PLEASE do something about killers tunneling survivors, Behavior...
I have had so many games in a row tonight, think I've lost count, where the killer decided it'd be fun to make the game as unfun to play for me as possible by tunneling me. Out of four people...I get hooked three times in a row due to how the killer decides to play their game. Please make some kind of change that discourages this behavior. I know it's hard for killers right now but this is toxic to play against.
Comments
-
How do you expect average killers to get any kills at all ?
0 -
Are you complaing about a killer doing his objective?
I'll rephrase a famous survivor quote "just apply loops"
3 -
Isn't it a killers job to kill who ever they can in with what ever means to do so? Including hooking the same person?
If one person dies that means there is only 3 players in the lobby left. Killer kills 1 then that means he's done his job and now there is only 3 people able to do gennnys up.
0 -
It's an uninteractive style of play, and is not a successful strategy to do. People say "just do gens", but when a lot of killers suck at the game and choose to tunnel and camp, it isn't gonna be fun to have majority of your matches in that session of gaming just dedicated to gens or being stuck on the hook all game. There should be a punishment for tunneling the same person over and over, as well as camping. Make it so emblem points are lost way faster than they currently are, as well as bp being depleted too. You don't gain brutality, hunting, deviousness or sacrifice points for targeting recently unhooked survivors (unless BT is in play) so quickly after they got off the hook. So many matches i've seen rubbish players get 20k+ all because a team decided to try and help the poor tunneled and camped survivor to no avail. Since "just do gens" is a stupid response and boring as hell to be forced to do; all because a boosted killer cannot get kills by playing properly. "Pressure? What's that?"
I agree, mate. Tunneling and camping does need a negative to it.
1 -
There's a bunch of perks designed to help you with this. Use one of them. If you aren't using them, you are choosing to give up the method of punishment the devs are putting in. Heck, your team should be done with all the gens before the second phase is finished. It's not the killer's fault if your team isn't doing their objective.
0 -
See I don't have all the DLC and I don't have all the money in the world to get every DLC instantly. I just want to play the game without a scummy killer being bad at it and actually playing a fair game. Is that really a hard ask? I play both, I know how it is for killers, but I don't scum it up when I play and do just fine when a game opportunity presents itself. I don't tunnel or camp. I don't have to.
0 -
THANK YOU! Finally someone is saying something sensible in this thread. I want BHVR to just add more incentive to be an active killer pursuing multiple targets instead of being a scumlord and attacking only one person thrice in a row. I guarantee a lot of the responses here are from people who solely play killer and likely play this way. If so, stop your replies and find somewhere else to muck up the forums. Again, I get it, I play killer too. But I'm not going to resort to scummy tactics to win. If I do accidentally do anything I think is bad, I apologize to the survivors. If more killers were like this, I wouldn't be so affected by it. Reasonable killers wouldn't do this crap.
0 -
Sure, we can punish 'hyper-focusing' (tunneling as you survivors put it) and hunting down a wounded victim to ensure a kill; but in exchange, let's also punish overly altrustic and 'heroic' survivors. Maybe say, drain your emblem points and bp for every second you aren't doing a generator and are too busy trying to go for that hook save or playing ring-around-the-rosy with the killer? Killers objective is to kill by whatever means necessary - their objective shouldn't be to ensure you have 'fun', sure it sucks being focused down, but that's just either: A - ######### luck of the draw that you were seen/caught first, or B - Punishment for not playing stealthy enough; just like survivors objective is supposed to be to do generators and escape, but Behavior has this game so backwards and screwed up that they reward doing the exact opposite of that because "iT iSn'T fUn ThAt WaY".
TL;DR - ######### no. Change the way the game awards bloodpoints and emblems, to actually emphasize objective-based gameplay and not "interactive tag simulator" and then maybe we can talk about ######### like this.
1 -
Run DS, remind your teammates how important is BT in lobby chat, learn how to run loops.
How would you solve the issue? This game gives you a lot of freedom regarding how you approach many things. Would the first solution you can come up with be abusable by an experienced Survivor/SWF?
I'm sorry about your experience but I'm afraid this game does not have an easy solution for this kind of problems. It's the nature of asymmetrical games that grant a giant playground to players with simple rules.
EDIT to address your TL;DR: If you hit Emblems you will still get tunneled by derankers/people who don't care about rank, if you hit BPs many people will be upset as there is nothing else that hits BPs and it's hard to make the game truly understand if the Killer is actually camping.
0 -
Okay first of all, no one calls it "hyper-focusing". It's tunneling on both sides. I watch streamers who play killers and they still call it tunneling. If you're trying to change that, good luck. Tunneling is the universal thing to call it. Secondly, I have stated a couple of times I ALSO PLAY KILLER and FULLY UNDERSTAND the temptation of tunneling/camping. Do I do it? No, at least not intentionally. I apologize if I SEEMED like I did after match. To the TL;DR bit ( I read what you said though), I agree with you. The emblem system needs to be changed to reward active gameplay, not passive (such as tunneling/camping OR having survivors hide in lockers or sit in one spot the whole game).
0 -
Also, guys, let's remember the objective of playing a game is to have fun. I don't care what sweatlords on other games say, the intention is for everyone to have fun. It's the ultimate motivator for playing games. Going for the win all the time defeats the purpose and you will definitely be miserable if you go for that.
0 -
I don't have DS. Not everyone is able to buy every DLC. Don't assume this lol. If it appears in the shrine, I may consider getting it, but use of this perk is kind of a crutch. I only ever see sweatlords use it on the survivor side. Once more, I also play killer and fully understand killer struggles. I play Clown and Plague enough to know how rough it is out there (some games are really fun and everyone is just playing for fun, not some competitive nonsense).
0 -
You seem confused on my emblem change comment. The system doesn't need to continue punishing tunneling/camping or hiding survivors. It needs to stop caring about the game being "engaging" and start only caring about how effectively a player is completing their goals -- killers need to not be punished for securing their kill by any means necessary; survivors need to quit being rewarded for not doing generators/saving their friends (as much)/engaging and getting the killer to chase them and rewarded far more heavily for doing the generators (which would require a generator overhaul which Behavior is far too incompetent to attempt or even want to address because "they like gen speeds as they are".)
I've suggested in other threads, Survivors should be rewarded bp/emblem points based on time of match spent not engaged with the killer and successfully avoiding detection and doing objectives; and killers should be rewarded much more heavily for chasing their victims when they found them - even if they chase them endlessly and 'tunnel' (if you bring up streamers, it makes it hard for me to take the term seriously. I hate streamers - don't think they're the 'gods' everyone makes them out to be these days, but apples and oranges), the killer should be punished for time not engaged chasing a survivor or monitoring a hooked survivor. That's it. The game needs to quit being balanced around "engaging gameplay" and start being objective focused - then, the horror and anxious tension aspect can be brought back over time instead of this 'ultra-casual, hop in a match for funsies' mentality that almost everyone seems to have for this game.
0 -
Also, the game can still be "fun" and objective-focused at the same time. Behavior just doesn't know how to make a game like that, so they resulted in what we have today.
1 -
It's nice how you wrote 3 lines and a half to address 3 words of my post. I got it on the Shrine myself and I think that any given solo has no reason not to run it other than not having it.
If you are not running DS your only counterplay to tunneling is to open your eyes when on hook and know where to run after getting unhooked. That and learning how to run loops.
I'm sorry to burst you bubble but in a 5-player lobby, if only one of them sees the game as a non-competitive party game (which is fair) they will get schooled regardless.
I understand you would like for everyone's mentality to change but I'm afraid that's not gonna happen. When you put multiple people against each other in a videogame many of them are going to get competitive about it as they will have fun winning, not necessarely playing.
0 -
I posted in another thread this idea, let's see what people think:
I think most of these problems would be solved if the Killer and Survivors played off each other better.
The Survivor's pressure in a match has far more permanence. This is what leads to tunneling and camping, barring just straight maliciousness or 'just getting that one kill'. Because for a Killer, you don't have permanent pressure except when you kill a survivor, and what better way to do that than to take out the weakest link and reduce a 1/4 of time wasted?
The issue isn't really anything the Devs have put out, the issue is the gameplay loop; the Devs think this current sacrifice mechanic is viable. But it isn't. I don't think it has a real future. The Survivors have a quota to fulfill as an objective. The Killer doesn't have a clear quota... except maybe bloodpoints. The Survs and Killer are playing two different games, really.
I think reworking the sacrifice mechanic altogether would help with most of these issues. Here is what I propose:
- Instead of hooks killing survivors, hooks act as a tally for the Killer; for each hook the Killer makes, he feeds the Entity's hunger and fills a meter.
- Survivors will no longer die on hook and no longer have to Struggle during the Struggling Phase.
- Each survivor can fill a portion of this meter twice, but after reaching the Struggling Phase, they are 'expired' and cannot provide anymore progress on the Killer's meter.
- When the meter is full, the Entity bellows, and the next hook the Survivor receives will kill them instantly. If a Mori offering was burnt, the Killer can bypass the hooking process and kill them outright.
- All generators are slowed by 25%, which increases by 5% each time the Killer makes progress on the Killer meter (AKA every fresh hook). At around 5 hooks, the survivors begin to gain generator repair speed as the Killer gets closer to meeting his goal and being able to kill all of them.
- Hooking an expired Survivor will reduce the generator repair speed back to -25% regardless of current progress, incentivizing rescue of expired survivors to draw out ones the Killer has not freshly hooked yet.
- If all four survivors are hooked before the meter is filled, the Entity will free all survivors, granting them Endurance for 15 seconds and 25% healing for 30 seconds to recover. The Killer will gain a permanent buff for doing well; a 45% slowdown reduction on missed or successful hit animations (So during the cleaning animation you're 45% faster while moving).
I think using this system would have many benefits. For one, it directly opposes Tunneling and Camping as a tactic, as the Killer gains nothing from Tunneling a single survivor except what he can offer. You also can't camp and wait for the timer to expire, as the survivor won't die on hook until the Killer feeds the Entity's hunger through pain and misery (which, additionally, is lore friendly to the Entity). It changes a lot but doesn't change the ultimate gameplay mechanics, only the Killer's ultimate goal with a few balancing changes thrown in. Furthermore, the match pace is now determined by how well or how poorly the killer does, allowing more play time between survivor and killer and avoiding deaths on hooks that interrupt the Survivor's fun while being chased around by the Killer. It extends match length and gives us a better experience overall.
I think utilizing this would solve most of the toxic issues we have, as both sides have a clear goal, rather than one side having a clear objective and the other having a vague idea of what they're supposed to do. It makes it still asymmetrical but similar enough so that they play off each other better.
1
