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So basically anti tunnel and anti slug is just dead

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Comments

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,200

    All that and we still didnt get Shanoa as a legendary skin for Trevor ☹️

  • The_Count
    The_Count Member Posts: 153

    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.

  • The_Count
    The_Count Member Posts: 153
    edited November 22

    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.

  • Massquwatt
    Massquwatt Member Posts: 595

    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.

  • jesterkind
    jesterkind Member Posts: 9,483

    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.)

  • The_Count
    The_Count Member Posts: 153

    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).

  • Dem34888
    Dem34888 Member Posts: 137

    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

  • The_Count
    The_Count Member Posts: 153

    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.

  • The_Count
    The_Count Member Posts: 153

    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.

  • The_Count
    The_Count Member Posts: 153
    edited November 23

    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).

  • Anti051
    Anti051 Member Posts: 871
    edited November 23

    It can work, but only if broken gen speeds are no longer possible.

  • Abbzy
    Abbzy Member Posts: 2,011

    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.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,827

    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.

  • lestatvampire69
    lestatvampire69 Member Posts: 27

    same killers that drop a chase and go back to hook as soon as someone is unhooked at 5 gens. smh.