So basically anti tunnel and anti slug is just dead
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All that and we still didnt get Shanoa as a legendary skin for Trevor ☹️
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I'm not talking about the cracked commando SWFs with no weak links that Hens and the like go up against in their showcases. I'm talking about an average Solo/Duo queue where there's pretty much always a guaranteed weak link to exploit. With respect, if you're tunnelling the Survivors that can loop well then you're doing it wrong. Most Killers that tunnel will try to identify a weak chaser early so that they can make it a 3 v 1 to buy the time they need to deal with the more experienced loopers. You don't need to "get good" to pull this off. It's a very basic strategy that works because DBD has a very lax MMR system that doesn't measure skill very well. I don't think "skill" can be measured accurately in DBD anyway. There are way too many variables/perks/Killer powers to take account of.
Trouble is, there's no tension or excitement when a Killer has dumped a Survivor out of the game early. There's nothing left for the remaining Survivors to play for except the hope that maybe you'll be the last man standing and the Killer is gracious enough to give you a shot at finding hatch. So even if you don't get tunnelled out, someone else might and you're still stuck playing out a dead trial with an outcome that's been decided in the first 3 - 5 minutes. Complain about gen rush all you like, but hitting the gens is now the only way to win for Survivors that don't have a spare 2000+ hours to spend watching Mr TatorHead videos and practicing looping. Killer complaints got other alternative strategies like stealth nerfed into the ground.
I think even the most biased Killer main would acknowledge that Killer is by design the easier role to play. It has to be if the 60% kill rate target is to be maintained across the whole Killer roster. Of course, the role gets much harder as you gain more experience and face better opponents but that's true of any game with an MMR system, even one that's as scuffed as DBD's.
The way I see it, you either have a system where everyone queues together but weaker players get more help from the game so they can still have some fun (like in Mario Kart), or you have a much stricter MMR system that measures player skill more accurately, which in the context of DBD probably means that high MMR will be SWFs full of good loopers Vs A-tier Killers and above with very long queue times for skilled players. The community has rejected the first idea, will they like the second idea more? I doubt it, but I guess we'll see…
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It shouldn't be possible regardless.
It incentivizes survs to only do this crap instead of actually learning to be better at looping and playing the game in general.-6 -
For Fs sake!
Nothing like this Mario Kart crap please!
People have to start having the awareness that if a game like DbD requires you time to learn and be better and you don't have it, then the game is not for you.
I would love to play FFXIV, but is such time demanding in a way that I, sadly, don't have the time. The game is not for me.-6 -
It incentivizes survs to only do this crap instead of actually learning to be better at looping and playing the game in general.
Replace "survs" with "killers" and you can make this sentence about tunneling.
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I don't think there will ever a solution to tunnelling that'll please everyone that isn't just changing the game on a fundamental level. As a killer, it's your job to kill and the best slowdown you can get is killing someone early. So unless you're willing to remove the concept of killing/dying entirely from the game the only feasible way is to punish killers for killing too quickly but punishing the killer for doing their job doesn't work either. I think given the constraints the best solution there is to make the tutorial better for newer players to promote better teamwork and fairer conduct as well as reworking some of the general perks to help fight against tunnelling.
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Not basically is dead. It IS dead. Completely gone. All those excuses that it was just being delayed to another PTB? In the wind.
But the nerfs to anti-tunnel and anti-slug perks remain.
So tunnelling and slugging is stronger than where they started.
Just goddamned fantastic work here. Mission accomplished.
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They're not changing any of the perks from this PTB, are you referring to other perk nerfs? All the per changes from this PTB aren't going live except Breakdown (temporarily) and Wicked (but killswitched), and neither of those are anti-tunnel or anti-slug.
(Also the comments about delays weren't excuses, that's what happened. The changes were delayed from the first PTB to the second PTB, THEN they were scrapped.)
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You didn't read the part that I've said gen rush and tunnel should be exterminated together, right?
Also not defending tunnel, but do do this you require to beat a surv in a chase in most cases.
Gen rush can be accomplished without any skills (unless your reflexes are so bad you can't hit skill checks).-5 -
I don't believe the two things are equivalent, nor do I believe the popular narrative that nerfing gens will do anything to stop tunneling, as it already hasn't and they've had plenty of nerfs. True genrushing isn't even a thing since the multiple adjustment to BNPs, which is where the term came from. Killers will spend 90s in chase while spreading zero pressure and cry gen rushing when three gens pop even if no one has a single gen perk or toolbox.
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I do.
We've reached a stalemate.-8 -
You do what? Think they're equivalent or think nerfing gens will stop tunneling?
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Gen rush can be accomplished without any skills (unless your reflexes are so bad you can't hit skill checks).
The funniest and most truthful observation is that I'd rename it to AFK check
While the killer is chasing one surv, three are sitting bored and pressing the space bar to keep from falling asleep completely-1 -
Crap.
Posted without typing the rest.
Anyway, the first option. Tunnel and gen rush are equivalents. Both are braindead, easy strategies.
You can't destroy one without the other kicking the bucket too or else the side who loses their braindead crap first will be at a damn good disadvantage.-10 -
Define genrushing then. How many gen perks do you need for a genrush build? Which perks? Which items with which add-ons? How many people need to bring them? Is every survivior clustering on the first gen they see genrushing? Or is spreading to different gens genrushing? Tell me your personal definition because, for such a commonly used term, everyone's is always different.
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You've quoted the wrong Wesker pfp.
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Makes sense.
ANYTHING survs can stack to increase gen repair speed, but lately I'm so sick of it that even if just one surv brings one gen perk is enough to make me mad.
There's a significant amount of times that a gen just pops on my face for me to get to the result screen and see that the surv had Deja-vu.-7 -
You don't think thats a wee bit extreme? Deja Vu save 5 seconds on a gen. So if a survivor with it does two whole gens alone they save a whopping ten seconds. Meanwhile, the average killer is bringing multiple anti-gen perks in almost all my survivor matches, so that 5 seconds isn't anything. Deja Vu's real power is in keeping yourself from getting 3genned.
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Yep, it's extreme.
This is to show that I'm in the brink of madness XD (seriously).
I just want to have a match where I face good survs that don't decrease it's time. Chase is the best part after all and with this bunch of crap they keep ending faster and faster.
If I'm beat I want to be by good survs that are not hiding and just fueling the gens with rocket fuel (and they T bag at the end as if they did something skillful).-8 -
It can work, but only if broken gen speeds are no longer possible.
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Problem is good survivors usualy have done 2 or 3 gens at the same time or by the time you get 2 downs and if you play weaker killer which I belive many survivors enjoy most to face then you loose 2-3 gens after first chase and then what, killer is harder at top level if you dont play or master stronger killers then the role is harder and good survivors are doing gens faster than bad ones because they have time and then they can slow down a bit if they want chase but they mostly rush it to the gates and leave so yeah "tunneling isnt always needed, only bad killers do it" is sentence only people that dont have much experience facing good teams with weaker killers can only say.
Why then comp killers that go for win and as many hooks and kills tunnel always then? because its easy and effective plus many survivors can beat this even the fact com survivors dont have all best perk each but they have perk restrictions (meaning only one can use ds and then others cant and simular with other perks and items are restricted too if all run styptic with dh and ds,unbreakable then even best blights and nurses would hardly 3k). Im for making some buffs to gen speed when killer gets first kill on less then 4-5 hooks but this should be dissabled once 1-2 gens are left and killers should get better bonus for unique hooks not some few points more and bloodlust that is useless (thats like giving survivor 5% speed to healing when they save someone from hook isnt it trash, I believe it is) and then make tunneling little harder now it will be by 5 seconds which bothers me in endgame with the 5 seconds of haste and endurance this will hurt more than giving them 20 seconds till gates are powered.
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Exsctly, and I am going to repeat part of this that I agree with especially,
BHVR ARE YOU LISTENING?
Elusive is good. Keep that. It encourages and helps the freshly unhooked survivor to escape and hopefully get healed. But the massive haste and endurance that can be weaponized by survivors? That's the problem.2 -
same killers that drop a chase and go back to hook as soon as someone is unhooked at 5 gens. smh.
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