http://dbd.game/killswitch
Tunneling has gotten out of control
Comments
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Yes, tunneling is just boring to go against, whether you're the one tunneled or not.
I just had a Chucky this morning. Hardcore tunneled Elodie out, and then camped a Sable on her first hook to death. I'm not sure if his plan was to win, because the other Sable and I rushed the gens and ran out, and he didn't even try to stop us, just camped the teammate to death. Like, I even refilled my blood can right next to him. Either he didn't see me or just didn't care.
Whatever the case, it made for a boring af match...
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I was told use VPN and join American servers but I don't like the thought of ping shooting up so I haven't bothered. I agree shouldn't be possible but matchmaking has been broken for a while so I just take it as it is
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Curious.
You could try to VPN to Frankfurt servers instead. Shouldn't be nearly as far.
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Well get ready for it to stay like this a while because this event incentivizes nothing but tunneling with how fast gens go.
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I’m not gonna argue with you your downvotes says it all and he will be getting nerfed soon anyways so cope harder ❤️😭🫵🏻
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I might give that a go, see if it improves the matchmaking 👍
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I remember thinking this in 2020. And 2021. And 2022. And 2023. And 2024. Now here I am in 2025.
The circle remains unbroken.
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Meanwhile the guy with more downvotes and alot less experience on forums is talking
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"more and more survivor sided"
40% escape rate. Nuff said.
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Read the latest comment and stop bandwagoning blindly
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Its not fun, we do it cus we have to if we want to win
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When? Cus it seems like it only gets faster and faster with each update. Tunneling is something no one feels good about doing, but its the only way to win the match when gens can be completed every minute on average
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Of course gens are going to fly if you're only chasing one Survivor. That means two or even three Survivors are on gens. Shouldn't you be stopping them?
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Has nothing to do with survivors or their side.
Having nurses and blights do it now.
Its sad.-1 -
There will always be 2 or 3 survivors repairing, unless they are so bad that they run around in circles, that's the point about tunneling in the first place. Moreover, if you don't tunnel and they are aware of it, it's quite likely that you will find the last survivor you hooked trying to complete a gen before healing.
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ANDI once tried to tunnel to see if I could really win... I got such a beating, I only sacrificed one, the others rushed, Since I didn't go for them at any time, they were quiet with their cup of coffee making generators, one of them was in charge of saving them and they already had it. I was tunneled yesterday, and yes, they hung up on me 3 times in a row and only on me, because when I sacrificed myself I saw that my team only had 1 generator left. It's a vicious circle, you think that by tunneling you will win but if the survivors are already used to it, they will ignore it and make generators so they will rush you. Expert players say it, by tunneling you are not going to win or learn, you do not put pressure on the other survivors and they relax, it has happened to me when I have When I've seen tunnels, I relax, I feel like making a cup of coffee while I fix the generators.
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Here's the thing I think people are not understanding.
Yes, if you HARDCORE TUNNEL one person from the word go, you will lose the round, as basically every Killer, no matter what perks you bring.
But if you do not focus on a weak link at ANY point as Killer, you will also lose as almost every Killer. Most Killers do not have the map pressure without heavy chase, or heavy perks, to just flip between Survivors easily like that. Most players are not gods. Sometimes that weak link happens to be the same person you just hooked earlier. Sometimes the Survivor you can find is the one who you have already chased. Sometimes you need to pressure an unhook and the person who decides to take you on chase is the one who just got off the hook. Sometimes things that appear to be tunnelling, or feel like a tunnel, aren't a tunnel.
I see this all the time as Survivor - it's genuinely hard to tell sometimes if the Killer is actually tunnelling you to be a jerk, or if you're just who they saw and decided to pressure. Wearing bright clothing and being a loud Survivor like say… Tapp, or a Feng Min in a pastel skin on a dark map, exacerbates this. I get targeted more as Sable in her Gargoyle Outfit or Nea in bright cosmetics than I do if I'm Adam on a dark map or Ace in a bright map or Aestri who has softer footsteps. I hear my friends in comms mistake pressure or simply being caught out first as tunnelling, I hear them say they are being targeted when they aren't.The word has become so incredibly loaded and overused at this point, EVERYTHING can be considered a tunnel, even pressure. Legion hitting you after you just healed and leaving is tunnelling. Ghostface stalking an unhook is tunnelling. Me enticing a Killer to chase me is tunnelling, Huntress hitting a lucky hatchet is tunnelling, if everything is tunnelling nothing is.
The problem isn't that tunnelling is worse, it's that griefing is worse. Tunnelling someone out to be a jerk from the word go is griefing. THAT is what the antitunnel is planned to address I believe, not EVERY instance of the Killer trying to pressure Survivors using chase.5 -
We probably should seriously question why Killers like Nurse and Blight are doing it, not why they're unskilled. "Skill-less" is a loaded term.
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Then let me jump in since we are using meaningless Forum points as a basis for arguments.
Tunneling happens for a few reasons.
A) The skill needed to execute a successful tunnel-out is drastically less than the amount of skill needed to prevent, or win despite of, it.
Being able to tunnel is not difficult. One of the reasons oft cited is that it doesn't make sense to go after a healthy Survivor when there is an injured one right there. However, as Survivor, it is extremely difficult to prevent a tunnel out or effectively play around it. Both require coordination not usually found outside of 4-man SWF's and require a skill level not seen in most ordinary teams. Preventing a tunnel-out requires excellent coordination from the team at large and a good deal of skill from the Survivor being tunneled, which sometimes doesn't matter if the map is bad. If either one of those is lacking, you will not prevent or win against a tunneling Killer.
B) The skill to reward ratio of tunneling is vastly skewed.
As we have previously established, tunneling in and of itself, does not take much more skill than simply playing Killer. However, the reward is so great that there has never been a single mechanic that has outweighed it. Removing someone from the game prior to three gens being done is a guaranteed win for the Killer, provided they have some semblance of skill. When someone is dead, the game slows down and skews massively into the Killer's favor. You could bring back original CoB, Overcharge and Eruption; make them all basekit, and it still wouldn't be enough to offset the reward you get from tunneling someone out.
Because of those things, Killers have realized that tunneling is the easiest way to win. Not the only way, as you contest, but the easiest and most reliable. Implying that tunneling is the only way to win is simply false and shows a clear lack of both understanding and an unwillingness to learn to play without it. Many Killer players, especially these days I fear, use it as a crutch. Not a bad thing, necessarily, but it is when you don't know what to do when it doesn't work except think that the other side is OP.
It sounds, to me, that you have relied on tunneling for so long that you have forgotten how to play without it. Regardless, this isn't really about you and your gameplay, though I am sure that influences your opinions, but about tunneling at large.
To summarize and stop rambling, tunneling is easy and effective because it is extremely difficult to deal with, so of course players are going to use and abuse it.
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I respect your opinion, but I don't agree. If tunneling were necessary I don't believe BHVR would be actively working to reduce it. They've implemented anti-tunnel perks, added base-kit changes, and have more on the way. If survviors were winning too much, It wouldn't make sense to actively make tunneling harder.
The logic doesn't make sense. Why would they make it more difficult for killres to win by adding more anti-tunnel changes unless they believed killers can still succeed without relying on tunneling? I feel it's contradictory to say that killers have to tunnel while at the same time, the devs are trying to move away from tunneling, and still aim to maintain a 60% killrate. I haven't seen any sort've data that proves that tunneling is required to maintain that killrate.
Now, if that turns out to be the case, and nerfing/discourage of tunneling does result in a large drop of killer winrates, then the solution should be base-kit changes and buffs to killers rather then keeping them in a state in which they are forced to rely on a singular tactic to win. But until there's some kind of proof of this, it doesn't make sense to ignore the proof we do have that contradicts it.
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same could be said for slugging, what was the anti slugging solution? So far the solution is to allow survivors to surrender when slugged, not prevent slugging from actually happening. Similar approach to tunneling, they will introduce certain counters, maybe make it a bit harder to tunnel but they won't stop it happening or remove how effective it is.
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I believe both the anti-slugging and anti-tunnel solutions aren't being implemented until phase 2 of the QOL update. I think this means that surrendering when slugged is not planned on being the only solution to it, as they specifically planned for those changes to happen at a later date. I have no idea what solutions or counters they will implement for the anti-tunnel or anti-slugging, so I don't feel comfortable in assuming what it will be. The concept of Chucky ever being in the game, along with the concept of My Little Oni or 2v8 felt impossible at points in time. So, I truly don't know what the anti-measures will look like.
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Chasing others means you're not stopping the amount of gen speed at all. If you can force someone out very fast, then its pretty much wraps for the survivors. There needs to be a healthy in between that stops these playstyles
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In the majority of your matches, which are against soloQ opponents.
No, you wont. Youll win by tunneling and camping.
You are extremely out of touch if you think otherwise. Or baiting/trolling.-3 -
This implies the surrender option is the anti slugging, next phase there will be continued improvements but the fact they allow survivors to give up when slugged highly suggests they have no intention of stopping it happen so the continued improvement may be to tweak the surrender option in some way. Impossible to say for sure at this stage but it makes no sense to allow survivors to surrender under these conditions if they intend to remove slugging entirely.
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I wasn't under the impression they were trying to stop slugging all together, and if that was the case I would be against it. Slugging is a counter to flashlights and bangs or sabos, and it's important for it to remain in the game as a defensive. Offensively, I have different opinions on. Them furthering adjustments to anti-slugging in phase 2, I'm not sure what that means. I could see it being to further tweak on the surrender option. I could also see any potential counters being dependent upon how frequently surrenders from 4 man slugging happend from the first phase to the second as well. Again, I have no idea.
I also don't believe they intend to remove tunneling entirely either, only that they have stated that the phases will be "anti-tunneling" which means that the goal of whatever changes they implement are to reduce tunneling. And again, I don't feel as though the planning of reducting tunneling shows that tunneling is necessary for success, as it does the opposite. Same for slugging, I feel. Designing perks specifically to counter it, and then the addition of a surrender option when being slugged also shows that it is enough of a problem to warrant changes. I would much rather these kind of tactics be made less desireable by changing the amount of pressure they provide—and if kill rates suffer because of it, to give base-kit buffs or even a base-kit gen regression to ensure those killrates stay high.
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I never understood the hate for 5 second ds with the conspicuous action nerf. I wish bhvr stuck to their guns on that one.
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It made 0 sense to nerf it. Idk why everyone was surprised it was being used again after its buff (almost like that’s what happens when a perk gets a good buff). Usually they leave things they change in the game for a few patches and then go back to reevaluate if needed but they nerfed DS so fast that it didn’t make sense. Everyone was crying because it was being used offensively but in the 9 years DS has been in the game it’s always been used offensively so I don’t know why this would be any different. Idk why they couldn’t just down the surv with DS and move on, even if they had unbreakable that’s 1 survivor on the ground for 20+ seconds not doing gens. Wouldn’t that be in the killers favor? It just doesn’t make sense
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Takes 0 perks to tunnel someone
Takes all the perks to extend the duration of you being tunneled.7 -
Except it takes 0 perks to loop. A good looper can extend the tunneling duration no problem by looping well.
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technically same goes the other way in case of early gen splitting and gen slowdown, tho gen slowdown doesn't have secondary usage, while anti-tunneling builds have.
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This isn't about whether tunneling can be extended by looping or if gen-splitting causes pressure, it's about how one-sided the effort-to-impact ratio is.
It takes zero killer perks to tunnel and completely gut a survivor’s match. Meanwhile, it takes multiple specific survivor perks just to maybe delay being tunneled out and even then, it often doesn’t work. That’s not balance. That’s disparity.
Comparing that to looping, which is just part of core gameplay, is inappropriate. Tunneling isn't just pressure, it's elimination. There's no upside for the survivor being tunneled, only the killer.
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Looping is only part of the core gameplay because survivors made it that way, when I'm survivor I use stealth and lose line of sight and only loop if I have to, even then I don't loop the same pallet over and over I travel the map when in chase. So it's not part of the core gameplay for me. So many people claim looping is the whole point to the game but it's not, it's one of various methods to avoid being killed. No different to a killer tunneling, just one of various methods to kill.
You say there is no upside for the survivor being tunneled but I'm failing to see the upside for the killer being looped. Tunneling only leads to elimination IF they can repeatedly catch the survivor, if they don't they allow gens to be completed which is clearly an upside to being tunnelled for the survivor.
Many times I have loaded into the match with a gen rush build (because I know soloq has issues with team mates doing gens, so I do them). Killer finds me, tunnels me. I have no anti tunnel perks selected, no chase perks even, yet I have still prolonged the chase and tunneling long enough for other to do gens and we all escape. Just 1 example of how perks are not needed to counter tunneling.
If we are just looking at effort to impact ratio, looping round a pallet takes very little effort and the impact on the killers time can be detrimental to them. Losing line of sight and being stealthy takes way more effort in my opinion and it even counters tunneling before it can start. Killer can't tunnel what they can't find.
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You're drawing a false equivalence here. Looping and tunneling aren’t parallel systems, they’re not ‘just different tools.’ Looping is reactive gameplay. It’s what a survivor does because they’re being targeted. Tunneling is the killer's targeting strategy. It dictates who gets eliminated and when.
Saying ‘looping is part of core gameplay because survivors made it that way ignores that looping is necessary to stay alive. Survivors need something of not dying instantly once found. Tunneling, meanwhile, is a conscious decision to tunnel-vision one player at the cost of their match experience. Survivors don’t choose to be tunneled.
Also, you say ‘tunneling only leads to elimination if the killer can catch them. Sure, but again, it takes 0 perks to try it, and a lot of survivor investment (in perks, pathing, teammates, luck) to maybe survive it. That’s the disparity I’m talking about. You might personally beat tunneling sometimes, but that doesn’t make it balanced, just survivable under ideal circumstances.
Stealthing, theres so much aura read in this game, its next to impossible now a days, the killer often finds and downs someone early. If they pick that person again off hook, that’s tunneling, and stealth can’t stop it then. They can’t force the killer to chase someone else. So again: killers choose to tunnel. Survivors just try to cope with it.
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This is one of the better comments here. These days, and especially this event, gen speeds, no matter if gen rushing is involved or not, is so out of control of most killers hands, that they are positioned between a rock and a hard place. The very second they turn around from a gen, the survivor in their back jumps back on the gen. The pressure is IMMENSE!
And the only way to pry peopel away from their gens, is when their friends are in danger of dying, ie when you tunnel someone, suddenly the three others show up to body block and takeing hits. But if its already down to the last gen at that moment, your best bet is to actually turn the game into 3 v 1 and duke it out with the, now wounded, other survivors.
I always say so, the big turning point was 6.1! Before that survivors were so safe that they could play anyway they want, do chests, do totems, do whatever they liked and hang out with friends at a gen while talking.
6.1 pulled the rug off under them and for 2 days all survivors were in a kind of blind stupor and I felt really bad for them. Without DH and with killers recovering from stuns and hits 10% faster and with the added +10s gen time, most didn't saw any reason to touch a gen at all and would just let themselves get mercilessly slaughtered.
But rather quickly they recovered and this new world made them all into expert gen jockeys. Splitting up, a rare tactic preserved for A-gamers before, became the norm, and doing "gens before friends" became a viable tactic. WIth the ups and downs of gen defense perks, from Eruption to PainRes, and the counterplay shifting from Proof to MfT and back to DH, most gen regression perks are now just a shadow of their former self and don't help enough to stem the relentless tide of gen rushing and gen efficiency.
But this is just ONE part of the equation: pressure and gen defense is one thing, tunneling is another. The game is too hardly focused on snowballing. If the survivors manage to repair 3 gens durign the first chase, its nearly game over for the killer. Yeah, they can try their best, but unless they are at least an A tier killer with good gaming sense, with just one hook to their name its nearly impossible to eak out a win - so tunneling might be the only option left to salvage such a game; why should such a killer spread hooks, when the last two gens are already 30% done?
On the other hand, if a killer gets fast hooks one after another and its suddenly 6 hooks at 4 gens, with two survivors on death hook, there is no viable option for the survivors to win anymore and suddenly everyone hits the ground, immersing themselves.
The game would benefit so much from a game director AI in the background, that helps the side that is lagging behind, thus making the games more close, more times then not. We all remember this close games, we seldem remember the games were we played newby killers or baby survivors and stomped them.
People always say "why should the other side be rewarded for playing poorly?", but its exactly this potential for snowballing and "unrecoverable games", that suck the fun out of the game for both sides and that harden people and them feel no shred of empathy for the other side, only contempt and fostering the "us vs them" mentality. Its often debated if DBD is a party game or a legit e-sports titel. While the game has turned more and more competitive with each itteration of balance nerfs and basekit mechanics, it also fostered this mentality of efficiency.
If you took a run of the mill medium survivor of today and threw them into 2016 or 2017 DBD, they would look like a cheater, running loops like a pro and slamming gens like there was no tomorrow. The state of the game has breed the community into what it is today, so most problems don't have as simple as a solution as "revert this nerf" or "make that mechanic work like 2019", because the player base has changed. And BHVR should really decide what kind of game they really want, a competitive e-sports titel, or a somewhat goofy party game, but the schizophrenic attempt we got right now will only frustrate one big portion of the players base and never let the game truly blossom.
Personally I think the game should try to deliver a cool and tight experience, so I vie hard for a game directore AI that moderates the flow of the game like in Left4Dead or Vermintide, were extra special units spawn if the players are doing too good, and they find less powerups, but if they are doing super poorly might find just the right weapon around the next corner, to last them to the next safe room.
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I have been targeted tunneled. Most of my survivor games in soloq is the killer proxy camping and heading for whoever get unhooked. More times than not it's the previous hooked player. Then there are the times where my teammates are hiding and I'm the only out there so I will gladly take the tunnel to go next.
The only time I get gen rushed as a killer is with a good synergy. I don't let 3 gens bother me either. If you are being looped then just stop the chase and find the ones on the gen.
I do think tunneling, camping, and some perk nerfs have really pushed a lot of low to mid players away and now the Ghoul. I have noticed that when I play killer I'm definitely out matched and yeah I get mad but then I see there is no way I'm catching these people.
I'm also on console so I am not blessed with a lot of advantages as pc players.
As survivor it happens more times than not. I have seen done to other players and myself. When the killer has a choice to go after two people they always go after the one hooked. It isn't a matter of get gud either, when I killer can hit you AFTER you vault or pallet stun, that is a little weird. I say just little things here and there will balance it out.
I think it's way to late for BP incentive for tunneling it's rampant in the fact that a lot of players don't want to admit they do it and others proudly admit it's a good tactic.
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This isn't about whether tunneling can be extended by looping or if gen-splitting causes pressure, it's about how
one-sidedthe effort-to-impact ratio is.
- it's "one-sided effort-to-impact" ratio only if survivors have next to 0 chase knowledge.
- same can be pretty much said about gen splitting. 0 effort (holding M1 on three random non 3-gen gens) with tremendous impact. The difference is: against competent survivors tunneling can be fairly taken care of without anti-tunneling perks , while earlt gen splitting requires killer to bring Corrupt literally every match.
It takes zero killer perks to tunnel and completely gut a survivor’s match. Meanwhile, it takes multiple specific survivor perks just to maybe delay being tunneled out and even then, it often doesn’t work. That’s not balance. That’s disparity.
it takes zero survivor perks to split gens early and completely gut a killer's match. And it takes multiple specific killer perks (with the accent on Corrupt again) to even stand a chance against gen splitting.
Btw as survivor you are literally supposed to waste as much of killer's time as possible, so killer finishing with 1k due to wasting so much time on you is a win for your team :D
Comparing that to looping, which is just part of core gameplay, is inappropriate. Tunneling isn't just pressure, it's elimination. There's no upside for the survivor being tunneled, only the killer.
ummm…looping being a core gameplay mechanic doesn't mean it's excluded from list of counters to tunneling lol.
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it's "one-sided effort-to-impact" ratio only if survivors have next to 0 chase knowledge.
same can be pretty much said about gen splitting. 0 effort (holding M1 on three random non 3-gen gens) with tremendous impact. The difference is: against competent survivors tunneling can be fairly taken care of without anti-tunneling perks , while earlt gen splitting requires killer to bring Corrupt literally every match.
“Well actually, it’s only one-sided if survivors are bad,” you're deflecting, overgeneralizing, and false equivilance with gen-spread and tunneling.
1) survivors can absolutely be good at chase and still get tunneled out. You wanna say that streamers who play this for a career are incapable of being tunneled out? Who are years ahead better than you and me combined?
Didnt think so.2) Gen-splitting is literally just doing the game’s core objective. It’s like saying “How dare you play the game efficiently.” Tunneling is not the games core objective on the killer side. Its to kill. If you think killing is just hyperfocusing one survivor out regardless of match progression, then its a skill issue.
You're using a shortcut to interact with the game less as its rewarding against uncoordinated survivors.
Which is in no way shape or form, even reasonably, comparable to splitting generators.
And if efficiency is your core argument. Then apply that same logic to the killer you play. And load up, every single match, as nurse. Where you dont even need to tunnel.it takes zero survivor perks to split gens early and completely gut a killer's match. And it takes multiple specific killer perks (with the accent on Corrupt again) to even stand a chance against gen splitting.
Btw as survivor you are literally supposed to waste as much of killer's time as possible, so killer finishing with 1k due to wasting so much time on you is a win for your team :D
"Gen-splitting is just survivors doing their jobs. Tunneling is the removal of a player—completely different impact.
It’s telling that survivors need specific perks to even maybe survive tunneling, while killers can do it with zero setup. That’s not balance, that’s a lopsided reward system.
Also, saying ‘you died but it helped your team, so it's fine’ ignores the fact that a 2-minute match isn't fun for anyone. No one queues up to be a sacrificial lamb.
And you are not getting a 1k in most matches if you tunnel. You're getting a 3-4k.
ummm…looping being a core gameplay mechanic doesn't mean it's excluded from list of counters to tunneling lol.
Saying 'looping counters tunneling' is like saying dodging punches counters getting jumped by three people. lmfao
Comparing tunneling to looping is inappropriate because looping is a core survivor interaction—everyone does it, it's expected. Tunneling, on the other hand, is a tactic that removes someone from the match early and bypasses the 4v1 experience.
There’s no equivalent on the survivor side that takes a killer out of the game. That’s what makes the comparison lopsided.
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I'm against removing dc penalties, but till they nerf ghoul they should completely remove dc penalty. 99% of the games are hard camping and tunneling ghouls that trash solo lobbies, most of the games we don't even get to play the game cause of so many people instantly leaving or rage quitting. This killer single handedly ruined this game for so many survivors. You wanna counter ghoul? Okay here's the 4 perks that are actually useful against it. We literally can't even change perks to our liking now.
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Give me tunnelers on 2020 pre-60% deadzone maps and you might have an argument. Going down as a survivor in current maps is hardly a measure of the survivors skill.
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Going down isn't a measure of skill but when you go down is. Fail at looping a tunneling killer and go down in 20 seconds v looping a tunneling killer long enough for multiple gens to be done or make the killer drop chase. The difference between them is skill.
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I disagree; stealth is the only way to stop tunnel. Why? Because stealth removes killer agency. They want to tunnel, but stealth disables that.
For example, good luck ever finding an unhooked OTR user who was rescued by Babysitter. Stealth is technically more cost effective than looping as it uses 0 map resources
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Im sorry but if you are tunneling. You arent losing track of the survivor. You are hard proxy camping their unhook and otr/babysitter has no effect on that.
You wont have to find them as they will be unhooked in your face.2 -
Yeah, you aren't going to stealth from the Killer when you're leaving scratch marks and blood puddles, alerting every crow they pass. And the Killer will likely have one or more aura-reading perks as well.
Even if you equip Distortion or OTR, you'll still be leaving blood puddles, something that can't be hidden.
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Going in circles around a pallet is their only defense. Killers get mad if survivors loop. They get mad if the hold W. What exactly do you want them to do?
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Lol
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Every single thing the killer does leads to survivors crying. Dont camp. Dont tunnel, Dont slug, Dont chase, Dont use this perk, Dont use that perk, Dont use your power, dont mori me, dont hook me. ENOUGH!
Why should anyone take the survivor playerbase seriously at this point? This behavior of complaining about literally everything the other side does is a joke, and all of you should be ashamed.
The question of why tunneling is being done now more than ever has been asked countless times and answered. This entire thread is the result of people failing to accept the reality that tunneling is happening more and more frequently as a result of the incessant survivor whining about literally everything else the killer does and the devs nerfing everything from hook states to slowdown and regression.0 -
Clearly not their only defence because I don't loop around a pallet. I don't do it for many reasons, mainly I think it's boring and repetitive. Other reasons include soloq where my team refuses to do gens so I could loop forever but makes no difference if gens don't get done. My way is to AVOID the killer, not run up to them like most people do. I primarily do gens but when killer is coming I pre run, hide, lose line of sight so I go can go back to doing gens. Even when all that fails I run like a normal person would, around the map, not around a single pallet. This is why so many people are suffering with being tunneled, they run around a pallet and don't bother to try losing line of sight. I don't have half as much issues with being tunneled because of how I play. I know there are aura perks for killers but it's not hard to play around them and there are perks to aid in countering it such as boons.
Point is survivors do have other choices but they like to he chased to showcase their "skill" and they like to run circles around a killer almost like it's mocking them. That's fun for them. Each to their own but I don't find it fun that's why I don't play that way.
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The main complaint with holding W isn't even that your holding W. Its that survivors just pre drop every pallet which is totally devoid of skill. Because maps have large numbers of pallets and god pallets, survivors allmost never have to worry about exhausting resources either.
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No, the reason Killers tunnel is because nothing less than a 4k is good enough for them, and tunneling is the easiest way to get it. It's like a drug that Killers are addicted to, and BHVR is once again forced to step in for an intervention.
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