Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Question for killer mains
how is it that tunneling is seen as a valid strategy to play off of but survivors running anti tunnel is crutch I’m obviously looking at this from survivor perspective so I need to understand from killers cuz personally I just see running anti tunnel as a means to safely play the game and go into a match which I find stupid in the first place because I shouldn’t feel I need a certain type of perk to play the game. I completely understand tunneling if you’re having a rough match to get pressure back and won’t even blame someone for it but there’s many people who tunnel at 5 gens like winstreakers, “comp” players etc. so it doesn’t make sense to me how running anti tunnel is crutch when tunneling is so commonly seen and played off as a strat when survivors have less control over whether or not their killer is gonna tunnel. You can be tunneled for being the weak link or if the killer takes a bad chase on you so it’s not like there’s an in between so I just want to hear from a couple killer main perspectives
Comments
-
I don't think that running anti tunnel is a crutch. I think that people can/should play however they want to play. All games have meta and there's always people taking advantage of that. I personally think dead by daylight gameplay is cringe in nature and more people need to accept that. Once you realize that intentional or not the game is easily broken with strategy whether that be tunneling, slugging, gen rushing, super looping or whatever the player base is complaining about at the time (Thrill of The Hunting + Devouring Hoping). If you loop me for 10 minutes straight and you all escape I'm the goober who let that happen. If I don't let you loop me for 10 minutes straight and I tunnel out your friends who aren't as good as you; would you say that is a fair strategy? If you anti tunnel me and I let you get out I'm still the goober and you just found a good way to counter me gg glng. I think that is fair, the problem is the reactionary culture that has been formed around using certain strategies/perks. I only have ~600 hours and I only play killer so more than likely I don't know anything and people are gonna be real upset with me but that's just the way I see things. All is fair in love and war
2 -
I don't judge it really if it's valid, but most people use it offensive instead of just as anti-tunnel and then is so ridiculous to have someone with flashbangs or flashlight behind you and you can't do nothing because he has every anti-tunnel perk in existance at the same time but you also can't chase or pick someone else up. Often they aren't even able to loop without them and basically only live longer than 3 minutes because they spam those perks xD
5 -
Antitunnel perks are equally as crutch as slowdown perks. They are not…
I would say both are required to use, if you want to win majority of your games.
Killers who cry about antitunnel perks are just sad they lost, because of it.1 -
Who's said: - "Running anti-tunnel is crutch"?
It's not. And never was.
7 -
Every things is fair game unless you hacking
7 -
This is correct, but that last bit of bias wasn't really necessary. Both sides have scrubs who try to blame anything but themselves for their losses. Both sides also have people who are perfectly reasonable who still think issues (including the side the play less of) are important.
4 -
I thought it was fairly unanimous that anti tunnel wasn't a crutch, it's a perfectly fine means to counter a perfect fine tactic. Perks are there to be used, we all have 4 slots so must use them wisely. Personally I like Noed which many consider a crutch but I don't care lol it's a perk to be used and it takes up 1 valuable slot so it's fair game like any other perk including anti tunnel perks
1 -
Most of us don't have a problem with anti-tunnel perks IF they're used to punish tunneling killers. Unfortunately, survivors will often use these perks offensively, such as body blocking you when you attempt to chase the person who saved them. Granted this isn't nearly as bad as it used to be (think old, pre-nerf DS and UB), but it is extremely annoying when you try to play nice.
6 -
so many killers I’ve face d have said it
1 -
So you've met a lot of salty killers whose opinions don't matter.
1 -
i don't know anyone who said anti-tunneling perks are a crutch tbh
3 -
I don't personally believe tunneling is a "valid" strategy by most means, and I have not seen a lot of discussion around anti-tunnel perks (Such as OTR and DS) being considered "crutches".
Tunneling is a byproduct of the asymmetrical design of Dead By Daylight. We like to talk about a lot of natural things in matches such as chases, powers, maps, looping, and information to see the point-by-point aspects of how matches are determined, but the truth is that only one factor matters: "GENERATOR EFFICIENCY"
Let's take a quick step back.
The point of balance from matches in Dead By Daylight comes from the fact that it is simultaneously Killer sided and Survivor sided - but at different times. At the beginning of a Trial, the matches are Survivor sided by rote: Survivors have all of their resources, have all the pallets upright and unused, and all 4 survivors are working on generators. It is the Killer's job to SEIZE this momentum. By burning through resources such as pallets, health/hook states, and item charges - Killers attain the upper hand and eventually sap the reigns away from Survivors. Sometimes it's a Shape using T3 to down the entire team during a poor-timed hook state at 1 gen. Sometimes it's 3 hooks and a hatch game by a very talented Nurse at 4 gens. This is how the game's core is designed.
It's important to remember - time is on the KILLER'S side, but Survivor's COMMAND THE CLOCK!
Back to GENERATOR EFFICIENCY.
Survivors must complete 450 charges of generator repair to power the exit and escape - if all survivors are on generators, this goes by at 4c/s. If they could teleport from one gen to the next - it would only take 113 seconds to finish them all. Chasing one survivor lowers this to 3c/s - taking 150s to complete. Nice. But hooking that survivor means that the Killer can force another survivor to save while they chase a third, lowering generator efficiency to 1c/s - taking Survivors 450s to complete.
And so here is the dilemma.
So, why is tunneling "Valid"? Why do we see streamers and sweat-lords resort to tunneling, yet why are anti-tunnel perks so infrequent at higher pools of play.
Killer players will Tunnel because it, primarily, FORCES survivors to engage in a 1c/s efficiency if they leave their tunnel for a short time, and a 2c/s if they power tunnel. Here's the kicker - once that first survivor is gone, the potential for the Killer is heightened. Hooking another survivor in a 3 only team doesn't drop it to 1c/s, but potentially 0. The first hook may lower the efficiency of survivors to the pint where a match can take 7 minutes instead of 2, but tunneling one out can turn a 7 minute clock into an infinite one.
But, why is it NOT Valid?
Because survivors can hang for 70 seconds per phase. Keen teams know when to let their buddies hang and power through gens, or when to swoop in for a quick save and heal. High level teams are comfortable injured and spend less time on health states, and more time repairing - increasing their overall efficiency. When Killer's go up against confident, competent, and well coordinated teams - they can continue to keep the overall repair efficiency of their team high in spite of setbacks such as health states, slugging, or teammates on hooks.
TL;DR
Tunneling may be used as a tool to lower survivor efficiency, but it's not nearly as strong when survivors are efficient at loops, counter Killer gameplay, keep themselves healed when they need it, and power through gens without issue.
Anti-Camping perks, thus, are not the favorite picks of aggressive, well coordinated players - because the amount of hard camping/tunneling in higher skill levels is less of an issue. Players often know how to bleed Killers time with taking hits, exchanging hooks, and enticing the Killer away by promising a very tough chase.
When a survivor brings multiple anti-tunnel perks, it typically indicates one of two things: that they're not super confident in their chase ability, or they're used to going against lower quality Killer players.
Anti-Tunnel are great options for survivor. If you have a team that knows what they're doing and are going against a quality Killer, you probably won't need them. The stigma around them is false, and the ire is likely coming from stuffy Killers that want to tunnel. The better your teammates get, the less you will feel the need to bring builds like DS/OTR/DH/WOO and will feel more confident bringing more general quality builds like RESIL/DV/ADR/UB.
At the end of the day, play with whatever perks work best with you - that make you feel good and that you can have fun with.
If anyone calls your perks "crutch" perks or makes fun of you for it - ignore them. They're just salty over nothing. :)
3 -
Anything your opponent has or does is a crutch when you're a giant diaper baby who just lost. Pay it no mind.
I mean there are things I view as crutches, or hedging against what the player knows they don't do well (like killers who hard tunnel the first surv in every game), but I don't call them out, I just think it really loudly.
1 -
A little late to the party but I'll give my two cents
As a Pinhead main, and Trapper secondary, but overall a killer main, I do what I can to not tunnel. The reason being is because when I first started playing this game I tried to balance it out between survivor and killer, and on the survivor side I was constantly getting tunneled.
That being said, it is a valid strategy; a poor one but a strategy nonetheless.
It's just like what I have to face off against a bully squad. I don't like having to deal with four flashlights, but it's a valid strategy on the survivor side.
I counteract that by using lightborn. And there's people that say I shouldn't use lightborn, well, just like you can bring in four flashlights, I can use that perk.
It doesn't matter what the devs do, because either side is going to find something to complain about.
So, is tunneling a valid strategy?
Yes
Just like running for flashlights is a valid strategy.
They both suck, but they are there.
1 -
Survivors can run whatever they like, and killers can play in any way they like as well. I blame the game, not the player. The thing with anti tunnel perks is how the two strongest of them, DS and OTR, feel cheap because of the amount of benefit they give and the fact that they have basically no drawback. Babysitter, Blood Rush, and BT are all strong but they don't feel terrible to get hit by, specially since you can't use them as aggressively as the other two.
OTR is just a free health state out of hook, simple as that. You get 80 seconds of superpowers. If you get chased, free health state, if you don't get found in that time, you will get healed anyways. Going against DS on the other hand feels less miserable since if you suspect the survivor has DS you just slug them and get the pressure. It just feels bad when you are not sure the 60 seconds have passed and you decide to risk the DS anyways and then, surprise, get DSed. It's like NOED in that sense, you have no indicator of if the other side has it or not.
5 -
Because the Devs have all but said some tunnelling is a valid strategy, by refusing to remove it outright, giving us Killers good at it, and giving us perks to counter it. Time to let this go and accept someone focusing a weak link is strategic, not toxic, It's not 2017 anymore.
Anti-tunnel isn't a crutch, but using anti-tunnel aggressively against Killers that aren't even tunnelling is about as cringe as slapping four gen perks on against a team that clearly has no way to genrush you and are all absolute babies at the game.
3 -
You dont have to run any perk to tunnel.
You do have to run perks for anti-tunnel.
Much good3 -
It's crutch, but it's not survivors' fault that the perks are crutch. I'm sure you could make similar arguments to killers using gen defence (if you consider it OP, which I don't). Anti-tunnel perks are supposed to be used for anti-tunnel. What you see instead a lot of the time is people using them offensively. "Let me force the killer to hit/down me so that I can use OTR/DS on him. In some really bad solo teams, that's the game-winning play." You need the killer to waste a chase (which DS does) for y'all to have enough time to do the last 1-2 gens. But that's with bad teams. With good teams, these perks are way overkill. "Oh, the killer managed to get 1 hook on us. Let's make sure he never gets another." It's really hard to find a solution for this, because both sides are getting screwed. Hopefully the stars will align and the devs will come up with something that doesn't make the game stupid for 1 side or the other. Because that's basically what base BT/anti-camp did. "The survivors are in a position where they 'can't do anything,' so we're gonna fix it to where the killer can't do anything instead." Some survivors needed those things because they were legit tunneled or camped. Others, the killer just tried to hit somebody, and got body blocked by the person's Endurance, or set up traps near the hook and then they randomly unhooked themselves. These were unsound ideas.
1 -
I am killer main btw, I just hate hypocrits.
Both sides have reasonable players, entitled players, and many sore losers/winners.
I have talked about "Killers who cry", which seems quite specific to me, I am not talking about killers in general.
Simply if you run full meta build, try to tunnel and then complain on anti-tunneling perks, then it's just pathetic. But same goes for survivors.0 -
I wouldn't concern yourself with what other people think. Because if you start, then literally every perk item and addon are crutches
0 -
It's all crutches on both sides, honestly.
But as you can imagine, sometimes a crutch is needed by someone who has broken their leg. Other times, a crutch is wielded by a bully who just wants something long to hit someone with.
1 -
The issue is that perks can often be used for unintended purposes, including anti-tunnel ones. This is why people sometimes refer to it as "weaponizing" perks. The conspicuous action limitation helps with a lot of them, but they don't exactly do much about other interactions, like punishing killers who do switch targets with flashlights/flashbangs/pallet saves/etc during their "immunity" period. Its entirely possible for people to dislike the impact these perks can have while being completely reasonable about it.
I get that you were specifically targeting the scrubs, but its not always hypocrisy why people would dislike any category of perks, including anti-tunnel ones.
1 -
I don't think anyone seriously believes that. Anything is valid unless you're cheating or playing in a way to make the experience as drawn out and miserable as possible (for example bully squads who refuse to do gens and just do bullying in an attempt to hold the killer hostage until be DCs).
0 -
I main killer but almost never tunnel. At this point, every survivor just assumes every killer tunnels in a match…
1 -
And half of them think that not tunnelling is actually tunnelling, if someone is out early they will call that tunnelling.
1 -
Here is the thing op, its called hypocrisy and am going to break this down.
Lets start with tunneling. Survivors make a post about tunneling and the usual response is just run otr and ds. We run the said perks but then they qq it needs to be nerfed, it is being abused to body block the rescuer from damage and both gets away. Now killers claim that survivors should be working as a team cause its team game yet when a survivors do work as a team(mostly swf) they complain such as the example I gave with the otr ds use saying survivors are abusing it.
Next is perks. Survivors hated and got tired of the 1million aura reading things we have now. Now lets say someone say am tired of lethal Pursuer or no where to hide or any aura stuff. Killers say= use distortion but look it was used but got nerfed to garbage with the million qq posts.
Now lets say a killer complains about exhaustion perks. Survivors say just run mindbreaker= killers get mad and say its niche, weak and I shouldn't have to run such a weak perk btw they do run it though particularly wraiths, myers, ghosty since they hate if they are trying to stalk or sneak hit you but the survivor meep meep away with sprint burst.
If they complain about flashbangs and bgp and we say use lightborn, they say shouldn't have to run that yet at the same time many of them brag and say how they use lightborn as base kit even if its 0 flashlights in the lobby.
We complain about noed and find it a crutch( it actually is and forever will be the biggest crutch out of any killer perk and i also put rancor in that one too. Both those perks give kills that the killer shouldn't deserve for the survivors playing well and complete their objectives for the killer failing their job to capture the survivors. We are told run detective hunch,small game etc or in rancor case hide and try to let your team help you escape etch which again only a swf can protect their teamate as solo q will not know rancor in play till it procs the obsession.
Look at conspicuous actions. Remember the good old days when a bad killer would try to tunnel you loop them well all match so they are ego busted and will throw the game to tunnel you out yet you still ran em for all gens?
Now lets say you got down somehow and now being face camp to death when the exit gate opens, someone rescues you they even took 2 hits for you to swap, killer is so mad wants you dead, they slug your teamate intent to still kill you and goes to down you again but what happened? Surprise you doink em in the neck with ds and victory dance about it, but now you cant do that no more cause of what? Conspicuous actions!!!!!!! So overall this being added already shows that to me bvhr wants the survivor some to get a kill even if they do not deserve it. I mean yeah I know people will try come back with the but the hatch is the same thing and that I admit and respect as I care not much for hatch anyways.
In conclusion what am saying is if survivors complain and want something change killers will say skill issue, get good, work as a team entitlement etch. If we do what they say and run x perk, work as a team and what takes no skill, it is being abused, its unfair etch. We cant win man.
0