' while their DS is active isn't a great solution either. If you happen to find or the recently hooked person happens to get a rescue on another survivor, you shouldn't be forced to not attack them/slug.

Some people replied with these things and I wanted to bring them to the front. Sorry for the edit!

Post edited by Go_Go_Roboto on
«13

Comments

  • shalo
    shalo Member Posts: 1,530


    What often happens is the survivor with DS still active will run int to unhook, you try to be nice and not hit the newly unhooked guy and still get hit by DS, losing both of them.

    Slug them all and let the Entity sort it out.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    Yeeeeah, that's the kinda thing I'm talking about. You do the opposite of tunnelling and then the perk says 'AHA, take this tunneller! xD'

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited December 2019

    If they all have DS I usually tunnel one person to death if I have time time; it's the only way I've been able to have any success against all DS teams.

    It's nothing personal but I've not found anything else that works; because they will literally hide in a locker right in front of me and I locker grab them and get DS stunned and it's like; you just got off hook and ran right up to where I was and got in a locker, now I have to be punished for your bad play?

    Yeah I eat the DS in a way that I know where they will run, and then I run them down and tunnel them until death. Coincidentally, I generally don't tunnel unless 3 or 4 of them are running DS, so at least in my scenario it has the opposite of the intended effect lol.

    Like it literally rewards bad play; but when a whole team is running it you can't pick up like anyone, I had a match with oni I downed everyone so quick- but they all had deliverance and DS- so because they all like swarmed and got downed like one after another really quickly I hooked them, but they started hopping off hook, getting the other people, and kept doing that, I kept downing them but they all had DS so I kept eating DS after DS there was nothing else i could do. So I just kept hitting the same person till they died on hook, and did it to the other and the last got hatch.... it would have been a 4K but that combination is just brutal.

  • supersonic853
    supersonic853 Member Posts: 5,541
    edited December 2019

    its really annoying when a person with ds saves someone from a hook right infront of me so i am forced instead of downing them and hooking them then going after the other person. I have to either down them then chase after the other guy (giving someone else the chance to get the newly downed person back up) or wait there for about 30 seconds.

  • Seanzu
    Seanzu Member Posts: 7,526
    edited December 2019

    Never had an issue with DS after the nerf

    It's only 5 seconds, and I rarely even have it used against me unless it's end game and theres only like two people left so I'm bound to run into it, but at that point I have so much momentum that it doesn't matter.

    DS Is fine, gone are the days where it would be used on you half way to a hook, or after your first down.

  • Nicholas
    Nicholas Member Posts: 1,952

    Exactly right, it can help with tunneling but that's not its sole purpose. On the stream the developers said that perks can be used beyond their intended purpose.

  • Which is also fine, but it shouldn't be used to punish a killer for survivors making ridiculously bad plays. Also, when everyone is running DS it becomes really silly, especially if you do TOO well and down people quickly; it becomes just slugging everyone or hard tunneling one person to make sure they stay dead so you can actually continue playing.

    Killer's haven't been too unreasonable in knowing it's a good anti tunnel perk with a lot of valid uses; it's just it's going beyond that into the obnoxious realm because of how else it is being used.

    No one wants to take it away, or stop it from it's intended purposes and for creative uses.

  • xenofon13
    xenofon13 Member Posts: 1,241

    Leave the perk as it is. No tunnel, no DS. Don't cry about DS when you tunnel off hook for quick kill. Literally i never eat DS because i never tunnel off hook. Sometimes only at the exit gates and hoping they miss the skillcheck.

  • Seanzu
    Seanzu Member Posts: 7,526
    1. There are several times when I've been able to down both survivors at the hook for pure convenience, me hooking the unhooker, and then the first one if still tunneling imo, that person should have the chance to get away if they are running the perk especially as someone has traded.
    2. I take it you don't play this game as in some situations towards end game slugging is the only option, this would just mean any downed survivor at end game would be free to crawl out, it would literally be a free escape
    3. Why? Some healing perks, such as We'll Make It makes healing quick enough as to where the killer wont make it back before you heal, if they go after the person that was healed, it's still tunneling.
  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited December 2019

    This sounds a bit ignorant of the actual issue; nothing you said is the problem people have with it. I can avoid getting DS'd an entire game and still suffer from it's problems. How you haven't experienced them first hand yet is a mystery, but if you play killer in higher ranks long enough you will. Even Otz runs into these problems, so play experience has little to do with it.

    I actually like these ideas, but the fully healed one might be too much, I mean if they get healed quick by allies they shouldn't be punished for it, that is a bit extreme. If you hook someone else though it really should, but again survivors are going to say "Why should I lose MY DS because that rando went and got hooked playing poorly?"

    This is why it's been such a hard thing to figure out a solution for. It's not so easy to come up with a solution that works for everyone; someone is going to be upset no matter what happens with it.

  • Nicholas
    Nicholas Member Posts: 1,952
    edited December 2019

    No more silly than every match featuring the same Perks for The Killer as well. I have no trouble with DS and find the existing list of prerequisites to be fine. A lot of these suggestions to deactivate if someone is hooked or healed will only require enhancing it in other ways and introduce more issues that would need to be addressed. There are many scenarios that involved getting tunneled and never having a chance to even use the perk, so if people want a truly and exclusively anti-tunnel perk it would need some major changes. I can think of a way more fair yet powerful change to DS to accomplish that goal.

  • foochill1
    foochill1 Member Posts: 109

    Run, Unnerving Presence

  • You are welcome to that opinion but for the reasons I already mentioned I still disagree sorry.

    I think it does have some things that need looking into; but I don't agree with a lot of the heavy handed suggestions about it either; I don't want it nerfed I just want it changed; and doing that would be VERY difficult I understand that and don't expect it any time real soon.

  • Pennywise
    Pennywise Member Posts: 257

    Most times I find NOT tunnelling a DS survivors means they can use DS in the end game and/or empower them to body block you when you are not tunnelling them, so I try and force them to use it asap.

    As for not tunnelling an unhooked DS survivor. Maybe you could slug them or leave them, but then you are allowing them to use the perk later in the game. Facing DS survivors as killer means you are damned if you tunnel and damned later on/in the end game if you dont tunnel. It isnt a well designed perk imo.

  • Nicholas
    Nicholas Member Posts: 1,952

    That's fine, I still disagree with you. I do however agree that revisiting the Perk won't be easy. I think people forget you have no control when you're rescued and that becomes part of the discussion. People here sometimes lack insight (SC complaints shifted focus from wasting time while healing in corners to running other more powerful Perks and gen rushing) and I can see DS getting narrowly tailored to truly be anti-tunnel in a compelling way that many Killers would likely hate.

  • Majora
    Majora Member Posts: 207

    they need to at LEAST make unnerving presence a better counter for decisive strike. slugging is not a good counter, especially near gates they can just run out or crawl out.

  • HP150
    HP150 Member Posts: 455
    edited December 2019

    https://clips.twitch.tv/CogentWiseHamsterWutFace

    The fact that you can down and hook 2 different survivors across the map and get DS's by a third survivor should tell you that there is at least SOMETHING wrong with the perk. You should not need to keep a 60 second stop watch for every survivor, that's just poor design to be frank. There should be something else, very clear for the killer, of when this perk is not active.

    DS cancelling out when another survivor is hooked after the DS user has been unhooked is a VERY popular suggestion because at that point it's a clear case of the Killer not tunneling, but I have yet to see a BHVR member address it. Can you please tell us how this would be disruptive to the purpose of the perk design?

  • Nicholas
    Nicholas Member Posts: 1,952

    It also illustrates how quickly The Killer can Hook someone (or two) and navigate the map. Not interested in a video that is anecdotal because there are many times when you ARE tunneled and DS doesn't help you. For any realistic adjustments, you need to decide the goal of the perk and how to accomplish it. If it is anti-tunnel, the "very popular" suggestion (along with getting healed) would fail to advance the stated anti-tunnel goal.

  • Seanzu
    Seanzu Member Posts: 7,526

    I love how you use this clip of umbra abusing wall clipping to show off how "op" DS is lmao.

  • xenofon13
    xenofon13 Member Posts: 1,241

    I am a chill killer staying on purple ranks, 5-8. I don't care about the 4k's, no sweat etc. Getting messages for how fair killer i am. Toxic survivors are always there but they don't getting under my skin. Feeling good and having fun games.

  • PrincessPoop
    PrincessPoop Member Posts: 919

    I think some y’all need to look up what the word immunity means. It is so so easy to counter DS, just slug them and chase someone else.

  • gamerscrybecauseofme
    gamerscrybecauseofme Member Posts: 366
    edited December 2019

    Thankfully, I am a great killer. I don't care about DS, you got it, i eat, I down you again, you get hooked.

    If you're the type of survivor that wants me to grab you out the locker or is baiting a hit, then enjoy your locker time (while I place a trap in front of it) or enjoy being slugged.

    Post edited by Rizzo on
  • Kabu
    Kabu Member Posts: 926

    Well, if they like getting slugged then that's what they get ;)

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Slugging is like hooking except it doesn't bring the survivor closer to death hook.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Maybe it affects how you play the game because you tunnel too much.

    If the survivors have opened the exit gates then you have probably already lost.

    Ruin already impacts the game enough, when I play swf we always have a guy bring a map or small game just so we can do our objectives normally. I've seen way too many people try cleansing HG or TotH because they haven't seen yet that I'm not running ruin. Or maybe I am wrong?

  • Blueberry
    Blueberry Member Posts: 13,590
  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    idk what you mean. they are immobilized completely for 30 seconds

  • StrickxNyne
    StrickxNyne Member Posts: 230

    You only get hit with DS once per game per survivor with it on. A one use perk is a waste anyhow and most survivors stop using it until they run into killers who face camp and tunnel. Then BT gets slapped back on along with DS and the survivor starts making everyone use them. It's a rolling storm. If killers stopped tunneling and camping and it happened randomly once a game BT and DS wouldn't be used but it's happening so much that they're forced to be used, and if you force me to use a 1 use perk instead of something else, I'm going to ensure it gets used every game I have to have it.

  • DarthRane
    DarthRane Member Posts: 198

    Yeah I already had a whole discussion on that god awful perk.

    Personally I feel like it should be based off of your ability as a survivor, you get DS if you can get the killer to BL 1 maybe 2 (thoughts) if you get him to whatever requirement you want for bloodlust you get the ability to use DS anytime in the match you want one time. This way you actually earned it. It' rewards good play on both sides and provides an ADTUAL counter to DS

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    @gamerscrybecauseofme

    Freaking same. I actually have more people dcing because they thought they got me with DS but I denied it. In any case I usually will eat it before EGC (if it gets there) because I would rather eat it early. 🤣

  • johnmwarner
    johnmwarner Member Posts: 3,793

    I keep seeing this defense, and I keen asking “if it is anti-tunnel why can’t it deactivate if someone else is hooked?” If I hook another player then come back, find, down and hook the first player they is literally not tunneling. But I can still get hit by DS

  • snozer
    snozer Member Posts: 776

    Or you can do what should be done, and deactivate ds if somebody else is hooked, after, you are unhooked.

    This keeps it as an anti tunnel perk and stops ds from being abused by swf.

  • DarthRane
    DarthRane Member Posts: 198

    I think it should be based on the survivors ability to get the killer into bloodlust cause then it rewards skill it actually is acting as an anti tunnel perk and them it actually adds REAL counter play on the killers part


    And you're absolutely right every1 automatically assumes it's just killers who think it's a stupid perk.

    I love it as survivor but it's broke as hell there's zero counter play to it.