Is this an issue?
Comments
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Some interesting ideas here.
"I'd add an aura or some other visible effect to show that basekit
Endurance/OTR/DS is active and collision is off. The argument against it
is that you can't bait a Killer into following somebody as a strategy
and it shows who could be tunneled but the counter argument is that if
you take OTR or DS and it deters the Killer from tunneling you it's done
its job as intended and if you have to take a perk to avoid being
tunneled you'll need to take it anyway regardless of a visual effect or
not."I was generally just thinking like a soft white glow of the survivor with zero collision in the games base kit so the killer knows not to chase them while it's active.
"I can't remember if you had an opinion on my thread about anti-tunneling
ideas but my suggestion had been slowing down gen progress while
survivors are alive and speeding it up incrementally as survivors are
killed to slow down the early game but make doing all gens easier as
survivors are killed so getting all survivors or nearly all to death
hook and then killing survivors would be more effective. That would
reduce the effectiveness of tunneling and slow down the game so anti
tunneling perks aren't as needed."I actually love this. Essentially rewards not tunneling and punishes tunneling. While also just generally giving the losing side more of a chance for a come back.
"Another suggestion from the same thread (apologies to the suggestor; I
don't remember who suggested it) was giving a pool of hook states so no
survivor died until the 9th hook state. The effectiveness of tunneling
would be severely diminished at that point. I like the suggestion; the
reason why I prefer mine is because gen speed can be a major issue for
Killers in higher MMR so a slowdown that encourages spreading hooks hits
both and lessens the need to tunnel. They're both good suggestions in
my opinion."I like yours better. If the gens we're slower to compensate I could see this being good though.
"If tunneling is less effective then there will be less tunneling and
that equates to less need to buff anti tunnel perks. That'll require
some changes to mechanics though. In the meantime band aid changes such
as reverting DS to 5 seconds are very much necessary."I generally agree. My only issue with 5 second DS is getting hit by it when I'm not tunneling or it's being forced on me aggressively, of which these scenarios will be happening a lot. So if it hypothetically got changes to only hit me if I'm actually tunneling I'd be totally fine with it. I don't tunnel.
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That is a fair point. However I'd also argue that over 10k+ hours gives me a ridiculously large sample size of data to judge most games by that is quite out of the norm compared to most anyone else making a statement like that. I'd also like to point out that I never said it was reflective of everyone else's. All I pointed out was what is being run perk wise in high mmr games and how the survivors play there.
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Which is totally fair, I’m not arguing that your experience is wrong. My initial reply was pointing towards the “no one at high MMR would agree”, as this statement seems to make the assumption that everyone’s experience at high MMR is the same. It seems that regional differences in playstyles are actually way more apparent than one would initially think, and that this could be the culprit of so much contention to your points.
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However I'd also argue that over 10k+ hours gives me a ridiculously large sample size of data to judge most games by that is quite out of the norm compared to most anyone else making a statement like that.
But at that point you aren't having a discussion. A discussion requires some standard that might make you change your view. If everyone who says 'here is why I think you are wrong' you dismiss for having a different hour level, what exactly do you want people to respond with?
Take the example WolfyWood gave of this means they aren't using gen rush perks. I see killer who say they are super MMR and a gazillion hours saying those are the key problem (deja + commodious + hyper focus). Which 10k+ hour killer am I supposed to believe? On the other hand if we have a logical discussion of how games play without a reliance on just personal experience we at least create the possibility of taking a step toward a conclusion.
Edit: Nebula beat me to this.
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Oh I totally agree about regional differences, I do think there's a difference there. I guess we didn't mention that specifically. In my region the perks being ran and the survivors play styles I view as objective. I'm sure people can have subjective interpretations of them though. My statements are more about what is happening there, not peoples experiences of said happenings.
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There are simple solutions for this issue, that would also make OTR a way better perk:
- The base kit Endurance effect is removed and replaced with an effect that removes any collision the killer and survivor have with each other. Meaning, they cannot be hit but they also cannot bodyblock.
- OTR does not work on protection hits. Meaning, you simply go down if you take a protection hit.
Survivors would have 10 seconds to split up, so that a protection hit won't happen, the unhooked survivor cannot bodyblock the killer and OTR becomes a way better perk because the killer can no longer trigger the Endurance hit right after the unhook. This would also utilise the otherwise useless protection hit mechanic and would allow for some adjustments to make it more consistent without breaking OTR in the process.
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I get your point, but let's do a hypothetical to see the problem with this.
Let's say that we can't just argue, well I'm at high mmr and your not so you don't know. However let's pretend that said person is at high mmr and the things he's saying are true. How would he prove it to the other person that isn't at high mmr?
He couldn't.
The principle of that person at high mmr's said problems are based on the experiences of what goes on there. If someone else doesn't experience those things they aren't going to agree with them. There's nothing you could say to change their minds. That's my point.
So while yes I understand me saying high mmr could be just used as a blanket dismissive point it's because if they don't play there then there's nothing you could say to them. There's no other way you could prove your points. At that point you're essentially playing two completely different games.
Unless you of course have a hypothetical example of an answer a high mmr person could give to sway their mind that I haven't thought of.
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Set off way too much.
I'd just like for people to see what dbd is. A game. Not something to start a war over.
Playing dbd for this long really changes perspectives.
My statement to ds being buffed:
Overall good.
Is this the solution we have waited for? No. Game health should not be locked behind a paid dlc perk.
This is a start. Nothing more, nothing less.
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The reason it's like this in my opinion is because those types of perks were nerfed a long time ago and the only way to guarantee value is to put yourself in that situation, If they do anything else it's gone and it shouldn't be that way , there were still people that used it that way before when doing gens didn't take it away but from my experience now if they have any of those perks they play exactly how you described to get value otherwise they may as well run something else rather than hope they get tunneled to use their loadout, I really think it would be healthy for the game if both sides got some pretty significant buffs,
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Love it!
Both options I've had as well. Keeps the anti tunnel and removes the abuse.
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I'm not trying to be overly pedantic. We can talk about human intent relative to tanking hits all day, but that has to translate to lines of code somehow. How are you differentiating between an intentional body block and and organic positioning in code? How is the game going to understand the difference between between a body block vs getting hit while a teammate just happened to be close by? At a certain point that becomes way too cumbersome.
Regarding the first point, if one extra chase is breaking the game for the killer, the extra chase isn't the issue. We're essentially saying the killer didn't have time to win 3 or 4 chases in a pub at that point. And that's even if we're in this worst case scenario in the first place where we somehow managed to eat OTR+DS+DH. You can still just eat the Unbreakable, proc the OTR and force the mend, etc. There's nuance to it. I don't think it's going to cause huge issues in otherwise winnable games.
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If 2 seconds feels like 40 seconds to you in any context you really should work to improve your own skills. Including and especially time awareness.
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Well ideally I'd do no collision so the body block detection criteria you're referencing wouldn't matter.
I think those scenarios are recoverable on solid tier killers but I'm talking m1or lower tier killers generally speaking.
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Probably the most sane take away from this entire argument. Regardless of whatever combination DS can be apart of to make it harder on killers trying to avoid tunneling, DS being a paid perk that rarely shows up in the shrine isn't the best perk to praise for a problem the entire game suffers from.
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you can have only 2 scenarios, the worst and the best, or he goes away, or he body blocks
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No lol you literally get 40 seconds. If you get to a loop after a DS stun all the time you spend after that is pure profit. So if you DS a killer and then loop them for 60 seconds, DS literally got you 60 seconds not just 2. That's not debatable, just a fact.
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Agreed.
A stop-gap at best, not a permanent solution
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If they want to get hit its not tunneling
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Unless you of course have a hypothetical example of an answer a high mmr person could give to sway their mind that I haven't thought of.
Well this needs to be broken into a few different parts because there are multiple arguments going on that are getting put together.
1: Is it common at high MMR?
2: Is it unbalanced?
3: Is it abusive?
The first argument, is it common, requires a few things. First, we'd need to have a definition of common. Some people this might be one out of ten games, of rothers it could be every other game. Then we'd need a standard for what exactly we are discussing - is it the full DH / OTR / BU / DS build, or if a person is using a portion of that build does it also count.
Beyond definitions though, you'd probably need a data set. Over the last 50 games I encountered X Y number of times. That's boring, and not everyone will believe it, but it makes things clearer.
On the second argument, is it unbalanced, discussing personal MMR is not critical to it, we need to discuss what else survivors might do. For the sake of argument, let's say the above build is very common. What if it wasn't? Would survivors be running heal builds to trade off body blocks? Gen rush? Sabo squad? If a survivor dedicates an entire build to something it should get value, to consider the value we'd need to look at what else a high MMR survivor could do.
The third argument, which is the meat of your original post, really has nothing to do with high MMR and that discussion was a distraction from the issue. This is an ethical discussion on player behavior and the intent of perks.
My opinion is tunneling will always be a part of the game as long as it has an elimination format and survivors will have perks to try and counter it. I see nothing wrong of trying to use those perks in an offensive way because it comes with trade offs (time not spent on gens for example). Is the trade off balanced? Well, that goes back to the second issue.
This does mean that survivors have to accept that killers might tunnel. I think that leads to boring games, but its a core part of the game design.
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Except tunnelling is something that happens now, and has been complained about for a long time by a good chunk of the playerbase. All these posts and threads are simply about hypothetical niche scenarios that may or may not happen. You say it has a massive impact on the pacing of the game, yet I never see these threads and complaints. Where are they? If these bodyblocking endurance squads are massively impacting the game then we'd see these complaints everywhere. They've only just started now that DS is getting a buff of a couple seconds. This seems to be simply another knee-jerk reaction, probably as usual thanks to a content creator on youtube, to something that hasn't even happened yet. Wait and see, like everyone had to do with the perfect synergy of perks during the gen kick meta. Like everyone had to do with Grim Embrace + DMS more recently. No one knows how it'll play out yet the killer base is telling BHVR straight up not to do it.
Reminds me of the uproar over Bloodrush tbh, where everyone was listing all these scenarios like OP where it will be used to give multiple DHs etc. No one used it. It didn’t happen. DS will be more popular than Bloodrush obviously, but again, people have been requesting tools against tunnelling for ages. I'd rather BHVR give people tools in the form of perks to address it than something basekit like they ended up doing with face-camping. They gave survivors Reassurance and the killer base complained until it got nerfed and no one used it. Now we have the face-camp mechanic. I just think this playerbase needs to be careful what they wish for.
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True.
There should either be a base mechanic on the survivor side that punishes tunneling and a mechanic on the killer side that discourages tunneling OR a basekit survivor perk that is as good as ds.
This just punishes people that have not paid BHVR for the game feeling more fun to them.
I personally prefer a basekit mechanic.
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You guys should just admit that this is a problem when it happens.
A bug not being used frequently doesn't mean it is not a bug.
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1: Is it common at high MMR? Yes. To lesser extents than the extreme listed above, but generally abuse of anti tunnel perks for their unintended purpose, yes.
2: Is it unbalanced? Yes.
3: Is it abusive? Yes.
"The first argument, is it common, requires a few things. First, we'd
need to have a definition of common. Some people this might be one out
of ten games, of rothers it could be every other game. Then we'd need a
standard for what exactly we are discussing - is it the full DH / OTR /
BU / DS build, or if a person is using a portion of that build does it
also count. "I referenced this already in another post here, it's probably every 5 games or so. Time also has a massive impact on this though. during the day for my time zone, quite rarer, like once every 10 games. Prime time at night though where almost every match is a sweat fest? Every few games. So it can very significantly by time.
"Beyond definitions though, you'd probably need a data set. Over the last
50 games I encountered X Y number of times. That's boring, and not
everyone will believe it, but it makes things clearer."So that I do have. I play way, way more than the average person. I'm getting these numbers from about 300+ matches a week.
"On the second argument, is it unbalanced, discussing personal MMR is not
critical to it, we need to discuss what else survivors might do. For
the sake of argument, let's say the above build is very common. What if
it wasn't? Would survivors be running heal builds to trade off body
blocks? Gen rush? Sabo squad? If a survivor dedicates an entire build to
something it should get value, to consider the value we'd need to look
at what else a high MMR survivor could do."Discussing personal mmr is completely critical to this. This happens significantly more at higher mmr. A person at lower mmr probably never sees this, hence why they don't even see it as a problem. Yes, if they weren't running they above build they would be running other perks and yes, obviously you have to get value from perks. The issue isn't value from perks, it's whether they are too strong and simultaneously abusable for more than there intended purpose. Would those alternate perks they'd run instead be too strong? No. Would they be abusable? No. We already are looking at what else a high mmr survivor can do, that has nothing to do with the point being made here.
"The third argument, which is the meat of your original post, really has
nothing to do with high MMR and that discussion was a distraction from
the issue. This is an ethical discussion on player behavior and the
intent of perks. "It has everything to do with high mmr and is not a distraction, that's not understanding the issue. This abuse doesn't happen in lower mmr groups.The point is brought up to explain why others never see this happen and don't see it as an issue. It's also brought up because in higher mmr matches every second counts. Why is that relevant? Because you see people that don't play at higher mmr post things like, "just eat the DS", "just eat the UB". These responses make sense at low mmr where the time of the matches isn't pin point and you can waste time like that. This is not an ethical discussion on player behavior whatsoever. It is a discussion on intent of perks. Intent of perks and use of said perks is the entire point of this discussion.
"My opinion is tunneling will always be a part of the game as long as it
has an elimination format and survivors will have perks to try and
counter it. I see nothing wrong of trying to use those perks in an
offensive way because it comes with trade offs (time not spent on gens
for example). Is the trade off balanced? Well, that goes back to the
second issue."Tunneling will always be a part of the game, but that's not the discussion being made here. The discussion here is abuse of perks. You're conflating two things that are not the same. Anti tunneling perks are good. Abusing those anti tunnel perks for their unintended purpose is not. Saying they have a trade off is a pointless statement as the tradeoff is always in their favor, hence why they do it. If it wasn't worth the trade off they wouldn't do it.
"This does mean that survivors have to accept that killers might tunnel. I
think that leads to boring games, but its a core part of the game
design."This has nothing to do with this topic at all. My topic has nothing to do with tunneling. My topic is abuse of anti tunnel perks for their unintended purpose. Those are not the same topics.
After all this tangent none of this had anything to do with my question to you. The question was, hypothetically if it was a high mmr only explainable issue that wouldn't make sense to someone not at high mmr and I couldn't use "high mmr" as a rational, what is an example response I could give instead to convince them? Since you don't like my high mmr response.
You never actually answered this question.
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Whole lotta “ifs” in your ‘fact.’
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People want "tunneling" to be gone but to change that they would probably need to change the game core mechanics which lets be honest that's not happening any time soon if ever..
Most of the survivors I've encountered since I returned to dbd body block with OTR and some of them had DS on top after they went down.. people unhooked should become "ethereal" to avoid this situation and be disabled after all gens are done..
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Totally agree.
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Yes i think it's a big problem. Perks shouldn't make vulnerable survivors feel empowered, it ruins the killer experience. That was how the old meta was with DH and IW. Injured survivors had true invincibility on demand plus distance and they were completely silent. So they were better than healthy survivors which is not how the core game is designed.
If this DS change goes live it's gonna make recently unhooked survivors like that. Survivors will just use their defensive tools offensively and it will work and it will be massively frustrating for killers. I really hope they will reconsider the change. That they think about why they made that change in the first place.0 -
Discussing personal mmr is completely critical to this. This happens significantly more at higher mmr. A person at lower mmr probably never sees this, hence why they don't even see it as a problem.
I don't know about that. I've been playing the game for about two years, so a lot less than you, but I feel like I was hitting coordinated body blockers within the first couple months. I'm sure frequency is an issue, but I don't think anyone thinks it never happens.
Yes, if they weren't running they above build they would be running other perks and yes,
obviously
you have to get value from perks. The issue isn't value from perks, it's whether they are too strong and simultaneously abusable for more than there intended purpose.
Ok, why is it too strong? If the unhooked body blocks with this build how much of your time does it eat up in comparison to them just jumping on a gen? Or the all the other possibilities that could happen.
I'm not even saying you're wrong. But if you say something will be too strong with good survivors, if others respond 'can't just good survivors do A instead' or 'why don't you do Z?' you need to explain the difference, which probably will require multiple back and forths and never be resolved in just a couple of posts. The moment someone though throws out the other person must not be high MMR it makes it look like they can't actually defend their position.
It has
everything
to do with high mmr and is not a distraction, that's not understanding the issue. This abuse doesn't happen in lower mmr groups. The point is brought up to explain why others never see this happen and don't see it as an issue. It's also brought up because in higher mmr matches every second counts.
But every second should count in high MMR. That what makes high levels of any type of game different - a single mistake will be more costly because the chance of the other side making a mistake is radically lower. That can be DbD or soccer.
This is where I normally run into issues when I see people fall back to 'its high MMR, survivors are super efficient'. I don't doubt the super efficiency, but what about this particular thing is so much more efficient than all of the other tactics they could deploy?
This is
not
an ethical discussion on player behavior whatsoever. It
is
a discussion on intent of perks. Intent of perks and use of said perks is the entire point of this discussion.
Tunneling will always be a part of the game, but that's not the discussion being made here. The discussion here is abuse of perks. You're conflating two things that are not the same. Anti tunneling perks are good. Abusing those anti tunnel perks for their unintended purpose is not.
It really sounds like you are having an ethical discussion, you're using the word abuse and talking about how people should play the game.
The question was, hypothetically if it was a high mmr only explainable issue that wouldn't make sense to someone not at high mmr and I couldn't use "high mmr" as a rational, what is an example response I could give instead to convince them? Since you don't like my high mmr response.
You never
actually
answered this question
.That's because I don't think there is a clear answer and my point was more about invoking high MMR to discuss game balance and design.
But if you really wanted to do it: record a bunch of games and/or link to a streamer with a bunch of games that you think demonstrate the uniqueness of the issue.
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The killer needs to be punished. Hard. Maybe even banned.
Joking of course, but… there is another thread about this very thing, saying that tunneling is something that the killer should be punished for.0