About DS
Comments
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Survivors also think it's tunneling if the killer goes after them when they were unhooked in the killers face, and try to body block with BT. Survivors also think you're being tunneled if you were working on a gen right after getting unhooked and the killer came to get them.
Survivors also whine that anything the killer runs to help them win = boring, but all their second chances are fine.
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THIS WAS NOT A NERF. This was a rework of the perk to work as originally intended. To be anti-tunnel. If you are progressing the game, you feel safe and are not be being tunneled. It's been seen as a nerf because so many survivors are used to being able to abuse the freedom for up to 60 seconds after being unhooked. As someone who plays both sides equally, y'all need to quit whining and learn to loop. Killers get smacked with the nerf bat constantly.
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Tapping a gen does not indicate you're not being tunneled. Being slugged on the ground until DS runs out does not indicate you're not being tunneled. Conversely, jumping into a locker does not indicate that you are being tunneled.
They're trying to narrow down its activation to only activate when you're being tunneled off of the hook, but they used the wrong indicators and didn't fix the plethora of other issues it had.
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Apparently BHVR thinks it's not tunneling if you tap a gen, use a syringe on a teammate, are slugged on the ground, or manage to loop for 60 seconds, but it's still tunneling if you jump into a locker.
All this nerf did was make DS even more gawky and awkward. It's the hormonal teen trying to find out who they are, in the middle of a gigantic identity crisis. Is it an anti-tunnel perk? No. Is it still a second chance? No. We'll never know.
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Tapping a gen indicates you have higher priorities than running from the killer, which you should be focused on if you are actually being tunneled.
Being Slugged and timed is the counterplay for ds, no more, no less. I understand you may not believe ds should have counterplay, but literally every perk does. The counter to that counter is jumping into a locker where you can't be slugged, which is why ds stays up.
Tunneling, despite what you may believe, isn't inherently wrong, toxic, bad, or whatever other synonym you want to use. It's a tactic that against good players rarely works in the killers favor, and against bad players almost always wins. Tunneling is a mechanic in the game intentionally, and unlike camping, you don't lose points for it, which shows that it isn't meant to be discouraged by the game itself, but only by players who counter the gameplay.
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Anti-Tunnel doesn't mean you should be safe all the time, DS is a one time use perk and it does its job of letting you not be hooked immediately after you get off. There isn't anything gawky or awkward about it, what it does is pretty clear.
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