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If You Play Killer, Tunnelling Is Against Your Best Interests

124

Comments

  • TwinsMain2004
    TwinsMain2004 Member Posts: 175

    these stats are literally useless and serve no purpose for balance talks

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    Translation: The data doesn't fit the narrative you want, so you'll dismiss it wholesale, and not even consider things like context or having a discussion about it.

    I never said anything about balance, just that the data directly contradicts your exact statement.

  • Anti051
    Anti051 Member Posts: 881

    It's not an imbalance issue because the chances are pretty good that you get to a window or pallet within your 10 seconds of endurance + speed boost, especially if you did the smart thing while on hook and considered where you ought to go next if a teammate performs an unsafe unhook on you.

    And even if you don't make it to a pallet or window, so what? You're on a team of 4 people vs 1 and there's a strict time constraint. You can't elevate the way you feel over what's fair in a time-sensitive asymmetrical scenario. You're supposed to understand what you're signing up for before you press the ready button.

    You can't have an environment where the survivors are ultra safe, can finish their objective minutes from the start, with only a few killers that can handle it.

    How many of these idiot-proof style handholds are going to be installed before DbD transforms from a game into a horror-themed ride? The better question is 'why are people pressuring the devs to do this?'

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    the actual translation: matchmaking in this game is atrocious to the point where stats are absolutely irrelevant for balance talks. Good killer player will have enormously high killrate even after passing soft MMR cap, good survivor team will have enormously high escape rate even after passing soft MMR cap. Even with these stats being irrelevant, Blight and Nurse are the strongest killers in dbd tho, but how does Freddy manage to be killer with highest killrate even after passing soft cap at all?

  • jesterkind
    jesterkind Member Posts: 9,564

    That's the best case scenario, and it's already kind of questionable. Okay, you've got a good chance of getting to a window or pallet within ten seconds- let's be generous and assume it's a good window or pallet, and not a filler rock loop or a Z window or something.

    So, you now are playing a chase where the killer's right on top of you and you're injured, which the killer went out of their way to engineer with zero effort. That's already not great even though you do have a resource, but hey, if it were just that we wouldn't really have a problem, you'd just have the occasional annoying match.

    However, what if there isn't a resource nearby? What if the killer is able to bypass your Endurance somehow, what if the killer you're playing against gets to ignore whatever resource you do get to?

    At that point, you're just dead, because the killer decided that you don't get to play. It's not "what I feel is fair vs a time constraint", it's something obviously just being unfair and the time constraint not being that relevant because minimising the time constraint is already the killer's job. These hypotheticals aren't one-in-a-million chances, they're very realistic, and the counterplay to these things is locked behind either specific perks (that can be hard to use) or behind coordination (which is borderline impossible in solo queue).

    As survivor, when you queue up, you should be willing to get chased and to potentially die. You should also get to expect to actually play and have it not be up to random chance if you get any agency in keeping yourself alive. Tunnelling isn't as bad at stripping away that agency as it used to be, but it's still the biggest obstacle in the way.

    Two final points, since this is getting long already.

    First, you say survivors can "finish their objectives minutes from the start". I will point out here that their ability to do this is getting a serious nerf in the QoL roadmap, BEFORE any hypothetical anti-tunnel. That's just flat out getting addressed and weakened noticeably, and people keep ignoring that for some reason?

    Second, these things are not handholding. They're balance changes. Neither side has really received anything I'd call handholding in the time I've been playing, save for maybe the auto-aim on Singularity? Even then, that's not particularly egregious.
    What we have seen is basic gameplay issues get addressed, like solo queue getting significantly less information to the point of it being a detriment, or hatch being a free-win scenario for dedicated teams, or killers being able to stall out regular gameplay via either staring at a survivor on a hook from inches away or by aggressively defending a cluster of generators. These things aren't handholding.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Correct, yet there are many ways in which you can manufacture this scenario through zoning, proxying and utilizing existing deadzones.

    It’ll be interesting to see how they approach anti-tunneling, but I hope it’s left to the Survivors discretion and not an automatic system like the anti-camp bar.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    The Perks against tunneling being so strong is an indicator of an imbalance in the first place…

    Also they’re not Tools, they’re Perks. I’d consider a tool against tunneling to be something akin to a base-kit mechanic or an item of some kind.

    Like how they eventually made Borrowed Time base-kit because of how mandatory it was to slot (indicating oversight on the overtuned viability of tunneling off-hook).

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    If you’re a competitive player you’re a competitive player. Your options will be limited to the very best. However if you don’t mind not getting 4K’s every match, spreading hooks will allow your MMR to settle where you get a lot of action while still netting 2-3K, but with tunneling you make it more feast and famine.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    And if kill-rates get an axe due to a reduced capability of tunneling, so too can soon an axe be taken to survivors innate gen efficiency by requiring them to move around more to complete gens, adding more time and possible exposure to the Killer at inopportune time like with the blood generators (albeit those needing a lot of tuning and reenabling of perk usage)

  • ChaosWam
    ChaosWam Member Posts: 2,087

    I do have to agree.

    Quick wins = harder opponents. That said, the higher MMRs are rough if you choose to do anything but run meta+tunnel, unfortunately. At least on most of the killer roster.

    It's a difficult balance and I don't envy the devs who have to deal with it.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Spawncampers generally aren’t viewed in a good light in shooters where it’s possible, as they’re taking advantage of systems outside of the spawncampee’s control.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    The problem is, survivors go out of their way to make every loss and every escape as miserable as possible. Losing as a killer involves either waiting for two minutes while survivors spam loud noises or the age-old humiliation ritual of marching all the way across the map to witness their tbags while they make you down each and every one of them all while getting bagged and emoted on. And that's not just some matches, it's not just the majority of matches. It's almost every match that a survivor escapes.

    But the ritual isn't even over then. Afterwards, you get to see the "GG EZ BABY KILLER" in EGC, too. To really rub salt into the wound. I'd rather get salt from survivors that think I played "unfairly" than get mocked repeatedly, even on games that I win or draw. Because even if I get an 11 hook 3k at 3 gens, the survivor that got hatch will STILL throw out a "GG EZ" in the EGC like they didn't just get the pity escape.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Friend I'm out here running Deli and OTR so I can yeet myself off hooks and vanish like Batman, alongside Lithe, and still dying. I'm out here running the funny Lute Perk on Nicolas Cage and somehow still escaping with those perks. Survivors are not trying to make anyone miserable, I'm sorry you keep facing nuisance squads. I hate them too.

  • Kaitsja
    Kaitsja Member Posts: 1,928

    They're doing it to trigger you. The best way to deal with this is to not care. They won? Push them out. They're talking smack in chat? Move on. The only reason they still do this is because it gets a rise out of people.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    If you're hoping the devs implement anything to prevent survivors from BMing the killer, you're going to be waiting a long time lol. If you all remember when the devs changed the animations they specifically noted when they were making them that they wanted teabagging to still feel satisfying

  • Firellius
    Firellius Member Posts: 5,472

    If the stats are irrelevant for balance talks, we can pack up, because everything else is unverifiable and biased.

    But you can't just dismiss stats because they don't support your conclusion. You point at Freddy, for one, but what's wrong with Freddy? Global traversal and anti-loop are two key features of a strong kit, and he has both, so why is it odd that he does well?

    Is it not possible that a more rarely picked killer is more likely to be picked by players that master him? Is it not possible that players that don't do well with him just stop picking him?

  • Kaitsja
    Kaitsja Member Posts: 1,928

    I'm not condoning the behaviour, but what are you accomplishing by getting mad about it? It's a waste of time and energy. Sure, it sucks. Sure, it feels bad. Ultimately, though, you're powerless to stop it. The only thing you can really control is how you react to it.

  • GeneralV
    GeneralV Member Posts: 12,666

    how does Freddy manage to be killer with highest killrate even after passing soft cap at all?

    Recently changed, having both mobility and a teleport, being rarely picked and usually only by those who have been playing for a long time and lack of experience from the modern survivor side when it comes to facing him.

  • Marzipan210
    Marzipan210 Member Posts: 139

    I'm sorry but this is like telling survivors that trying to get generators done quickly is against their best interests. Tunneling, camping, and gen rushing are all the same thing. They are just examples of trying to get your objectives done as quickly as possible.

  • Kaitsja
    Kaitsja Member Posts: 1,928

    I shouldn't need to explain the difference between people wasting your time, and tunneling. You can't really equate the two. One is inherently toxic and being done deliberately to get under a person's skin, and the other is, in a nutshell, rushing your objective.

    When killers would 4-man slug and bleed all the survivors out while humpteching them, where was the sympathy then? Non-existent. Survivors were constantly told that if they got 4-man slugged then it was their own fault for playing badly. It's not just killers who get a lack of sympathy.

    Bad manners isn't a bannable offense. Before the endgame collapse, survivors would waste the killer's time. They'd gloat. They'd do their victory laps. Tbag at the exit. Repeatedly fast vault. Fast enter/exit lockers. If you didn't force them out, you basically just waited until they got bored. Then they'd taunt you in the chat.

    Endgame collapse was added specifically to deal with that problem. I've played both sides. I've played dbd for years. I've repeatedly been on the receiving end of toxic behaviour. I've been bodyblocked into a corner by a teammate. I've been held hostage by a killer. I've been abused in private messages on console. I've been slugged and bled out at 5 gens. I've been taunted at the exit gates by survivors. I've been taunted by survivors after every pallet drop. I once had survivors waste an entire 10 minutes with the gates open just doing their victory laps.

    I know all too well how it feels, but there's not really anything that can be done. It's not against the rules. The only possible solutions I can think of are shortening the endgame collapse timer, and making end game chat opt-in rather than opt-out. Neither of these solve the problem, but then it's not exactly like bhvr can just flip a switch and eradicate toxicity.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    I shouldn't need to explain the difference between people wasting your time, and tunneling. You can't really equate the two. One is inherently toxic and being done deliberately to get under a person's skin, and the other is, in a nutshell, rushing your objective.

    this is such a bad definition of what toxicity is. There is vast difference between taking advantage of survivor being unhooked too early and then managing to find themselves at the worst possible place instead of trying to get away from killer's main patrolling zone. Tunneling is only toxic when killer who does it basically doesn't care about winning anymore, they only care about taking specific survivor out, even if it costs them all 5 gens. A huge difference between these two instances of tunneling. And ofc, not even wasting killer's time is toxic at all.

    When killers would 4-man slug and bleed all the survivors out while humpteching them, where was the sympathy then? Non-existent. Survivors were constantly told that if they got 4-man slugged then it was their own fault for playing badly. It's not just killers who get a lack of sympathy.

    although intentional bleeding people out is toxic, 4-men slugs are indeed consequence of huge mistakes made by survivors leading to killer snowballing.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Toxic is toxic is toxic, and the Devs could do plenty to discourage it, they did for bad Killer behavior. They just won't.

  • jesterkind
    jesterkind Member Posts: 9,564

    If survivors were leveraging an imbalance that builds bad habits, it would be against their best interests.

    The specifics of how these things function is relevant. If survivors rely on what I'd call genrushing - stacked toolboxes with accompanying perks - then I'd say yeah, they're probably on borrowed time there, pun not intended. BHVR have been ramping up taking care of imbalances like that, toolboxes are inevitably going to get some kind of changes sometime.

    If survivors are just splitting up and being generally efficient on generators, though, that's not as clear of an imbalance and there's no reason to assume it'll get dedicated changes (outside of the one on this PTB, anyway, that was always the outlier here). There's no reason that would apply to this logic.

    Same for killer, by the way. If you're just efficiently playing your objective by juggling survivors and spreading pressure, there's no reason to assume that's going to stop working for you. If you tunnel someone out as your main tactic, you're both going to build bad habits and become reliant on that tactic, and also be left twisting in the wind when tunnelling gets nerfed.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    This is all true, the Devs are not going to remove playing efficiently. Sometimes that means someone is out first even when nobody got hard tunnelled because the Killer chased efficiently, or a lot of gens pop even if nobody brought stacked toolboxes because Survivors spread out on gens.

    We have something coming for antitunnel to stop hardcore tunnelling out from the word go, and changes to spawn rules to help prevent too much early gen pressure by spreading out. Both are annoying and both needed addessing.

    I have no doubt toolboxes will eventually be looked at either, especially if certain ones keep proving to be used as stacked out items to push games super fast before the Killer has time to even get any chase pressure.

    The fact is neither side should have to feel like they HAVE to play the most efficient at all times to win.

  • KeefCheif
    KeefCheif Member Posts: 145

    I think a lot of people here are taking personal offense to this discussion and that's not constructive at all. I urge you to take a step back:

    Tunneling hinders your growth as a killer if you:

    • Tunnel regularly regardless of the context
      • This case is targeted at killers whose strategy is: I hook then I patrol nearby so I can tunnel when the unhook happens
      • Hardly anyone regularly falls in this category, but it's still an issue

    • Generally avoid tunneling until things start to look bleak
      • this is where we all need to take an honest step back and ask ourselves: did we get outplayed (cooked in chase, made a costly mistake, …etc) and if so the argument at hand is that regularly tunneling in this scenario hinders your overall growth. This is a fairly subjective analysis at times which is why this discussion can feel like a personal attack imo.
      • I fully sympathize with the argument that it's nearly impossible to win as the killer in a 4v1 scenario, so if that's the case the discussion at hand should shift to how can we make the 4v1 more balanced so that killers don't feel forced to tunnel. But please, do not use the 4v1 as a blanket statement excuse to justify tunneling every time your game is heading towards a loss.

    Finally, keep the original discussion point in mind: excessive tunneling hinders fundamental growth long term.

    I'm personally guilty of tunneling in matches that I would have normally lost simply because I was getting outplayed, and it doesn't feel like a good win. Hopefully others can empathize or at least sympathize with that feeling.

  • Marzipan210
    Marzipan210 Member Posts: 139
    edited June 7

    And what is the killer supposed to do other than tunnel when gens pop too fast? The best way to stop gens from popping is to remove a survivor from play. It is better slowdown than all the slowdown perks combined. Like you are coming at this from the perspective that every killer can get into chase quickly get a down quickly and get into the next chase quickly but that isn't the case at all. Most just don't have the mobility for that and fewer have the chase potential for that.

    Like as a survivor you want to spread hook states out because it gives your team more time to get the gens done and get everyone out. How would playing into that at all benefit the killer?

  • Marzipan210
    Marzipan210 Member Posts: 139
    edited June 7

    So you are basically saying that if the survivors get too many gens done too quick you should just accept that you are going to lose instead of trying to turn it back?

    Like sorry but that isn't how it works lol. You didn't get outplayed because the gens were popping too fast. Gens just pop too fast. Faster than the majority of the killer roster can hope to secure downs.

    If you don't like tunneling, then ######### tell BHVR to buff the weaker killers so that they don't have to. Then maybe you can have more basekit anti-tunnel. If you implemented more anti-tunnel now you are just going to be making it more necessary to run the stronger killers and making the weaker killers even weaker.

    Like telling people to just play better when they can play super efficient(getting into a quick chase and getting a down relatively early in a match) and still be losing a gen before they can hook is just absolute nonsense. The fact is for like half the killer roster it is not possible to get downs as efficiently as survivors can get gens done efficiently - if the survivors are playing efficiently.

  • PatchNoir
    PatchNoir Member Posts: 741

    There is some games as huntress that i missed 4 hatchets the whole trial and got 2 kills, if you see some streamers playing there are some games that they dont miss the power (depending on the k) and still have people escaping (accounting for macro gameplay like holding specific gens and such).

    The thing is that since mmr exists these situations of playing perfectly and getting smashed happens mostly on high mmr with no S tier killers, while the average potatoes just go full chase mode withouth thinking about gens and draws games or wins. It depends too much on skill but tunneling and slugging is for sure a strategy to make high mmr more fair, despite ruining low mmr because bad players cant overcome it or are not that gen efficient

  • Firellius
    Firellius Member Posts: 5,472

    Like sorry but that isn't how it works lol. You didn't get outplayed because the gens were popping too fast. Gens just pop too fast. Faster than the majority of the killer roster can hope to secure downs.

    Ironically, I think this is basically what the OP is referring to.

    You lose a match, and the first thing you do is preclude the possibility that you could've done anything differently to win the game. How do you expect to improve at the game when your first response is to just lock out the possibility that you did anything wrong?

  • Marzipan210
    Marzipan210 Member Posts: 139
    edited June 7

    Sometimes you lose because you made a mistake sure but there are a lot of times where you just get ######### because you ended up on a ######### map playing as a weaker killer against survivors abusing busted perks. Like what is an m1 killer supposed to do against 4 sprint bursts/lithe/balanced landings on a ######### up map like Garden of Joy?

    Unless BHVR is prepared to nerf the everloving crap out of some of these nonsense perks and nonsense maps then killers without strong powers are going to end up having no choice but to tunnel a significant amount of the time.

  • Firellius
    Firellius Member Posts: 5,472

    You're just reinforcing the same thing. You're not getting better.

    What are you supposed to do? Ask more capable killer players. Get coaching. Record your game and see if there's anything you could've done differently.

    If you start at 'I couldn't have done anything', you're not going to get better under any circumstance and the issue will persist. You're just letting yourself get stuck.

  • redhat74
    redhat74 Member Posts: 119

    I'm a killer main who 99% plays survivor and 1% killer.

    When I play I totally destroy the survivors and don't need to tunnel

    All other killer mains should do the same, also consider having a meme game like me.

    Now remember to be a good killer main you have to not tunnel, not camp, last survivor always gets hatch and meme around.

    *this is sarcasm, simply play how you wish to play your video game you purchased

  • jesterkind
    jesterkind Member Posts: 9,564

    Your job as killer is to prevent the gens from popping too fast. Sometimes that's out of your control - though the devs are even doing something to fix situations outside of your control in this upcoming patch, which shouldn't be left unsaid here - but for the most part it's up to you to play well and occupy the survivors so they're not able to pop gens super fast.

    Tunnelling is a very good way of turning losing matches around, because it provides huge value for little effort and often little risk. It's the definition of a crutch, and if you care about your longterm results or getting better at the game, my personal recommendation is not to rely on it.

    I'm not saying this is equally easy across the cast. I will say every killer can perform and only two really even struggle to engage with the game on a basic level, but there are definitely some picks where keeping the pressure looped is harder. I'd be in support of buffing those killers and nerfing the particularly egregious stuff on the survivor side they struggle with, absolutely. They just don't have to resort to tunnelling.

  • jesterkind
    jesterkind Member Posts: 9,564

    I gotta make one of those "don't make me tap the sign" memes, I think.

    "This is advice for long term results, not complaining about bad behaviour" or some such.

  • crogers271
    crogers271 Member Posts: 3,262

    Tunnelling is a very good way of turning losing matches around, because it provides huge value for little effort and often little risk.

    I think it's the opposite of this, though, like everything with tunneling, it depends on your definition.

    People like to justify tunneling based on - 'if I hit a 4 person SWF and 3 gens pop on the first chase, what else am I supposed to do!?'

    Except if true, tunneling is the worst thing you can do now. If its truly a 4 person SWF playing just to win, they're going to ignore the person on hook until its safe (unless they have anti-tunnel perks). They're going to just do the gens, open the gates, then maybe try a rescue if they care about the 4e.

    One of the reasons I think they need to look at tunneling isn't that killers can use it to comeback, its that when a killer already outmatches the survivors they can turn a winning match into a boring stomp.

  • jesterkind
    jesterkind Member Posts: 9,564

    I don't actually disagree with that, but it doesn't contradict what I'm saying there either. When I say often little risk, that's the risk I'm referring to- the only risk you're taking on is that the team you're facing is a properly coordinated 4-man SWF that know what to do about tunnelling killers + were prepared for it.

    If any of those criteria aren't met, there's extremely little risk to trying to tunnel someone out. It not working as well (but still being worth it sometimes) against a small percentage of the playerbase doesn't stop it from being a very powerful, very consistent tactic, y'know?

    People say they're facing a 4-man SWF that pops 3 gens in the first chase consistently, but it's realistically more probably just decent solo queue players, or a smaller group + solos.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    So there's a very fundamental way that I look at the game that is, apparently, not how many other people on these forums see things. So let me explain a bit:

    There are 2 main premises for how I play:

    1. The default for survivors is to do gens and leave. If they have nothing else to do, they will do gens.
    2. The primary method the killer has to slow down the game is to give as many survivors something to do at the same time as possible.

    So I aim to get into a match, establish pressure as early as possible, and give as many survivors something to do at the same time as I can. So, generally speaking, I don't want to camp the first hook because that survivor is already not doing gens and I need to give someone else something to do other than gens. If I leave the hook, then one is on hook, and another survivor will come to rescue automatically. I don't need to wait around to witness that, and I certainly don't need to be nearby to chase either of those two. They already aren't doing gens… I need to give the others (who are doing gens) something else to do.

    So, ideally, I have one on hook, one going for rescue/recovery, and one in chase. That makes only one survivor on gens. If they get greedy, and leave someone on hook, then I have the potential to have two on hook, and the other two both have to rescue, so no one is on gens at all.

    Compare that to hard camping or hard tunneling early: If you hook one and stand around the hook, you're investing all of your time on a survivor who already can't do gens. So even if one person comes to rescue, that's a minimum of two on gens you're just letting do whatever they want. And if they have a way to confirm that you're camping, then they can just leave one on hook and then you have all 3 doing gens.

    A similar thing happens with tunneling, where if you just chase one person, the rescuer can go right back to gens. So you put maximum pressure on one person, and you have 3 survivors doing gens behind you. It's literally a race to see if you can get one person out completely before the gens are done. And this is where many people complain about "gens are too fast" because they're not able to hard tunnel fast enough at a certain point.

    So, to me, if I "spread pressure", I can end up with only one person dedicated to gens (maybe less, if I have other tasks like Devour Hope or my pig hats), as opposed to 2-3 survivors dedicated to gens. That, right there, is effectively 2-3 times the slowdown that hard camping or hard tunneling gives you.

    I also believe that Lethal Pursuer is the best perk in the game. Early game is when the survivors are strongest, and establishing pressure as early as possible is important. LP removes the guesswork and waste of time "searching". THis is another big difference, is that I feel like many players who complain about this are running 4 slowdown perks, then taking forever to find the first survivor and close out the chase. Yes, of course "gens fly" if you've effectively done nothing for the first minute of the match and are wandering around blindly.

  • smurf
    smurf Member Posts: 979

    The answer to that question is that if the gens start popping too fast, the killer got unlucky or got outplayed from the start. The same thing can happen to survivors. If survivors get unlucky or perform poorly, they'll go down fast, gen progresss will slow quickly, and they'll have enough hooks that it becomes unrealistic to finish the gens outside of the killer comitting to an insane chase. Sometimes a game leans toward one side over the other early on. Realistically, I see this as a game balance issue that BHVR needs to work on :/

  • Marzipan210
    Marzipan210 Member Posts: 139

    And they have not given every killer the tools to do that consistently. It is almost impossible to spread pressure on killers without map mobility or lethality. So again yeah you are going to have to tunnel sometimes if you want to have a chance at winning. I am not saying you need to do it from the beginning of the game but like every killer youtuber I have ever watched has said that you should try to identify the weakest link in the survivor team from the start of the match and attempt to get them out before two gens are left.

  • Marzipan210
    Marzipan210 Member Posts: 139

    The only times gens pop because the killer got outplayed is when the killer makes the mistake of chasing a survivor for too long. But even when that doesn't happen gens still pop too fast. They take no skill to do on the survivor end.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965
    edited June 9

    They've spent 3 years giving you tools for this.

    Maps were made smaller, tiles, loops, and pallets weakened, dead zones are weighted heavier now. They spent at least 2 years buffing 1-3 killers every patch individually. All of that reduces chase times, which is the entire point of my post.

    They got chase down to 60 seconds per survivor (on average) for the entire match, so killers (on average) are finishing chases in under 30 seconds. That's insane.

    Map mobility and lethality? Have you seen the recent killers? Every single killer seems to come with haste, map traversal, and probably some kind of additional slowdown mechanic.

    And even then, I highly, highly contest that these are required for killers to do well. The most lethal killer right now is Freddy, at a whopping 71% kill rate. And that's across the board, at every MMR. So survivors who do "git gud" are still going to die to him about twice as often as they escape. Freddy is generally one of the poster boys for "weak m1" killer.

    ETA: What you really mean by "they haven't given tools for this" is slowdown. You want (need?) gens to take 5 minutes each. They reduced chase times for you on top of adding extra gen time, and nerfing prove and BNP, and people still want to go back to Gen kick and 3 gen metas, because playing pve gen kick simulator is all sone people know how to do.

  • jesterkind
    jesterkind Member Posts: 9,564

    As in, they'd have to do this in order to make not tunnelling viable?

    If so, hard disagree. The game's already practically there, the stuff remaining that gets in the way is very specific and not particularly holistic.

  • smurf
    smurf Member Posts: 979

    That's not true. The killer could break chase from a strong looper and then just find another strong survivor. Alternatively, the killer could accept a chase with a survivor who's starting in too strong of a position.

    Also, why are we talking about the amount of skill needed to do gens? I'm pretty sure that one time Trapper tried to be a survivor and proved that it takes at least a little skill... like Dwight gained from that mechanical engineering class ;)

  • Marzipan210
    Marzipan210 Member Posts: 139

    Nice straw man. Why are you acting like Freddy doesn't have the tools I am talking about. He has both a mobility power and an anti-loop chase power. That is more than what Trapper, Skull Merchant, Legion, and Pig have.

    JCGlitchmaster did a video where he showed that you can have a chase that lasts under 30 seconds after finding that survivor in under 30 seconds, hook that person on a pain resonance hook and immediately pressure the gen in question and it can be at 80% complete still. Do you not see how little room that gives a killer for anything? Like if it takes you just a little bit longer to find someone or just a little bit longer to down them you lose that gen. And you will probably just say "well just get better at chasing" but there is only so much that being good at chasing can get you as an m1 killer on a map full of resources for the survivors to use.

    Try playing a killer with no map mobility or strong chase power against good survivors on a large map with lots of pallets. Until then you don't get to tell me that we already have the tools to deal with this.