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DO NOT LET SHOULDER THE BURDEN GO LIVE

dear god do not let this perk go live will make swf unbeatable

also hit me with the "just dont tunnel and get better comments" so I can tell you how this perk screws over people who aren't tunneling

we need to really stop adding whatever OP, abusable things to the game and justifying them under the guise of "anti-tunnel" then telling people who point it out that they're just bad. many anti tunnel ideas have proven to be abusable and this will be the pinnacle of that.

also, there are rare cases that you do have to tunnel so having perks that make it near impossible is bad. if ur going against swf who does gens fast then you have to tunnel in order to keep up, and that has nothing to do with skill so do not pretend like you can just outskill a situation like that. playing nice requires getting near 20 second chases and teams like that simply do not allow it.

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Comments

  • radiantHero23
    radiantHero23 Member Posts: 4,219
    edited November 10

    Compared to stuff like ds and OTR, I don't see, how you can abuse this?

    I understand, that some killers often come in situations, where they FEEL they have to tunnel to WIN. However, this is often either due to the lack of strength of the killer, the lack of a positive mindset or bad gameplay.

    In regards to the third. It's fine. We all make mistakes. I see tons of people, especially content creators that lack the ability to reflect on their gameplay.

    This perk does not seem to have that many abusable things. Hookstates will run out eventually. It's even shown to the killer.

  • Elan
    Elan Member Posts: 108

    Absolutely welcomed perk. I play both sides equally and as maps get more killer sided, killers get huge basekit buffs I disagree that tunneling should be that easy to do. I do go against strong teams a lot, and as I don't really have much fun versing comp squads a still 4k most of them. Just to say, yes i do run 3 stack slowdown, 1 stack track perks. I already throught that decisive strike should become basekit to help health of the game. Whoever would want to tunnel will eat ds anyway and with longer gens and solo qs it's doable to get someone out of the game at 3 gens left, especially with killers who lacks counterplay - Chucky, Blight, Nurse,… So no, I think this perk is completely fine. And doubt that you will see 4 man all running this perk. Statistically If I would slug every game as killer then i would win most games, because most swfs i go against run Windows of oportunity, dead hard, ds and varies perks like iron will, lithe etc. If this perk should be nerfed in any way, then at best make it that you can do it once per survivor.

    PS: The hook will still be distributed between survivors. In my opinion this perk is completely fine, if even shouldnt be basekit.

  • StalkingYou
    StalkingYou Member Posts: 133

    not tunneling already extends the duration of which 4 survivors will be alive.

    usually you focus on two survivors to win the game.

    having other survivors take stages for other survivors makes it a 4v1 for even longer, when playing "nice" and not tunneling already keeps it like that for a long time by itself.

  • StalkingYou
    StalkingYou Member Posts: 133

    if you are playing any killer that cant end chases extremely quickly and youre going against good team then yes, more times than not you have to tunnel.

    the gens go so quick that you really cannot afford to mix hooks, no matter your skill level.

    having a perk that literally forces the hooks to be mixed = nothing the killer can do. survivors are allowed to do their objective as quickly as they want but the killer is not.

  • StalkingYou
    StalkingYou Member Posts: 133

    if you are winning every game you play against 'good teams' by playing nice then you are either playing nurse or not going against good teams to begin with

  • StalkingYou
    StalkingYou Member Posts: 133

    well, "not tunneling" doesn't exactly mean going for 12 hooks. if youre not going for 12 hooks then this perk still costs you time before someone dies.

  • StalkingYou
    StalkingYou Member Posts: 133

    what I mean is that (unless im a dumbass and got the math wrong, pls correct me) is that the only time this perk has "no effect" is when you are going for 12 individual hooks. going for survivor A, then B, then C, then D.

    this is already a horrible strategy in of itself because it leaves the game a 4v1 for a long time.

    anything else that kills the survivors faster (even if its NOT tunneling, just not splitting up your hooks as much) is punished by this perk.

  • jesterkind
    jesterkind Member Posts: 7,805

    Not… really?

    "No effect" is a high bar, for the record, I'm mostly considering "barely any effect" as the benchmark here. It'll do something, I just don't see it being that impactful.

    My reasoning is, you already got 90% of the value from that hook anyway. You already finished the chase, you already used up resources, you already dragged someone off a generator to get the save, and so on and so forth. If the hook state just disappeared, absolutely you'd be getting something meaningful taken away from you, but as it stands the hook state just goes on another survivor instead.

    You're as close as before to your goal, it's just a different survivor that gets a step closer to death. I can't think of many scenarios where that's going to be particularly impactful, unless you're trying to focus someone out either through hard tunnelling them off hook or like, soft tunnelling by bouncing between two survivors. In those scenarios, it's perfectly acceptable for the perk to be strong, that's what it's designed for.

  • Akumakaji
    Akumakaji Member Posts: 5,452

    I am not liking this perk, but its not MfT levels of brokeness out of the box. Sure, it can make playing SWF a real hassle >__< But we can't outright deny every good survivor perk out of the box and then rage that we see nothing but the same old 6 perks in use.

  • StalkingYou
    StalkingYou Member Posts: 133
    edited November 10

    you are not understanding, if a survivor has 2 hook states (doesn't mean youre tunneling) and someone with 0 states comes in and takes one then that is at least two more hooks you will have to get to get one kill. that is insane.

    also, "soft tunneling" no offense but really? that is the most ridiculous thing ive ever heard. I sorta get punishing the killer for turbo tunneling one person but it seems as if any time the killer goes for their objective quickly then they deserve to eat "strong perks"

  • jesterkind
    jesterkind Member Posts: 7,805

    I guess, if you're in a really specific scenario where only one person is on death hook and someone has 0 hook states and that person has StB, then you're put in a worse position because everyone's hook states are normalised… but that seems pretty specific to me, how often is that likely to happen?

    It's not even as though that's unwinnable, either, at least on paper. You still have hook states, you've still created deadzones, you're still mounting pressure, just somewhat less than before.

    I don't know, I think I'm okay with the anti-tunnel perk having one specific niche scenario where it also does pretty okay, that doesn't seem like a huge downside to me. Maybe I'm wrong and it'll happen constantly, but right now, I'm not particularly worried.

  • StalkingYou
    StalkingYou Member Posts: 133

    "how often is that likely to happen?"

    well, now it will happen very often, because I guarantee you teams will dedicate one person to be the "StB" guy (just like they have one person be the deliverance guy) who will do gens + hide + play super safe to not get hooked.

    this is also the case if you do the strategy where you juggle two survivors, and that strategy has no reason to be punished. the only Strat which I can somewhat agree should be punished is turbo tunneling, everything else is just punishing the killer for playing remotely efficient, which is ridiculous.

  • StalkingYou
    StalkingYou Member Posts: 133

    I would not be denying the perk out of the box if it weren't for the several already-insane anti-tunnel tools that SWF already use to make tunneling near impossible.

  • jesterkind
    jesterkind Member Posts: 7,805

    I mean, that's assuming that you're very likely to be facing a super coordinated 4-man SWF as well, on top of the assumption that those players themselves will immediately pick up this use of StB, which… I mean, those teams aren't that common, so I don't really buy that.

    And yeah, it'll activate if you juggle two survivors, that's true. I'm fine with that. It's still trying to circumvent spreading pressure, so it's perfectly okay for survivor tools to answer it. It's not the giant problem that hard tunnelling is, but it's still something you shouldn't start to crutch on as a killer in case something changes to make it harder.

  • StalkingYou
    StalkingYou Member Posts: 133

    no one mentioned a super-coordinated 4 man swf? you do not need to be super coordinated to tell certain teammates to run a perk, and also be efficient on gens.

    "its still trying to circumvent spreading pressure" yeah and that is the problem. why is the killer punished at every angle for doing remotely anything that could make the game easier?

    "its not something you should try to crutch on as killer"

    using good strategies does not mean its a crutch… it just means you are playing to win. this is like me saying that we should get 60 second deadlock because survivors crutch the game by doing generators too fast and we need something to circumvent that pressure.

  • StalkingYou
    StalkingYou Member Posts: 133

    the brainwashing of survivor mains to make the killer look toxic for going for their objective quickly has worked on you I see.

    tell me, what are your thoughts on genrushing?

  • jesterkind
    jesterkind Member Posts: 7,805

    Yyyyes you did? You're backing it up now by saying that you're talking about players who tell their teammates to run a perk. That's a coordinated 4-man, and if they're coordinating to also keep one person out of the action to use their perk in a specific situation, that's a level of coordination that goes beyond the norm. That's a coordinated 4-man group, solo queue players can't do that and neither can other configurations of SWF.

    The killer is also not "punished at every angle" for "remotely anything", I don't even know where that's coming from. Specific unbalanced cheese strategies have been getting weakened, like tunnelling and camping, and separately I'm making the claim that learning the fundamentals makes you less susceptible to balance changes, but none of that translates to either killers being punished or it being because they're doing stuff that just makes the game easier. There's obviously way more nuance to it than that.

    As for it being a crutch, it is one if it circumvents basic gameplay and your gameplan revolves entirely around that. If that doesn't describe a crutch, what does? I'm not saying it's like, morally wrong to use crutches in games, do whatever you want, I'm just pointing out that relying on crutches means you're gonna be in trouble if those crutches are ever taken away or made weaker.

    Like, for instance, a perk that exists to answer that tactic. Your opponents are allowed to have tools that actually affect your gameplay, after all.

  • StalkingYou
    StalkingYou Member Posts: 133

    so what does that have to do with doing your objective quickly again?

  • StalkingYou
    StalkingYou Member Posts: 133

    yes they are punished at every angle for any attempt to play other than nice. your comment about soft-tunneling proves that.

    tunneling itself is just a word made up by survivor mains to make the killer sound toxic for doing the objective and it very much has worked. soft-tunneling is even funnier.

    "specific cheese strategies have been weakened" you mean tunneling/camping has been made impossible against swf due to the tools being wayyyyy too strong to deal with unless you are playing nurse or some other s tier killer?

    "it is one if it circumvents basic gameplay" ok please tell me what is basic gameplay? this is the exact problem I have been talking about. "basic gameplay" for killers is playing nice and rotating hooks and keeping everyone alive. what is basic gameplay for survivors? it doesn't exist, the survivors who rush gens every game are seen as "efficient" while the killers who rush kills every game are seen as toxic tunnelers relying on crutches.

    maybe consider that players on either side aren't relying on "crutches" but that the alternative ways of playing are inefficient and stressful, and that expecting players to just deal with it when they're forced to play that way is unrealistic?

    and I never said that opponents are not allowed to have tools that counter certain strategies but lets not lie and say that the anti-tunnel perks aren't significantly stronger and significantly more obnoxious than the anti-gen perks, and survivors continue to get them.

  • StalkingYou
    StalkingYou Member Posts: 133
    edited November 10

    the killer is punished at every angle if they play even remotely efficient, your comment about soft-tunneling two survivors (lol) proves that.

    the word tunneling was made up by survivor mains to try and make the act of the killer going for their objective quickly sound toxic. and clearly it has worked.

    "specific cheese strategies have been weakened" you mean tunneling and camping have been made physically impossible against swf due to the mountain of obnoxious anti-tunnel (both basekit and not) that they have been given?

    also maybe consider that both survivors and killers are doing their so-called "crutch" strategies not because they are bad but because the alternative way to play the game is inefficient and stressful. if going for 12 hooks and playing "nice" was made an actual GOOD strategy, you would see it alot often. but its not. and telling people that they're crutching when they don't use bad strategies like those to win is the type of survivor logic I would see in the endgame chat.

    and yeah, I never said that both survivors and killers aren't allowed to have perks that counter certain strategies, but lets not lie to ourselves and say that survivor anti-objective tools aren't significantly stronger and obnoxious than killer anti-objective tools. this is, again, due to the stigma that tunneling is a major problem therefore nuclear solutions are "needed" while gens going quick is seen as a much smaller problem, for some reason.

  • Tits
    Tits Member Posts: 314
    edited November 10

    One thing to note about this perk is that your tunnel target can simply change. It takes very coordinated balancing of hook numbers where all 4 people have the perk and take eachothers hook states, but the person that just took a hook state from someone now might have 2 and can become the new tunnel target. So it is only effective up to 4 hooks because after that they could only trade who gets death hook

  • jesterkind
    jesterkind Member Posts: 7,805
    edited November 10

    So, I think part of the problem here is that you've gotten really wrapped up in some heavy "us vs them" thinking, and it's clouding your understanding of things.

    For instance, tunnelling. It's not a made up term by those dastardly survivor mains just to smear honest, hardworking killer mains… it's the term coined by players overall to describe a problem. Earlier in the game's lifespan, if the killer wanted to down someone the second they're unhooked, the literal only defences any survivor had were perks. That was, obviously, a huge problem. While it's not that bad anymore, it's still much harder for survivors to defend against than it is for the killer to perform, because it's a gap in the mechanics that's being leveraged for easier value.

    There are equivalents on the other side, too. "Genrushing" is a term that is often misused in much the same way as "tunnelling", but if used correctly, it describes a problem: If survivors bring the best possible tools to do gens quickly, and they all sit on different gens to crank them out as quickly as possible, there's very little the killer can do about it, it's an extremely unbalanced cheese strategy just like tunnelling.

    The only real difference between them is frequency. Tunnelling is far more common than genrushing, very few teams are that inclined to just make a match end in four minutes and leave with minimal interaction. It's also just inherently less common because it requires all four survivors to be on board, whereas there's only one killer who'd need to decide to tunnel.

    In your average game, gens don't go too quick. Unless all the survivors bring toolboxes and specific perks to boost them, gen speeds are the most in the killer's control that they've been in a very long time. That doesn't mean genrushing isn't a problem when it happens, but it does mean it's a lower priority problem just because it happens so much less frequently.

    As for the comment about "playing fair" and "going for 12 hooks", I find it a little annoying how many people leap to an extreme binary here. It's not "hard tunnel at five gens" or "throw the game going for 12 separate hooks", there's so many points between those two statements. The best thing to do is to learn how to effectively spread pressure, regardless of how many hooks that ends up being. You won't need to circumvent this with tunnelling or what have you if you get good enough with it, and if you do that, you won't be vulnerable to those crutch strategies being nerfed, which is inevitable for both sides if something's too unbalanced. It's just a matter of how long it takes.

  • Firellius
    Firellius Member Posts: 4,384

    Okay, so you focus on those two survivors and tunnel those two out…

    What if you're not tunnelling though?

  • Vishlumbra
    Vishlumbra Member Posts: 104
    edited November 10

    It’s really outstanding that every single person that supports survivors buffs, claims to be the best killer player in the planet, winning every game , destroying comp teams and laughing at how easy it is to play killer.

    It’s not. If you are winning every game, you are not in your MMR yet, when you reach that, you’ll find what happens when survivors just play decently for their objective.

    There’s a reason why basically killers play with only 3 perks, one has to be dedicated to corrupt intervention.

    “Tunneling”. How many more perks you need to avoid it? Hell, the simplest counter is keep doing the gens. Off the record, DS, etc, now this?

    Really guys. Realistically, a team of decent survivors cannot be beaten by the best killer in the world if they use this perk paired with the already existing perks there are.

    Spreading hooks is just terrible if you want to win. Seems survivor mains just want the killer to be chasing them like a puppy while knowing for a fact they will escape.

    Comp, decent players, are the benchmark for the state of a game, not random emotional attitudes towards the gameplay. “Play fair and nice and spread hooks and don’t tunnel and don’t slug and don’t do this and that” all of that, is just a way of saying you want to assure you will win. Good players either teams, pros or good streamers have proven time and time again what’s possible to achieve when you play to win, in such escenarios, the killer is basically screwed without certain strategies.

    When every single game in competitive DBD requieres tunneling and even face camping a hook, you can see there’s already something off.

    I always get the “but DBD comp is not the experience we all get” of course it isn’t. These guys play to win. I do understand that after the first game they play for hook stages, but the first match sets the tone for that, that first game proves the state of the game. If you keep 4 survivors up you will lose every game.

    The reason why killers actually win games is because survivors aim to rescue and escape with all 4. If they played to win and escape, they would escape at an even higher rate.

    You cannot bring goofing around mentality when balancing a game, of course you get games where survivors are just messing around , give up, dc, beg for free wins, but that is not an indicator of how the game is at its core. Right now, facing a decent team of survivors is very very hard as killer, specially considering that not everyone plays the same killers. There are well defined killer tiers and with some is actually very hard to win.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    The only time this perk does anything if you're not tunelling is if you happen to 2 hook one person before getting 1 hook on the person running this perk. Unless this perk gets used as much as BT got used before it was base kit that's just not going to happen very often. Even if it gets old BT levels of use rate it might happen once a match, which is not really the end of the world for something that is basically costing the survivors 4 perks for that level of consistency.

  • Teroo
    Teroo Member Posts: 17
    edited November 10

    It’s really outstanding that every single person that supports survivors buffs, claims to be the best killer player in the planet, winning every game , destroying comp teams and laughing at how easy it is to play killer.

    You don't have to be best killer on the planet to win vast majority of your games and there are stats to support that. Average kill rate is around 60% excluding games with DCs, so in reality probably 65-70% if you include that, you only have to be slightly better than average to win 4/5 of your games, it's just math.

    And I never said that I destroy comp teams, but you're going to face comp teams in like 1/100 games, vast majority of games are against solos/2 mans and it's super easy to win

    It’s not. If you are winning every game, you are not in your MMR yet, when you reach that, you’ll find what happens when survivors just play decently for their objective.

    I'm facing 4 man SWFs that average 5k hours on regular basis, but I guess I'm still not high mmr :((

    Also it seems like the most popular dbd streamers are not at their mmr yet too, because they're winning almost every game :/

    Bro, you don't know how mmr works, people with 300h are playing vs comp teams because it's so easy to get to the soft cap.

    And stop bringing comp dbd to balance discussion, it might as well be totally different game, there are perk/add-ons restrictions, they're playing on very few specific maps ect. ect., it's not experience 99,9% of players will ever get, full stop

    If you can't win the game because you needed 6 hooks to kill someone (and lets not act like this will happen in more than few % of matches) you just played badly. You're not supposed to win every game, as simple as that

    Post edited by Teroo on
  • radiantHero23
    radiantHero23 Member Posts: 4,219
  • Akumakaji
    Akumakaji Member Posts: 5,452

    What should this comment even imply? Being a tunneler is nothing heinous in itself, its just a part of the game - like "tool box user" or "med-kit selfhealer". But I guess a short two-word statement like this makes you look hip and edgy in your peergroup.

  • Akumakaji
    Akumakaji Member Posts: 5,452

    Bro, you don't know how mmr works, people with 300h are playing vs comp teams because it's so easy to get to the soft cap.

    The game literally matched a 20h newby killer with 3.000h me. That match was just sad.

  • StalkingYou
    StalkingYou Member Posts: 133

    thank you for enlightening me that it is possible to tunnel two survivors at once that's a new one

  • StalkingYou
    StalkingYou Member Posts: 133

    "if you cant win the game because you needed 6 hooks to kill someone you played badly"

    this is a very big self report that you have never really gone against a team who is actually efficient on generators and good In chase. by the time you get your 3rd down you've lost 3 gens.

  • Vishlumbra
    Vishlumbra Member Posts: 104
    edited November 10

    The statistic is a bit mmm angled. The BH stats also show that survivors escape 40% of the time, we talking about individual players. There´s 4 of those EVERY match. That means that each one of them has a 40% chance, Im no math expert, but that means that, considering that a "win" according to BH and MMR is killing at least 3, it adds up to more than 40%. Yes, killing one starts to lower the chance for the survivors to live, but each having 40 means that the killer win stat is not as simple as you all love to put it.

    We also have to consider that survivors can be mashed together in a single stat because they are basically the same, just re skins, where Killers are vastly different from each other, their powers range from worthless to extremely powerful so we cant just ignore those factors.

    If you are having a field day winning, good for you, but thats not the experience of most killer mains. Geez dude, as you love to toss the "simple stuff" factor, AFTER 1 CHASE if the survivors are not goofing around they will have completed 3 out of 5 gens. After 1 hook. Don´t you think the game goes a bit too fast? I think that Haunted by Daylight showed us a possibility, because people were messing around with secondary objectives that rewarded BP and were fun. Games were a bit longer, you had a bit more freedom chosing perks, etc.

    COMP is not a different game. It is the game played at the highest possible level. Just like in other games, the maximum capacity of players is used to gauge the state of characters and game design. You can´t just neglect everything saying " well they have more skill". I KNOW that they play for hooks, but thats the second game, on the first one, where the killer is doing ALL he can to win the game, it´s a forced strategy to slug, face camp, tunnel to have a chance. It is.

    Now, you can ignore COMP, lets pretend you are completly right and is different to the point of being a "DIFFERENT GAME" (lol sorry). You CAN´T BALANCE A GAME with FACTORS OUTSIDE THE GAME DESIGN CORE. If a good group of players can end a game in 5 minutes against the best killer player in the world, you have to at least take a look at the state of the game. Killers DO NOT dominate comp as you mention it. They dont. Thats why there are rules in place to actually make it possible to win against survivors that are playing at their maximun capacity. YOU HAVE TO BALANCE A GAME TO WHAT IS POSSIBLE TO DO. Everyone, eventually, plays to get better. The mayority of people play to WIN, not just clowing around etc. So, eventually, the skill base of players keeps rising and rising, if you neglect how the meta game looks like and just ignore the fact that is possible to utterly destroy a killer in 5 minutes, you are condeming your game in the long run. The game is succesful because of the thrill factor of surviving, facing the odds, right now is more like, unless survivors play EXTREMELY ALTRUISTIC, MAKE A BUNCH OF MISTAKES OR SIMPLY PLAYING TO ANNOY instead of winning, the killer will lose.

    There are lot of strategies survivors can use to counter every killer and most of them just involve rushing gens. Thats something to consider, also that holding a mouse button and sometimes pressing the space bar is by no means a hard skill to learn. If the game rewarded good chases, looping and strat from survivor side, we need to find ways to slow it down and give some type of objective to survivors so they can pursue other strategies instead of just, RUSH GENS, PRESSURE, END THIS.

    Why do you think that slugging and tunneling exist? Do you think BH decided that’s how it should be played? NO, players came up with this meta strategies after thousands and thousands of hours playing the game, finding what works and how to win. Game balance is exactly the same, you have to attend player complaints sure, but at the same time, consider every factor of why such strategies exist in the first place.

    The problem is that balancing killers is harder than balancing survivors, because each one of them has different abilities and different power levels. Can’t just judge all of them, mix them in a bowl and claim that playing killer is easy, because it’s not, every killer main feels the change. If I play a brand new killer, right now, one that I have never played before, I will get a field day, but after certain amounts of games, every single one becomes a nightmare till you suffer enough.

    Finally, brining streamers win rates into the conversation while neglecting competitive is just as incoherent.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Depending on map and killer, sometimes you have to tunnel to win. Sorry.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 221

    "Soft tunnelling" does not exist. You either are tunnelling someone, or you're not. Tunnelling is defined as going after one person over and over to the exclusion of all else, and it can be a form of BM. There IS no other kind, anything else is just tactics.

    If you are at a level where you seriously cannot use your Killer's power as designed to win, and must fall back on focusing one person out or slugging everyone from the word go, then you are at the wrong MMR and your perks are carrying. Take off those perks, readjust, and allow yourself to lose.

    Am a Killer Main. Have played for years. You DO NOT need a 4k all the time to pip, get Moris, do challenges and dailies, get BP, win, or have a good round.

  • Emeal
    Emeal Member Posts: 5,158

    What map and what Killer is it required to tunnel to 4K and I shall prove you wrong.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Dunno, who's your favorite streamer man? I can find a vod of them tunneling, camping, etc to turn a close game.

    Unless you're just better than people that play the game for a living. You're living in a fiction, my friend.

  • Vishlumbra
    Vishlumbra Member Posts: 104
    edited November 10

    There you have it. All comes down to the emotional, player choice of “you don’t need to 4K” be nice, get blood points so on and forth.

    That’s irrelevant for game design. GEEZ. You are not better than the best players in the world, you are not, you play casual and you don’t care if you win or lose.

    The “use your killer powers” LOL, where these people come from? Killer powers… you are suggesting that every single killer has the same chance?

    You want an utopian type of gameplay where everyone plays casually, don’t care to win and play by community standards. Have you lived life?

    By game design, if one side, being survivors, apply their best tactics and simply do their objective in order to “win”, the other side, the killer side, has no chance to win. That might sound ok if you don’t care to win, good, that’s your choice, but that doesn’t mean that something is correct with the design of the game.

    Like I wrote before and no one has challenged my post, you cannot balance a game considering community approved standards of game play. You have to adjust the game to what is possible to do, what could happen as people adopt better tactics and utilize your game elements to win, in such case, the new perk, paired with the all ready existing perks, cause an imbalance in the game.

  • Skillfulstone
    Skillfulstone Member Posts: 787

    I'll be honest, I don't like this perk in it's current state, but not because I think it's op. I don't like it because it disrupts people going for the gigachad™ playstyle (everyone on 2nd hook before any kills, people giving up not included).

    With no real way to keep track of who's on 2nd hook anymore, it'll cause accidental kills XD

    I also wouldn't put it past some people to use it as a tool to go next faster without being as obvious about it XD

  • Firellius
    Firellius Member Posts: 4,384

    By game design, if one side, being survivors, apply their best tactics and simply do their objective in order to “win”, the other side, the killer side, has no chance to win.

    This has literally never been proven. It's a bunch of chickens running up and down the forums and regurgitating it over and over, but no one has ever shown anything of the sort. In fact, what little experimentation has been done with regards to this showed the opposite: Hens and four of his friends each ran a number of consecutive matches wherein they not only did not tunnel, camp or slug, but they also played these matches without using killer powers.

    And they each won the overwhelming majority of their games.

    If you cannot win without tunnelling, that's you getting boosted by a crutch. If this perk tanks your winrate, then you indeed could not win without tunnelling. But what you go on to call an imbalance is just you getting your OP toy taken away.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,537

    You can see when a hook state is transferred as the Killer. It shows a yellow marker next to the perk user's name when it triggers, so there's no need to worry about that.

  • Vishlumbra
    Vishlumbra Member Posts: 104
    edited November 10

    I play Sadako dude. I don’t tunnel or slug or camp hook. I’m saying that there’s evidence of the imbalance, I’m saying that what you define as lack of skill (tunneling) became a thing because it was deemed as a way to play the game to win.

    All I get are emotional responses. You can’t balance a game based on that.

    I took my time and wrote a lot, just to get the same duh response of “u not good if u need to Tunnel” my god.

  • Skillfulstone
    Skillfulstone Member Posts: 787

    I'm freakin' blind XD

    Although it can still take by surprise if not keeping track though (it can also mess up remembering who went on a scourge hook and who didn't XD).

  • Teroo
    Teroo Member Posts: 17

    Lmao, are you maining Trapper and playing with meme builds by any chance?

    First of all, you're supposed to lose gens early on, you have no pressure at the start of a game so this is pretty normal, you're not supposed to 4k at 5 gens, losing 3 gens doesn't mean that you can't win, but anyway, if you simply put on corrupt there is no way you lose 3 gens before your 3rd hook, unless you're absolutely terrible in chase (which might be true in your case tbh), or you're playing vs comp team, which again, happens so rarely that is not worth discussing