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(Controversial opinion) nerfing gen regression into the ground caused tunneling and camping to up
So not long ago when gen regression meta got nerfed i said *if you nerf gen regression perks into the ground its just gonna promote tunneling* and now here we are killers are gonna tunnel cause now first 30 seconds of the game if you dont down someone you are gonna be behind. Pain resonance still a good perk same with pop but some other perks are bad or freddy bad.
I will ask you, have you ever seen call of brine, undone, dragons grip, or some Mediocre perk that requires something to get something? You prob did but you prob seen it once every blue moon. Hell even hex ruin is pretty bad spot right now.
Now im gonna ask about survivor perks, you see pain resonance and pop both perks requires you to hook survivors. But, what about survivor perks? What do they gotta do to activate their perks? Well just be in a match, alot of survivor perks just requires you to be there. Im talking from dwight all the way to felix. All perks (felix is the last one to do it) that requires you to be in a match to get benefits. Theres no way killer can stop the perk from activated (felix perk requires you the killer to let them heal to counter the perk). Theres also no way the killer can know this perk activates and im not even talking about gen progression perks im talking about all perks that activate by being in a match. Just imagine if a killer has a perk that said all gens regress for no reason im pretty sure everyone would be mad.
Now bhvr is introducing bnp perks (which are weak but introducing a scary concept perks) and we have bnps that is still strong. Toolboxes got an unnecessary buffs to sabo so if you finally got that deserved down to get more pressure you can lose it in a second cause survivors can sabo hooks at speed of light. And, flashbang can put a killer in a lose lose situation and theres nothing they can do which only way to counter this is to slug or just wait for them to stop doing no skill flashbang save. Toolboxes are still strong and can stack with gen progression perks to make gens fly. I was on a gen with anniversary toolbox with deja vu and the gen flew so fast.
Then i made post saying bhvr buffed alot of survivor perks but no killer perks was just a bad idea (alot of people say im a killer main but i play both and i will say this patch was survivor sided hands down).
Then theres the maps, the maps are just bad. Realm offerings need removed cause i got sent to dead dawg saloon soooo many times for survivors use perks that either have no counter to bully me or they just locker save me. And, theres so many maps that are survivor sided that arent fun (looking at badham) and im starting to bring lightborn and realm decline offering or dc in the menu.
Killers have to tunnel cause kicking gens dont help anymore cause once they help they get nerfed. More nerfs to something that helps killer bring pressure means killers will tunnel more to bring more pressure.
Comments
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Not controversial and also not true.
32 -
Tunneling happens regardless of gen regression strength.
There is a good handful of gen regression perks that have a high pick rate. Eruption and Call of Brine are the only ones that aren't being used anymore.
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Nobody is saying tunneling doesn't happen when gen defense is strong, but it certainly happens more. And i have noticed it far more often in my games as survivor since the nerf to all the gen defense perks recently.
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I'll give you that it could have increased the quantity of tunnelling. The problem with trying to prove a direct link is that there has always been tunneling. During the Erupting Call of Overbrine 3 gen meta players still tunnelled. During OG Ruin when skill checks had to be made players still tunnelled. So, did nerfing gen regression cause it or was it the move to MMR and away from Emblems (which rewarded multiple hooks), was it the content creators, etc? It's hard to say and pinpoint.
The second issue is saying that Killers need to tunnel. They don't. It's not necessary and will only appear so if you are now at a skill level that your chasing and macro skills don't support and your only chance is to tunnel (when you could have developed those skills more by not tunneling and gotten there eventually; just not immediately).
The other issue with tunnelling is that it's a disproportionate skill floor and takes far less effort to implement than to counter. That's irrelevant to why Killers tunnel; it suggests a balance issue.
If tunnelling can be effectively dealt with then, yes, Killers may need buffs, gen speeds might need nerfs, etc but until tunnelling is dealt with it's much harder to get the data to see what exactly is needed.
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Killers use unsavoury strategies regardless of how much the current meta favours them or not. It's a player issue, not a perk one.
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Same Before gen regression nerfs i barely see a tunneling killer
After nerfs i see it alot and i get it cause i see gens flying what can the killer do?
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Player issue is lacking basic empathy and understanding the opponent wants to win and will do everything they can within reasonable effort for them to win.
As for game/perk issue, the more devs nerf slowdown options that allow killers to comfortably play without resorting to these strategies for longer, the more often and earlier killers will start apply the main strategies to apply pressure. Pretty simple thing.
If killers dont feel like they can spread hooks with nerfed slowdown anymore, they'll start using other means of pressure.
On contrary, killers won't be allowed to just have powerful regression that allows to throw game sense out of the window and play the game like pure 1v1 because when that's possible, survivors have to both get rolled in every chase until it doesnt matter if they last for a while and be unable to keep up. Doesn't sound like fun either.
"Unsavoury" strategies are the necessary evil here. The only part about them that needs to be regulated is getting rid of the ability to mindlessly apply them in every possible situation which devs have been doing successfully so far.
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the more devs nerf slowdown options that allow killers to comfortably play without resorting to these strategies for longer, the more often and earlier killers will start apply the main strategies to apply pressure. Pretty simple thing.
SO beyond bored of this narrative. Killers have camped and tunneled in EVERY single meta and state of balance this game has ever had irrespective of necessity. There's never been a time when camping and tunneling wasn't a common occurrence.
In fact, killer behaviour seems to be at its worst during the times the deck is already stacked in their favour. Case and point, this year's anniversary event. It wasn't enough that the event abilities and most of Tryks's tricks favoured killers, but the camping, tunneling, and slugging was absolutely off the charts.
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When Eruption Overbrine was meta, Id still see people tunneling in my SoloQ games, and most of the time it was an absolute slaughter.
When regression is at its weakest, you see tunneling, but you also see it when regression is at its strongest… this is because getting a single player out and forcing a 3v1 is the easiest way to win, the path of least resistance, so players will opt into it regardless if it is necessary or not.
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It doesn't CAUSE tunneling and camping, but it does certainly increase the amount of it. There was always tunneling and camping.
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yup
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and im bored of people saying killers should win with fairplay in a game not balanced around that. or asking the game to be lobotomized whatsoever just so they get even more artificially equal games.
also, saying killers "always camped, tunnelled, yadayada" is such a black and white take. it's a fact that the stronger slowdown options were, the less likely killers were to resort to these strategies because they could win without them.
multiple people spelled it out for you: quantity of "unsavoury strategies" reduces proportionally to the quality of slowdown options available, especially the ones that encourage "savoury strategies". If you want to focus on people still feeling the need to play like that, then you miss the entire point.
People will always camp, tunnel, slug and protect gens for as long as the game is designed around downing people, stopping to pick them up, put on a hook up to 3 times to kill them, while not letting survivors complete an exponentially growing difficulty objective.
You won't force all people to play fair unless you fundamentally change the core design premise of this game and make it so the optimal play is playing fair. But I assure you, if that happens, you'll come to sorely regret that, because you'll get rid of the optional skill expression killers can apply when survivors they finally got arent playing like concussed seals.
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The dishonesty of it all.
Killers tunnel because it's the path of least resistance to a win. Not because it's necessary. Not because slowdown is nerfed. Not because of anything else. Simply because it's easy.
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>Killers tunnel because it's the path of least resistance to a win. Not because it's necessary. Not because slowdown is nerfed. Not because of anything else. Simply because it's easy.
lmao, have a good day.
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There's no way you unironically think tunneling is necessary for a win. In modern DbD? Where even the average killrate is almost 60%? That's absurd.
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I think your replies no longer merit an answer apart from this one to spell it out for you since you're clearly thinking I'm going to entertain that discussion further.
By saying thing like "killers play efficiently because it's an easy way" or bringing up killrate statistics in a game where people casually throw and give up without trying you've discredited your position so much to me that I dont think anything more needs to be said.
I established my point and I believe you're fundamentally wrong in your understanding of even more basic things than the actual subject of this discussion that I dont see the reason to argue with you any further as it would be an even bigger waste of ours time than such discussions normally are.
So, as per my last reply, Im wishing you a good day and please don't bother me with this discussion anymore.
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That's a really long-winded way to say you don't have any valid rebuttal.
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Love your user name
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Bad maps are causing tunneling and camping
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Even during the cob/overcharge/eruption meta, there wasn't significantly less tunneling and/or camping even though that perk combo was probably one of if not the strongest gen regression builds the game had ever seen.
Killers will always tunnel because it's very easy to do and highly effective for how easy it is.
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In some sense I can agree. Slowing the game down (regression) is better than taking shortcuts (tunneling/camping). But 4 regression perks aren't necessary. And in most cases even 1 isn't necessary.
It can vary by killer (there are exceptions) but slowdown is ultimately a crutch that skews the game in the killers favour, patching up the holes in your skill and macro game sense. There's a point where it becomes excessive, and that's why the nerfs, killers were relying on regression far too much, and still do.
If you can't win without more than 1 regression perk, your MMR is likely too high. That is to say if you can't win at least 60% of the time without regression, your MMR is too high.
But then there's an issue of confirmation bias too. You could be winning plenty, but a 60% win rate doesn't 'feel' good because the 40% losses are more impactful and tilting, so you still keep sweating because you need to win 'every' game, not just 60%.
So it's not really a case of 'nerfing regression cause tunneling'. It's 'killers being desperate to win 100% of the time causes tunneling'.
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even with tunneling, if you face a swf, which is 9 out of 10 games, you can call yourself lucky with 2 k
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If you get a 2k at best in 9 out of 10 games, the problem is not SWF… The problem is you as the Killer.
Really, even if you face SWFs THAT often, you will definitely not face SWFs that often which are that strong. Most SWFs are just chill groups and are not sweaty at all.
@Topic:
This is just incorrect. Even with the most Regression possible, which was the Eruption/CoB/Overcharge-Meta, there was still a lot of tunneling and camping. Even if you basically had to try to lose with this combo.
I just think the constant nerfs to Anti-Tunnel from the Devs made the last Killer realize that tunneling is the best strategy. The most Slowdown is created by having Map Pressure and you have Map Pressure when less Survivors are around. So even if they buffed Anti-Tunnel a bit, it still remains the easiest and most efficient way to just camp and tunnel as Killer.
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Tunneling has always been one of the most effective strategies in dbd for killer. Nothing is more powerful than to shift the match into a 3v1 as fast as possible.
People tunneled when ruin undying was extremely strong, people tunneled when gen kick was winning games and people tunnel now. People would propably still tunnel if gens took 120sec to complete. Why? Its often the simplest thing to do.
Sadly in th current state, tunneling is sometimes awful and sometimes a necessary evil. Tackling it effectively would very much involve a change in the core mechanics of the game.
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I don't know how you can say Ruin's in a bad spot but Pain Res isn't. It's all bad. You're not behind in the first 30 seconds. You're behind all game, from start to finish. How many matches have you played well all match, and they're still running out the exits on you? Where was the game-winning play that they did, or was there even one? And this is a result of killers getting nothing from hooks. We went from entertaining, "What if Pain Res was just a base thing?" to "Killers do 5 whole percent with 1 kick? So OP!" And propping up things like the gen kick limit, but also claiming that you'll never see it in a killer match. That's on top of base BT, which will almost always be used offensively. What is a killer to do? Down someone every 15 seconds? 2 people can do 1 gen in 45. 1 can do 1 in 90. This is assuming nobody uses gen speed-up or can loop at all. The math has never been killer-sided and just keeps getting worse every update.
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It most certainly is controversial. The reason gen defence got nerfed is because people claimed it made tunneling stronger, even though that's an oxymoron. How can you spend the whole game going for 1 person at a time, but also completely control all the gens? You can't, except against bad players. But they have the biggest piece of the pie so they got what they wanted. Nerfing gen defence absolutely made tunneling and camping more appealing. A killer's not gonna just settle for less time. If they're gonna lose by default because they no longer have time to do their objective, they're gonna start taking shortcuts. I used to never tunnel, and now I almost always have to. What's the average result? Probably a draw still. They've made it to where as long as survivors know to do generators, it doesn't matter how bad they are, because they'll still just win. You used to be able to punish bad chasers by getting Pop and Pain Res off them, but now those don't even regress close to 1 piston's worth. This is in a game where you could regress 2 full gens worth of progress, and they'd still beat you. So guess how much worse it is now.
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So as an alternative, because tunneling is such a bad thing, they've just decided to not let killers have anything. They took 1 side's scenario where they "couldn't do anything" and shifted it onto the other.
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Given a brief look at the data, the numbers and complaints are about the same, so I don't think it's connected to gen regression at all.
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Gen defence perks "aren't necessary" because they've become obsolete. It's no longer the case, "I can win without gen defence because I'm just that good." 4 chase perks will serve you better than 4 gen perks. Maybe even 1 chase perk would be better than 4 gen perks. It definitely wasn't a crutch when it was a thing.
And this has always piqued my interest, that we demonize killers trying to win, calling them "desperate" or using sweaty as an insult against them, like that would fly in any other game. But I don't see survivors being interrogated for their priorities, which are the exact same. People want to win.
Tunneling is playing smart, with strategy, for the purpose of winning. Until there is a better alternative to tunneling, which I highly doubt these devs will ever consider, people are gonna keep doing it.
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I am probably at a lower scale of ability so my own experience is usually where I and many I play with struggle against overt and incessant camping and tunnelling.
However, I will have to take the consideration of many killers who say it is a ‘needs must’ thing for them against higher ability players.
The obvious thing then is to really focus on matchmaking as it is the same tools but people who know how to use them better.
ideally it would be for those who must use strategies such as tunnel and camp to do so against those who genuinely play so efficiently and well to the point that these strategies are needed. Seems a bit pointless using them against the kind of players that hasn’t driven the use of such.Of course the big issue is that matchmaking and MMR is nit going to be easy to manage and implement but hopefully we’ll make progress there soon.
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you don't spend the whole game going after one person, tunneling is not that hard against an ill-equipped random group of players which is your average match. You can accomplish this within 2 or 3 gens. Unless of course per typical dbd forum logic, you're playing swf match after match, 4 DH, 4 DS, 4 medkits, 4 lithes and that's the only perspective you can view the game through
will never understand anyone who is against the gen kick limit, basekit bt, face camp, etc. They were healthy changes, no one should secure a kill by standing in front of you or just hitting you immediately off hook when you're in no position to do anything about it (glad I joined dbd right after basekit bt). You don't see the gen kick limit much in games because the mechanic is doing its job of deterring that play style, not because it was never an issue.
2 people do a gen in 54 seconds uninterrupted, 2 people on a single gen is already bad . You should be able to secure a pain res, pop, etc within the time it takes to double a gen or at least regress 1 if they're splitting gens.
tunneling will always be the path of least resistance and people will say it's a necessary evil no matter the state of the game because it's the simplest way to reach the end of the match and have a feeling of satisfaction that you 'won'.
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Yeah, they call themselves that, but there's nothing stopping these "chill" teams from doing gens fast, body blocking so the killer can't get downs, and still walking out the gates without a care in the world, meanwhile the killer was sweating. I've gotten plenty of 2ks as killer as of late, and it wasn't for lack of trying. This is the hardest killers have had to play, to get worse results, I've ever seen in the game's history.
I've heard people experimenting with Dracula's wolf hug tech. I have no interest in pursuing it, but those players are gonna need it. In Dracula's base form, he straight-up can't get people at certain tiles, the same as any M1. Those killers can't do anything against survivors who know what they're doing. And killers who are basically M1 with a kind of twist, like Nemesis or Singularity, have similar results. SWF doesn't have to sweat against them to beat them. They just do gens, loop decent, no real game winning plays, and get 3-4 out. 4 out every time if the killer isn't tunneling, because the game will be over on his 4th or 5th hook. 2ks are no longer a thing to scoff at; it's what the devs want your result to be every time.
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Yeah, they call themselves that, but there's nothing stopping these "chill" teams from doing gens fast, body blocking so the killer can't get downs, and still walking out the gates without a care in the world, meanwhile the killer was sweating. I've gotten plenty of 2ks as killer as of late, and it wasn't for lack of trying. This is the hardest killers have had to play, to get worse results, I've ever seen in the game's history.
I've heard people experimenting with Dracula's wolf hug tech. I have no interest in pursuing it, but those players are gonna need it. In Dracula's base form, he straight-up can't get people at certain tiles, the same as any M1. Those killers can't do anything against survivors who know what they're doing. And killers who are basically M1 with a kind of twist, like Nemesis or Singularity, have similar results. SWF doesn't have to sweat against them to beat them. They just do gens, loop decent, no real game winning plays, and get 3-4 out. 4 out every time if the killer isn't tunneling, because the game will be over on his 4th or 5th hook. 2ks are no longer a thing to scoff at; it's what the devs want your result to be every time.
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How? Did i miss it?
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genuine question because I don’t play killer and don’t know the it nuances and intricacies from a killer perspective but, when you say it is harder now for killers than before, what makes it so?
Aren’t maps generally smaller compared to before? Aren’t certain perks that many agreed needed nerfs such as dead hard and mft nerfed? Aren’t gens longer co complete than before? CoH and medkit nerfed?
Like I said, genuine question - am asking not asserting.
I do know that gen regression perks have been nerfed. But is this the main thing counteracting all of the other things above? If not, what are the ultimate factors causing the game to be more difficult for killers than before?
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Whatever. You're downplaying how difficult the average killer match is. They don't need 4 DS/DH, just 1 will do. And you're turning the killer winning into a point of shame like, "Yeah, he won, but that's not good."
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You could argue survivors rush gens because of how strong tunneling and camping are. A killer could at any point tunnel anyone out and if survivors are behind on gens they just lose. Doing gens keeps them ahead. There isn't a catchup mechanic for survivors to turn the match around the same way killers can.
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honestly it’s kill by any means, people will tunnel because it’s in their right too
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I play plenty of killer. Have done since 2019 so 5 years now.
I've never relied on gen regression perks. The most I've ever used is, Jolt, old Pain Res (which I stopped using after the info was taken away), or Call of Brine and Thrilling Tremors. Never all together, only one at a time.
I never intentionally tunnel or camp, because it's boring and I'm still in the mindset that 'more hooks = bigger win'. In fact I'm actively disappointed when a survivor dies on second/first hook because that's a hook I missed out out.
And yet I don't struggle to win games as killer. I'm still sitting around a 60-70% kill rate. Regardless of whether it's due to my skill or my opponents lack thereof, my MMR is clearly where it's supposed to be because I'm not artificially inflating my kill rates through crutch mechanics such as camping, tunneling, or stacking regression.
So I can't help but feel bewildered when killers, constantly, complain that "tunneling is necessary" or "regression is too weak".
MMR is a thing that exists, even if it's not perfect or consistent, it is on average in effect. It's purpose is not to be continuously inflated in order to boost your ego, it's purpose is to give you the matches you deserve. By trying too hard, you are making the game harder for yourself, that's why you "need" to camp/tunnel/stack regression.
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Before, Killers could win by not tunneling, so some did, some didn't. Those survivors who did some real research into the matter mostly reported something like a 1:10 ratio, ie one hardcore tunneling killer per 10 games. Sometimes a killer would start tunneling strategically at 1 gen remaining, but thats not what we are talking about here.
And nowadays things seem to have shifted rather dramatically. A much higher percentage of killers now feels the need to tunnel, in order to create the foothold they need for the game to not spiral out of their control. These days gen repair speeds are just out of control and very often the game is decided in the first 30s: did the killer by chance chose the god looper and don't realise immediately? Lose. Did the killer by chance chose the weak link and downed them in a timely fashion? Now the ball is still in the field, only 2-3 gens lost, but they couldn't have started 4 and 5…
The killer can't possibly be going after 3 different survivors and hook them as the chips fall, they must chose 2 and stick to them, or more often then not, keep an eye on the rescue of that one hooked survivor, stying close, but not too far that they can't patrol gens, because the 70s hook timer gives the other survivors all the time in the fog they need to finsih their gens and still come to the rescue of their mate.
The killer is quite literally stuck between a rock and a hard place from second one of the match. The only option to getting a breather is to kill one survivor asap and turn in 3 v 1, everything else is a fools errant.
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Killer is objectively in the strongest place it's been since I started playing.
Maps are smaller, loops are weaker, base regression is better (5% instant regression and no gen tapping), base chase mechanics are better (multiple buffs to action durations), survivors have slower vaults, can't cheese instant blinds, and are generally more restrained in how 'broken' their abilities are. (With maybe one exception being the latest buff to flashbangs, I've been seeing more of those)
Average Kill rates used to sit at around 50%, now they're at 60%.
I'm not saying killer is OP, on the contrary I think killer is actually in the most balanced place it's ever been after years of the game being generally more survivor sided.
And yet despite this, killers still camp and tunnel.
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If you don't run gen regression, you can play as scummy as you like.
Going thru the motions of hooking everyone needs some form of gen regression but a snowball killer with gen regression is brutal once they have their teeth in.
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You have no idea how broken swf is.
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That's been my experience as well. I started in 2021 (so three years now) and followed the advice given to me to let my skills grow organically. As such, I never used that much gen regression instead keeping it limited to one gen regression perk, no tunneling and no camping (Trapper is the only exception with both Corrupt and Deadlock to keep all my gens from blowing while I gather and set traps). My win rate on every Killer is over 60% without camping, tunnelling and minimal gen regression. Quite often I have no gen regression as it's just public matches and I find games more entertaining with chase and info perks.
So, when I hear people say about how tunnelling is necessary, etc I don't see it. I win the majority of all my games without any of those tactics. So, if tunnelling is so necessary then how come people are winning the majority of their matches without any of those tactics? It could be exactly what you said in the last sentence and, that by doing so, their MMR has been artificially inflated to the point where your chasing, information and macro skills, etc are underdeveloped for the bracket they are in and that's why it feels that way.
The only other exception I see is people that are at the soft cap because if you place a 1900 MMR person against a 1600 MMR person that person has almost no chance whatsoever. That can create the impression but that's more a flaw with having a soft cap then any need to do anything.
Post edited by TheSubstitute on3 -
Not controversial, is true, look how much tunnelling has increased since these perks were nerfed.
But I think the real issue is, early game is just SO weak for Killer. So so weak. If we fix Killer early game, we fix lots of need for tunnelling too. Tunnelling is almost always a desperation move.
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The stats do quite literally show that in a 4 man SWF the escape rate is only 8% higher than Solo, and that is with the top 5% of players, which is a very small portion of the game. Most SWF are duos, and their escape rate is about the same as Solo, 40% - 43%. Using a small minority of the game, like SWF, to justify or demand changes is flawed for the same reason it would be wrong to use Nurse as an example. Both can create unfair situations, but both represent a minority of the player base. But even so, the top SWF players don't even win 50% of the time.
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Right?
I've been playing since launch and there's legitimately never been a better time to play killer than now (aside from the gen kick meta of course). I can't understand how people are arguing that killer is in a rough spot right now.
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This is so true! I just had the most fun game in ages today. It was in Dead Dog Saloon and I don't know what happened, but the survivors weren't extremely efficient and it felt like a game from three years ago. I found a survivor immediately, but the chase was quite intense, with two or three pallets just a couple of frames too early to get the down. But when I hooked that first survivor, only one gen popped.
I then got into a coupld more chases, hooked basically every survivor, and the gens were just poppeng here and there. In the end I killed off one survivor at when the last gen popped, one escaped immediately and from the last two I managed to down one while I chased the last one off. It was a draw by all accounts, but it felt like so much win.
Usually I shift gears when 3 gens are done, or 2 gens and one gen I pass by is already progressed so far that I can't feasably hold it. But this game today, that felt like something from 2021, when I started.
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For those interested, today I streamed after a long hiatus (though without me talking … I talked the entire time, but I wasn't recording, obviously … I need to figur that out till next time :P).
I was playing a lot of Legion, because the current tome page got this "Irridescend Chaser emblem" challenge, and I figured that Legion would be good at this, but ugh, they are so weak against decent survivors. Grandted, I haven't played Legion in quite a while, but it was not pretty.
https://www.twitch.tv/videos/2244093727
The first match I actually didn't do too many things wrong, but boy oh boy had this main building some nutty RNG! Never seen anything like it, so I got royaly confused. If that Belmond hadn't given up, I would have been laughed out of the match, and even so the survivor at the end wasted as much as my time as possible by crawling into their precious comp corner. I ate a lot of pallets this match, but really, with Legion I don't know what I could have done better. It didn't help that the Claudette outplayed me two times and the main buildings layout just confused me time and time again.
Match two was in RPD and think I did really well. I tried to go for opportunities, broke chases immediately when I could see that they lead nowhere and got this massive outplay in the middle. And STILL the survivors got a massive win in this one. At the end I fumbled a bit, because I thought that the exit gates were already open. I think that if I had shot down that Mikaela I might have turned things around, but alas, it is what it is. The smack talk afterwards was quite interesting, though, because I played Legion and Weave Attunement, I didn't deserve a single ounce of empathy and was a Weave Rat. That was a new one :D
Match three I hard tunneled one survivor out at 5 gens, and still couldn't get a 4K. I slugged one survivor for one round on the gens, but then eventually hooked them when they were picked up and I couldn't find their compagnion.
After that it was payback time and I switched over to my main Pyramid Head and went to town. "Overconfidence is a slow and insidious killer" and I was indeed a bit overconfident at my down at 58min, and haha, that flashlight save at 58:22 was NUTS, but well deserved, especially since I left myself so open. But I never expected any foul play in that tunnel. In the same vein the teleporter right on front of my at 59:16 was pure comedy.
At match 5 on Ormond I had the challenge to kill my Obsession and Dwight was quite salty about getting killed at 0 gens remaining, oh well. But it was a mostly enjoyable match, even though it ended with a draw.
Match 6 got me my second Obsession kill (with another rage DC) and the twitcher I was against wasn't half bad, and even though I was a bit angry at her Ada friend for all her sneaky tactics, they weren't actually be doing anything bad. I showed mercy to the Alucard player who seemed rather new, at one point I nearly tunneled him out, but luckily he got away <3
Match 7 was me trying the Trickster master challenge, and boy am I bad with Trickster. But really, after his PTB he really isn't a lot of fun to play. This match was just one plate of dirt after the next for me, mostly because I was trying to power up my Main Event and get downs with it. And somehow I barely made it! But it definitely wasn't earned. Oh well … I will never play Trickster again in the foreseeable future.
Match 8 was then Dracula, because I managed to P6 him and I wanted to see his full bloody outfit. That was a surprisingly fun game, the best I had in a long time, actually, because it felt like 2021 again, the one I mentioned in the post above, with gens popping one after another with a chase of delay between them, instead of just popping after the first chase. But dang, Hellfire is useless on most loops, and the Wolf feels as much a detriment to Dracula then to the survivors. Ugh, he is so unwieldy. I really love Draculas design and chase music, but I guess he is just too clunky and will disappear from the publics eye soon.
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I'll always find it funny how mad this makes people despite it being objectively true.
If you want the easiest win as the killer you find the survivor who isn'tthe best at looping and immediately tunnel them out. You do the same for a second survivor. If they haven't done 4-5 gens yet you've won. Either a 3K or a 4k guaranteed. Uncoordinated solo queue players cannot deal with the tunneling. And tunneling the weakest links requires the least skill expression.
And there's nothing wrong with that. If all you care about as killer is getting as many wins as possible in the easiest way then by all means do so. Yet so many people get mad if you don't give them a crown and call them the best killer players in DBD history.
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