http://dbd.game/killswitch
The reason about why killer tunnel or slug
This topic is to let some player who didn't play killer before know the reason about that.
It is because all the other playing style DEAD.
As a killer, you need to have a plan before you even go in to a match, and make a perk aid-on build around it.
In the game you wont have time to re-think about what you should do about now, even a 5SEC delay could cause 20SEC GEN time which could easily make you lose a game especially when you don't have a plan so you must delay multiple time in one match.
Sounds stressful? because it is.
So you as a killer, you NEED to have a reliable plan before you go in to a match.
Then what a reliable plan need to be?
to reach the target : kill all the survivor before all the gen being done.
you have two main directions 1.kill faster 2.make gen slower.
1.faster killing speed
—faster searching.
—faster ending chase.
2.delay the gen program
—gen protect.
—force survivor to do something else.
And with these directions ,2. is a MUST a NEED, kill fast enough without gen delay is never a reliable way.
Why?
Let us do some math here,5 gen 90 sec for each = 450Sec total, and we say, there are always only 2 of them doing gen, the game will end in 225 SEC, and if killer want to get 2 kill without tunnel, just randomly picking who being chase each time, it need8~10 hook. let's just say 8 hooks, it need you find ,kill, hook survivor in 28 sec each time and without any delay, it just impossible.
And even if somehow killer player find a way to reach it, it must getting nerf because it is just too fast it will be consider an unbalance killer.
SO delay the gen speed is A MUST for the killer player.
then what meta plan killer used to use?
hit and run
Gen protect.
3 gen.
tunnel.
camp.
slug.
And what happen to them?
hit and run: all of injured perk being nerf , injured didn't really stop survivor from doing gen now, and without gen delay = the plan dead
Gen protect: all of gen protect perk being nerf, the "meta" perk killer using now is 40% nerf than before gen protect build don't really protect gen now.= more than 40% weaker ,not dead ,but not being a meme teir not meta now.
3 gen: damaged gen have a cap time now = the plan dead
camp: the survivor can unhook themself, so the teammate don't have to waste time to try to unhook = the plan dead.
The reason why killer player meta is tunnel and slug now is because all the other playing style are being nerfed to dead now, killer player are being FORCED to play tunnel and slug if they play the game seriously.
Comments
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So,
to reach the target : kill all the survivor before all the gen being done.
No. Gens aren't part of the killers main objective. The goal is to kill survivors, which can still be done in end game. There are builds that entirely rely on the gens being complete (noed, blood warden).
Gens are an expendable resource that killers can use up completely in pursuit of their goal to killing. Just like pallets are expendable resources for survivors, yet I never see people claiming that the game is somehow "impossible" because they can still escape, but had to throw a pallet, so it "doesn't count". On the other hand, I certainly see people claiming that "4k doesn't matter because they did 3 gens".
force survivor to do something else
This is the strategy you're missing from your list: it's called map pressure. And it's the opposite of camping and tunneling.
Tunneling absolutely does not give survivors anything to do... You are, by definition, ignoring 3 survivors to focus one person out of the game and in doing so, the other 3 can do whatever they want. You have deliberately given those 3 nothing to do, and they will do gens.
Map pressure is leaving survivors alone who can't do gens (hook, recovery, secondary objectives, some killer powers) and pressuring the survivors on gens. They physically can't do gens if you're pursuing them. One on hook, one going for rescue, one in chase, and one in gens is automatically 67% slower gens speed than tunneling and letting 3 people do gens for free.
And people understand this works, but can't seem to apply it to 4 survivors, where if there are 3 them one in chase, one going for rescue, and one on hook leaves no one on gens at all.
Killers have been obsessed with gens since the gen kick meta, and just can't accept that 4k is enough for a win. We've had posts on this exact forum calling for survivor nerfs using video of a 4k with 5 gens left, because survivors cleansed I've hex totem.
Go chase survivors, that is the main objective.
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first of all I just counting for you, without protecting gen you need find chase and hook in 28SEC each time and can't stop a moment to get 2 kill without tunnel.
Which is impossible.
And second of all, tunnel won't lose map pressure , you are tunnel not camping, and the whole plan about slug is giving map pressure .
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Dont bother explaining it. Nerfing nurse crusade died down, so tunneling is the new target.
Survivors have the choice to focus 1 gen down or walk around and spread their repair among gens; they choose to focus one, theyre smart and efficient, goodboys! Someone told me that doing the latter is the same as going afk, by the way.
Killers have the choice to focus 1 target or spread the chases/hooks evenly among survivors; they choose to focus 1, toxic cheap easy bad killer!
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If the survivors focus one gen down, they're slowed down by default and they're really vulnerable to interruption.
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I think what he wants to say is the following:
You sit alone on a gen for 80 seconds and you are nearly done with it.
Now the Killer interrupts you by getting close to it and you hide in a locker.
The Killer kicks the gen and goes away.
No Survivor in this world would now say: "Mhhh maybe i should start a new gen and come back to this regressing one when we are at the last gen"
Thats how Killer players see it with Kills. If one Survivor is on death hook and sits injured on a gen with 3 healthy survivors…
No way someone says "Ah I will eliminate him when the Exit Gates are powered"
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Doesn't help the analogy because killers can regress a gen but survivors can't 'regress' hookstates.
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Thats not right.
A Killer can´t regress a completed gen and a survivor can´t regress a lost hook stage.
A Killer can only regress a non completed gen like a survivor who can regress the chase by healing up.
Edit: You could go even further with my analogy.
Hitting a Survivor with a M1 is like hitting a skill check on a gen.
IF you manage to do so you progress your objective, if you miss it you will need longer to do it.
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I wasnt talking about what the team is doing, i was talking about each sole survivor. So take what I talked about and mulitply it by the number of survs not currently in a chase. (Should start using a disclaimer lol)
.
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Tried to explain it to him aswell but he doesn´t want to understand as you see.
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Even then, it's a stupid idea to focus on one particular generator. If the killer catches on to that, they can just keep interrupting you and maximise your time wasted.
Hitting a Survivor with a M1 is like hitting a skill check on a gen.
So since we're trying to draw these things as completely even, when can we expect skill checks to complete 50% of a gen?
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Killers still tunneled at 5 gens with stronger metas and gen kicking, stop pushing this topic.
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Yeah when the Killer only patrolls one gen no clue how the other 2 or 3 Survivors should do the others… but maybe you are really that one guy who leaves a 90% gen to regress to 0% after the Killer leaves the area.
In all my years of DbD i completed some gens without getting a single Skill Check at all does that count for your "Plan" to nitpick anything everyone says?
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to add onto the gen regression base gen regression is TERRRRIBLE it counts down at 0.25 "ticks" per second. A survivor repairs at 1 "tick" per second wich means a gen has be left alone for 4 seconds to regress 1 tick meaning 4x80 (not 90 since then it would be ccompleted and this leaves room for error) 320 seconds of uninterupted regression wich.. never happens… sure you can say oh the kick itself regresses it 5 "ticks"/seconds yeah that those 5 seconds truly wil do allot (and since it can only happen 8 times it doesnt mean squat 5x8 wich is 40) and this doesnt even help a killer this only "resets" the progression a survivor would have applied to the regressing gen
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Ofcourse Killers tunnel, its a efficient way to generate pressure and cutting gen times.
It´s like complaining about predropping, its a efficent way to prolong chases without any pressure.
Also that. The point is not a single survivor who is half decent in the game would say nahh… 90% is to risky now lets regress it to 0%.
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this map pressure phenomenon you're talking about doesn't exist. the best map pressure is killing survivors quick. otherwise you'll just walk around pretending to apply pressure.
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You could also Slug to create pressure but that isn´t liked either
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So this entire narrative that killers NEED to tunnel because x and y happened during the years is false.
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Your logic implies that survivors don´t need Pallets because they can run or use windows.
Both is possible but one of these is much easier.
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Huh?
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You can win games without tunneling and Slugging. I did this often enough.
You can also loop a Killer without dropping a single pallet by just pressing shift W and use vaults.
Both of these are totally possible to archive but getting rid of a survivor or using pallets in chase makes the game much easier doesnt it?
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i don't like it when the survivors always prerun to the same OP tile too but it is what it is. at least you can use perks against slugging, you cant really do much against prerun except pick a better killer.
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Ah yes TOTALLY the same thing. Go do it on Gideon or a killer that isn't a baby. You're trying to sound smart but this is idiotic.
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It is the same thing not game wise but by handicapping yourself.
Just tell me a single reason why the Killer shouldn´t tunnel and I will tell you a reason why you won´t need to throw a pallet at all.
Yeah i know that feeling on Dead Dog… but I am guilty of doing the exact same thing XD. Its annoying but efficient.
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An actual analogy to tunneling is survivors working separately on gens and not together! Not not using pallets.
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My point was the handicapping part not the game mechanics part…
But as you wish…
You don´t need to tunnel to win a game and you can survive a match without touching a single gen via hatch or having amazing teammates.
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Okay. Not using perks is the same as not tunneling. Wow same thing right because it's handicapping? Being blindfolded is the same as not tunneling. Playing at 10 fps is the same as not tunneling. Playing with two hands is the same as tunneling.
"You don´t need to tunnel to win a game and you can survive a match without touching a single gen via hatch or having amazing teammates."
???? You must be trolling or clueless if you don't understand why I said working separately is the same as tunneling (efficiency). I'm not engaging with you any further.
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I'm not sure where this mindset comes from. Constantly being in chase, especially chasing people off of gens is slowdown. It's some of the strongest slowdown in the game.
The alternative, which is either camping or waiting near the hook to tunnel, is literally doing nothing and calling it a "strategy" all while you allow survivors to do gens for free.
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Still you gave not a single point why killers should handicap themself and not tunnel.
And I think your arguments boil down to "survivor fun" or "get good"
I want to see how you build pressure on 3 gens appart as a non mobile Killer on a huge map. By the time you walked from gen A to B to C Gen A will be completed before you come back to it.
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Correct, if you just camp you will los.
this is why killers with high mobility are popular like ghoul, blight. the best strat is also to camp in strategic hook locations such as in the middle of a 3 gen so the killer can defend both the gens and the hooked survivor. If you just chase after every hook and commit to a down then you will eventually lose unless the survivors are bad at chases and dont do gens. This is the worst way to play killer unless you're playing an extremely good killer like nurse or hillbilly who can threaten a 4 man slug just because their powers are so strong.
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While every analogy falls apart at some level, there are really only two comparisons that even kind of make sense.
Option A: Eliminations are similar to gens being completed. This is where having one survivor completely gone from the game is permanent game progress, and is compared to permanent gen completion.
This is the one you started with, since you mentioned "survivors don't 99% a gen and walk away" and compared that to tunneling someone out. This is why @Firellius made the comment that gens can be regressed from 99 to zero, because that's the flaw in this analogy.
Hook states are partial progress to that elimination, and are also permanent. So if the analogy were to hold true, gens would also have to lock in at 1/3 and 2/3 and not be able to be regressed below that point.
That distinction is exactly why people don't leave a gen at 90% and go do something else, because that progress isn't guaranteed. Unlike the equivalent of 2 hook states, where the next is an elimination... Because that gen can regress completely to zero if they walk away. There is no way to delete hook stages from the game.
Option B: Individual hooks are similar to gens being completed. Hooks are also permanent progress toward the objective, just like completed gens are.
In which case, yes you can completely heal up ("regressing the chase to zero") just like the gen can, and no actual permanent progress is made until the hook, or the gen is complete.
You switch to this phrasing later on, but then you need to understand that your initial question of "why do survivors not leave a gen at 99%" is actually equivalent to "why don't killers chase a survivor until they are injured and within striking range of being downed and then walk away without finishing the chase".
It makes more sense why both of those players are completing those actions to guarantee the permanent game progress in that light...
But then any analogy to tunneling is completely gone also in option b.
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That's how they designed the game. There's no surprise sprint burst is one of the best perks, maybe even the most consistently best survivor perk? I also use this strat because it's literally just running away from the killer. Just like tunneling which is literally chasing a survivor.
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You're confusing 'doesn't exist' and 'best'. Just because there is a way to do something in a game that is the best doesn't mean other strategies don't exist that could be viable. In fact if one so clearly outshines the others it is a good reason for it to be nerfed.
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how exactly are you going to nerf killing survivors? if you mean tunneling as in chasing a survivor right off hook and ignoring everything else, that was already nerfed and is planned to get nerfed again. if you mean finding the most recently unhooked survivor and chasing them after they've repaired, healed, etc, that's not tunneling, that's just misplay on survivor part. the upcoming changes also kind of nerf this strat though, so don't worry about it.
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