Endurance after Unhooking only makes me tunnel more.
Just a quick post, as i have been gone for almost 2 years and its been a lot to catch up on getting back into the Killer role after a long beak, as many others have done. Aside from the usual complaints and balance issues, it really does feel like killers have not been having a great time, and survivors have had endless reams of quality of life improvements and buffs, to make up for 1 dead hard nerf, killers having hard counters since Wesker, Maps being made more survivor sided with reworks etc. (Red forest has more fog than old purple fog addons, its insane)
(Its crazy how it seems every survivor that plays the game is hard of hearing, as good as accessibility options are Would a visual footstep/vault sound indicator be too much to ask for perhaps?)
But the main thing that i have noticed when actually playing is that now with the built in endurance after an unhook, and how prevalent survivors blocking for the unhooker is.
It just seems the better play to tunnel now almost every time, or at least, if you force me to hit your endurance, it is almost always the best choice to follow you up and try and get the down.
I can understand how this might be frustrating from a survivor pov, but with so many ways to deny a hit with endurance, and the only time you know someone hasn't got endurance, is right after its activated.
Why is this not always the best play?
On that note, given the vast amounts of info survivors have now, a visual indicator of who is currently invincible wouldn't be game breaking would it?
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(On the revealing the endurance) I dont know. Personally i like the idea some endurances last longer than others. So you can think its normal endurance and wait the 10 seconds and swing. Oop either they had off the record or the unhooker BT. (You can make a more educated case based on how fast the survivors moving) same with other stuff like sole guard. Survivor gets up right infront of you. Maybe lower end killers will swing right away. But others might think they have it so they wait. If you just show off the shield then the killer knows the moment to swing and everything on the endurance. So why would they swing and give the speed boost to the survivor?
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bcuz its more fun for me and them
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it is usually the best play. since the time you needed borrowed time for it.
it's there so if you choose to run, you have a few seconds of a grace period. and I'll usually ignore the one that was unhooked.
but if you force the hit on you, you should be ready to be chased. or for the killer to count to 10.
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If you are going for the rescuer and the unhooked Survivor just goes all their way to tank the hit for them with base kit BT, then they asked for being tunneled and you don't have to apologize, excuse or justify anything. You didn't want them, but they on purpose got in your way to "Hey Killer, hit me please!" so you did. They want attention and you will give it to them as they wanted to.
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Endurance after unhook has to exist otherwise there's nothing stopping a survivor who just got unhooked from being instantly down right at the hook. It gives the just unhooked survivor a chance to get to play rather than just immediately be put back on hook.
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Same.
I don't care what BHVR does to try and stop me. I will tunnel until chases are fair.
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Which is perfectly fine as an anti-tunnel mechanism.
The correct play for the survivor then is to run away from the killer. But many prefer to "make use" of their endurance by forcing the killer to hit them. This defeats the purpose of the endurance as an anti-tunnel mechanic, which then defeats any right to not be tunnelled.
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The game is existed for 6 years without it just fine.
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Just because a change was recent doesn't mean the game was "just fine" before that change.
We'll be getting a FoV slider for killers within the next year, but that doesn't mean killer is "just fine" without it now.
Before off the hook endurance, BT was an essential perk for survivors because they would go down instantly after getting unhooked without it.
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By this logic, the devs should never change anything and we should be left with OG maps without entity blockers and BNPs that instant complete a gen.
Before they made BT basekit, BT was basically a must-run perk as without it killers basically had a free down at hook. It's a necessary change.
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Big difference in things that were changed in the first couple of years where both the players and devs were learning and something that was in the game for half a decade and was fine.
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Then things like Singularity, MFT, Billy, and Freddy. Shouldn't be changed, because it's no longer the first few years of the game therefore they are fine.
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It was not fine survivors had to always run one perk to fix gameplay flaw. Now survivors are not forced to use perk and are free to use what they like. Dbd also got more popular in 2021 so many players only had to endure it a year and games need to evolve to keep players. Dbd has been different game since around that when they changed the maps and animations too.
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Perhaps you'd think the game is more fair if Survivors simply started on hooks.
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Actually an interesting idea for a game startup animation where the survivors free themselves from a hook?
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Perhaps it should only be available with Leatherface and occur in his lair?
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As a rule I don't tunnel early game, but if you use your post unhook endurance to body block for the unhooker, I'm removing you from the game. Every time.
The point is to allow you to escape, so gtfo. If you stick around demanding my attention, I'll let you have all of it.
While in the moment it might seem like a good tactical move, it's kind of absurd for people to cry about tunneling to the point where an anti-tunneling measure is implemented, and then you refuse to use it for its indented purpose. As a survivor, I hate when teammates do it. If I unhooked you, I want you to get away. So get away.
I'm going to punish that nonsense at every opportunity.
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Chases are fair, its just youre not meant to be able to down some one in 20 seconds. Especially when you are giving that 1 Survivor the greenlight to use all the resources on the map when theyre supposed to be split up across all 4 of them.
Also lets be real, people have said theyd stop tunneling if XYZ was nerfed/removed and thats never stopped them. And your "fair chases" certainly wouldnt stop it either since youd just jump onto the next thing.
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Perhaps it’s my MMR but the only time I see survivors get hit off hook with endurance is when the killer is tunneling them (maybe they don’t know about endurance or just want to proc deep wound). I never see survivors use it as some sort of shield.
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I see it at least once in every killer play session, on average. More common with altruistic SWFs. And it's obvious, especially if they have a door or gap they can fill. They'll force you to hit them to get at the unhooker and then run off (or try to run off) like nothing happened.
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But perhaps a random non-chosen survivor should be killed in an opening cutscene if leatherface is chosen?
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So it's not the endurance that's doing it but survivor behavior? Got it. Misleading title
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Why does this come up so often....
I understand the sentiment. On some maps with the wrong killer, chases are literally unfair.
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Perhaps they could even add in new members of Leatherface's family
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Self tell
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Ah. It’s something the ever-present 4-man SWF does. I can’t imagine you’re seeing solo queue survivors tank hits—with or without endurance—very often. I certainly don’t.
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I just want sound to work in this game. I love hearing a person right in front of me having footsteps but put a paper thin wall between me and them and suddenly they're danny phantom and not even making breathing noises while full on running and no chase music to drown out any noise at all or anything.
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I tank hits all the time as a solo player, but only in certain situations, and almost never when injured (unless I have no hooks and the person I am protecting is on death hook or something). Even as a solo player I view hook states as a team resource, but in the spirit of what it seems the intent of the devs is, I never body block right off hook, I scram.
Of course there's little or no way to be sure who is or isn't in a SWF, but I can tell you that this is not a rare occurrence for me to witness, and I see it consistently in matches where I confidently feel I am facing a SWF.
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yeah, let's pretend you wouldn't tunnel every game if endurance was removed from unhooked survivors.
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I just wish they would correct hitboxes during unhooks. 9 times out of 10 I feel like I get auto-aimed into hitting the person coming off the hook. Even better when they still have i-frames so I have to waste an entire hit for literally nothing.
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I think you missed the part where killers could hold the game hostage until the servers had enough and matches hit the time limit thanks to Eruption, Call of Brine and Overcharge, (or whatever the 3rd perk was in the combo) which basically stunted the survivors ability to progress the game for 30 seconds. That patch was literally almost unplayable. Or the times when killers constantly get good or even great perks while survivors (last exception is MFT) get mediocre perks at the very best.
Also remember the perk overhaul where most survivor perks got tuned down, very few saw real changes and killer perks as far as I was concerned were yet again, get QOL changes/buffs. So I don't know where you got the bright idea that this game was survivor sided, but if you commit to a single player, not spread pressure, not learn a killer properly or you are a beginner with it (<-- in most of these cases the lack of experience causes loses, or getting survivors way above your skill level) don't mind losing the game because that's on you.
But I wonder then:
- How come there is only about 10-15 killer perks seen overall throughout most matches when there are a lot of perks which are underrated yet can perform exceptionally
- everybody runs one of 5-8 killers when all of them are viable (in a lot of scenarios)
- Always see high-tier add-ons when they should be scarce/expensive/change play style/straight up overpowered as hell
- stick to one strategy throughout most of the game (camping/3-gening/tunneling)
My answer is that most killers who started playing this game now only play the "easy mode", same goes for most survivors. And that's how a game gets boring. Everyone runs meta and metas are usually stale. Remember when gens couldn't be kicked and still killers got 4k-s across the boards without runing noed, being a nurse etc? I still do. And sadly that was a buggier and less polished period of the game, but then you didn't have 90% of the games getting tunneled/having to tunnel. What changed? Because in my opinion most of the annoyances are pretty much gone, and there are enough perks on killers to compensate for weaknesses and for survivors to focus on an aspect or give a little boost to all of them.
But it's funny that you wanna tunnel and that's because they made a good change for once for survivor players (sorry 2nd good one being removing hook grabs [yet hits still interrupt]) that they don't play with 3 perk slots (bt was a must back then, you must remember). But go ahead, tunnel, be competetive, ruin a game for others, because it seems like a trend with killers with your taste to be selfish/arogant and straight out not value others' opinions.
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I’d expect it with a SWF. Coordination and altruism are features that make SWF groups good, after all. And I do it when I SWF myself. But I also play a lot of solo queue games. Tanking hits is very uncommon there.
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Lol "chases unfair" hahaha lo que hay que leer
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1 . Survivors have as much fault if not more if a game lasts over 30 minutes. You have 4 Survivors , thats 1 Survivor per gen with an extra to spare. If you can't pop a single gen , then you're playing too safe.
2. There's a difference between killers choosing the best out of mediocre perks and survivors choosing the best out of busted perks.
For example Regression perks got nuked so hard that only pop is worth running. Bring ruin? Cleansed in 30 seconds. Bring pain res? 4 uses. Bring COB? You only get an extra 0.3 charges of Regression value before a surv taps it.
Meanwhile survivors get to play with 4 perks that just buff them permanently + a 5th perk in the form of basekit BT.
3. When the game is played at its most optimal state , survivors are much more likely to win than killer, watching a couple matches of "comp dbd" is enough to see this in action.
If a side is more likely to win due to factors outside of skill, it lets you know theres a blatant balance problem.
4. Killer players are indeed forced to play the same 3-4 "op" characters because not doing so is effectively self sabotage largely due to point 3.
Aslong as bhvr keeps putting out busted survivor perks like old DH, current mft, COH, etc etc the more casual killer players will stop playing or swap to survivor, and you'll be left facing the ones that play dbd for a living.
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The only way I'd understand this is if you were at an insanely low MMR. But you're not a newbie so that doesn't seem likely.
I'm not top MMR, but I see it more often than not if I'm approaching the hook as a save is being made.
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That's why I usually run away with built in Endurance. When I play Killer and I see someone trying to bodyblock with their Endurance, I'll tunnel them as they're asking for it.
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