Please stop telling survivors to learn how to loop!
This statement is starting to get so annoying! “If killers are tunneling, you need to learn how to loop better” its honestly the dumbest thing i have ever heard in my life, killers can still tunnel even if the survivor is really good! or they can just tunnel for literally no reason at all, Tunneling out a survivor doesnt always mean they are bad at looping, honestly when most killers dont like a certain survivor even if they did nothing to them they will still tunnel them out, the way certain killers think will never make sense to me fr - we needed that anti tunnel update and now we get nothing smh
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Post edited by Reinami on11
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This may not be OP's point necessarily but it is worth mentioning that "just learn how to loop" ignores the most fundamentally important part of tunnelling, which is that it's not a regular chase.
To beat tunnelling with looping ability, to the point where the killer's throwing to chase you, you don't just have to be good in general- you have to be better than the killer by a very wide margin, because they're getting to start the chase with it tilted heavily in their favour.
To an extend, yeah, you're gonna have to learn how to loop, but that isn't the secret trick to beat tunnelling- it's a balance problem all the same.
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This relies on too many variables to be considered a reliable form of counterplay. Let's go over some of those quickly.
You need to be significantly better than the Killer. Tunneling takes far less skill to pull off than it does to counter. Now, with the matchmaker being ass, this isn't so unlikely, but it will still be uncommon.
The map needs to be able to support a long chase. Many maps, even prior to these pallet updates, were not capable of supporting long chases by design. Post-update, most maps are lacking pallets and if not, lacking safe pallets.
You need your teammates to both recognize the tunnel and immediately slam gens. Unless you're in a 4-man, the odds are massively against you here.
You actually need to be the one getting tunneled. Most Killers, when they find someone who might actually loop them, will just leave and find someone else who can't. If that happens, and they get tunneled, theres nothing you can do.
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If you dont learn how to loop and survive the killer not even the scrapped buffs wouldve helped.
Thing is it’s not even hard to learn. You just need to know. Not mechanically difficult most of the time. You can even strategically hold W and this will work very well against the majority of killer roster.
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Post edited by Reinami on-17
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"Please stop telling survivors to learn how to loop!"
No.
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Once again, everything I said still applies. As does what @jesterkind said.
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your argument boils down to bad matchmaking and solo/swf gap. there are so many factors that you’re ignoring
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Elaborate?
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Tunneling out a survivor doesn't always mean they are bad at looping but survivors complaining about tunneling pretty much always does. I personally love getting tunneled. Much more thrilling than doing gens. I wouldn't queue for surv at all if I was not expecting to get chased by the killer.
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If survivors should learn to loop, then killers could just be told to learn how to pressure gens instead of relying on tunneling. They wouldn't enjoy hearing that, yet it's just as fair.
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They mentioned many of those factors in their previous comment.
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Tunneling is one the most effective ways to pressure gens, so your point doesn't make sense.
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Yeah, telling Survivors to get good at looping (at least as a response to tunneling complaints) isn't realistic. Nor is telling them to get good at looping when they now have fewer resources to work with. The game is already designed so that the Killer will get you eventually, which is part of the reason why tunneling is so effective, along with the Survivor already being injured when unhooked.
And one doesn't necessarily have to be bad at looping to complain about tunneling. I can't even say where I stand on looping skill, because sometimes I'll go down in five seconds, and others I'll run them for a minute. There's a lot of factors; who the Killer is, how skilled the player is with them, which map we're on and how skilled either of us are on that map, etc. Even when I do keep the Killer busy, tunneling isn't fun at all. It's not fun to deal with when I'm not the one being tunneled either.
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The point to that is tunneling is far less effective if the survivor can actually loopEverything is less effective if the survivors know how to loop.
It's axiomatic 'it's going to be harder to win if they are good', like yeah, obviously.
If all the survivors are good at looping, tunneling is still going to be the most effective strategy, because other survivors can't just be hit off the hook / will have two health states / can pre-run. It's only if the tunnel target is the best looper on the team that it would be disadvantageous to engage in.
One thing I've learned over these last few months is that there are lots of players who believe they've achieved massive win rates despite playing a game that they think is rigged against them and asking for any improvement from the killer is forbidden.
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Your ignoring a lot of factors that can dramatically effect whether or not the killer loses the game doing it. And yes I have looped killers for long enough that they lose the game going for me.
Ping. I would be more OK with telling people this if I didn't commonly face 100+ ping killers that just get to hit me while I'm already across a pallet (my ping typically sits around 40 by the way). Any looping skills the survivor has in that situation are pointless.
50/50s. Which, yes, you should do your best to avoid when being tunneled but they absolutely will come up at some point. If the killer can't find a way to force a 50, even if it takes them a bit of time to do so, that is a skill issue on the killers part. Lose it and you get hit/downed, win and the killer just gets to try again, sometimes immediately. A survivor has the possibility of losing every 50/50 in a match, were they a bad survivor or did they just get unlucky?
Which killer, get tunneled out by a trapper, ya probably skill issue on the survivor. Get tunneled out by a decent nurse or blight? Guess I'll just die.
Comp dbd is played largely around a tunnel out and, despite claims to the contrary, most matches end in a 3k or 4k. Are these survivors bad? Sure seems like they can't loop long enough to guarantee the killer loses.
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If the only way you can pressure is by shoving out a weaker link as fast as possible, that's an inability to engage with the game the way it's designed to be played. You should be able to maintain pressure on four players.
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i didnt even list them lol what factors are you thinking
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Not that killers really need to worry about looping much now that map tiles have been reduced to a few trees and a rock. I’m sure we’ll be seeing YouTube videos about how the rock is ridiculously overpowered here shortly.
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Besides the ones that you oversimplified,which perks are in play, what killer it is, the playstyle of survivors, is anyone bodyblocking, when and how is the survivor getting unhooked, off the top of my head.
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People make this statement because it’s 100% true. If a survivor can take the killer on an extended chase (ie THEY ARE GOOD AT LOOPING), it makes tunneling far less of an effective strategy. If you want to show us how well tunneling works against really good loopers, please go ahead and post some of video and I will gladly admit that you are right.
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you literally cannot be in 4 places at once. the pressure from tunneling comes from the weak link who is unable to loop. But the mindset is « bad killer » instead of « bad survivor »
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Do you want singulari/chess merchant games that end up with the killer winning after an hour because the server shuts down?
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Because tunneling is easier than countering tunneling. Any new player can tunnel. You shouldn't have to be a good or very good survivor just to counter a bad killer.
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All those things matter, true.
Almost all of them feed into my point.
Simply saying, "Get good at looping" is massively unhelpful.
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https://www.youtube.com/@dbdleague
Are these bad survivors? Season 10 had 2.9 kills/game average. These matches typically revolve around tunneling.
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I’m talking about the middle 80% of players, not the ones on the extreme side of being really good or really bad. Using comp leagues to generalize about the player base is extremely flawed.
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You cannot be using that as an example. those guys have their own rules and restrictions. For example afaik myers plays only on hawkins in their sets. If anything it shows that tunneling is a necessity at that level
Also they switch sides so it’s not even comparable to normal dbd. Dbdleague had a no restrictions night where survivors just bsolutely demolished with slippery meat build.
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If you want to show us how well tunneling works against really good loopers, please go ahead and post some of video and I will gladly admit that you are right.
Oh look, I did what you asked. Stop moving the goal posts. These are the best loopers in the game and they get tunneled out.
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Suddenly we aren't talking about looping, now perks matter. Stop moving the goal posts.
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Post edited by Reinami on-4
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What? You shouldnt be a better player to beat the bad player? You dont need to be the best looper in the world to loop a newb for 5 gens, just better.
Yea the skill floor is lower for killer than survivor but that’s not a problem except regarding matchmaking.
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Comp has restrictions on the killer as well, and the survivors know exactly which killer on which map they are facing. Yes, its not perfectly comparable to public matches but these survivors do get tunneled out. If looping could stop that like people claim here then they wouldn't get tunneled out.
Ping is dramatically more detrimental to survivors in this game than killers and dramatically more important in this game than others, it is absolutely a relevant part of the discussion.
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The most important aspect of playing survivor is understanding your agency, its limits, and how best to utilize it. You cannot control your teammates any more than you can control the killer, but you CAN improve in ways that offset any deficit in the impact their agency has on your own. If someone is getting tunneled and you aren't in a position where you could force the killer away from them, you CAN slam gens to punish said tunneling. If you are the one being tunneled, you CAN waste the killer's time and pressure to the point where their hyperfocus costs them the game, with an added bonus of potentially escaping as well.
I think that 1v1v1v1v1 comment irreparably damaged how people look at the survivor role, and the way MMR was implemented basically amplified it. There are next to no rewards to playing as an actual team player outside of an improved likelihood of survival. Therefore, when people feel there is no chance for survival, they just want to get into a match where they do more than they do even finish the match they're still in. Playing a losing match removes a lot of the incentivization that is required for teamwork to even function in this format, so it becomes defeatism.
In many other games and their respective genres, playing with no hope of success is much more normal. In fact, it actually creates a perfect environment to work on solutions: If you're playing a fighting game as a grappler and someone is clowning on you as a zoner, you can accept that defeat is likely while learning the predictability/patterns to their projectiles to test and explore ways to gain ground and overcome the lopsided matchup. There's an actual term for it called downloading, where you essentially accept a defeat and utilize as much of it as you can to learn about your opponent to help in future rounds.
In a MOBA you might be a champion who has a hard counter in something like lockdown, while going against an opponent with very high crowd control. While they are perfectly fit to neutralize you if they land a hit, the adaptation then literally becomes don't get hit, and you learn how to better position and space yourself to maximize your impact while minimizing your risks. Even if you lose the lane, that temperament and adaptation will be what stops you from being underbuilt after the lane phase ends.
Hell think of stuff like the SoulsBourne games, where the entire premise is for the game to be unfair and unforgiving until you develop the skills and experience to be able to breeze through things that would hardlock you for hours/days/weeks/etc. You can't go in and tinker with the rules of the game, move encounters around, or curate elements of the games to make them more reasonable: Your only recourse is to improve and utilize everything you can, rely on the agency of others to offset your own failures (co-op,) or to just give up and move on. Yet those games still resonate with people in an age where most games are mostly just delivery devices for feel good chemicals in your brain anymore.
Its a universal concept in competition that our own agency is quite literally the only thing we have direct control over, and anything outside of our agency requires compensation to either dilute or amplify the impact of the things outside of our control. Yelling at people on the forum won't make them play the way we want, nor will guilting them. The MVP on a sports team isn't always the person who scores the winning points, its often the ones who turn assured defeat into potential victory. Its not an easy thing to do, especially knowing there is an aspect of likely futility to it. But in improving how you adapt to the situation, and how you maximize your own agency in order to offset what agency you lack, you give yourself the best chances you can directly influence.
People often assume skill is about results, and relies on things like mechanical prowess. Strategy and adaptation are just as much facets of skill, arguably moreso as they are essentially fundamentals. NONE OF THIS IS TO SAY THAT COMPLAINTS ABOUT THINGS LIKE BEING TUNNELED ARE INVALID, but more that as players self improvement is a very important consideration when discussing concepts like balancing in a PVP environment, let alone one with as many variables as this game does. If you aren't able to utilize the tools you have, you can't expect a PVP game to acquiesce to your lack of growth at the detriment of others who are willing to do so.
So while I agree that extreme tunneling (which the definition of what actually is tunneling is a whole other discussion) is bad for the game's health, and encourage the devs to address it specifically in a way that doesn't favor either side, I know that those words are just that. Encouragement. I can't walk into BHVR's HQ and impose my will on them, nor should I be able to. All you can do is give your honest feedback, and then work on what you can do personally to minimize the impact of that issue on your game. Its similar to the foundation of concepts like radical acceptance, aka "It is what it is." But the most important thing is to realize that suggestions like that aren't necessarily meant to be taunts, in fact, they're often genuine advice.
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It's super easy to tunnel now since they nerfed pallets, soon none survivor queue for a slop match
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Is there a video of that unrestricted night? I would love to see it.
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The way I see it, tunneling works because it lets the killer skip the parts of the game that require actual map pressure. It's a shortcut, not gen pressure. When I faced Nurse and Blight that forced me out at 5 gens, it just shows they don't want to interact with the game flow, just secure their win from the start. So when people say learn to loop, it's not fair. They should learn better too.
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it was streamed live on dbdleague twitch
https://www.twitch.tv/videos/2598497529 thats the first vod
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what goal posts this post is about tunneling and looping is dirextly involved and perks are directly involved as well
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Thank you
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no problem i am sorry if my tone comes off rude in any case
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I think a lot of survivor players are under the mistaken assumption that the point of looping is a guaranteed escape from the chase/trial, when the point is to buy the team more time to work on the generators and open the gates.
You're not playing an action adventure game. You aren't the invincible hero.
So yeah.
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Do you believe all killers are equally able to achieve the necessary map pressure reasonably and reliably enough? Do you believe they are always able (disregarding extremes like the pallet density back and forth) to do so to an adequate level, regardless of their opponents or the game around them?
This is why the best solution is equal parts carrot and stick. Sometimes its a shortcut, other times its a necessity. The game is not static enough for such a distinction, and thats not necessarily a bad thing. The most effective way to correct overreliance (while not only improving gameplay variety but expanding on it,) is to both make it less desirable and its healthy alternatives more viable simultaneously. Those types of changes essentially function kinda like sluice gates redirecting water, as they are much more effective at doing so with coordinated utilization.
In regards to the suggestion to improve, how that gets taken is up to us in the end. Even if they mean it as a mockery or dismissal, it is still good advice in utilizing one's own agency. Instead of being bothered by it, think of it like the time of day a broken clock is right.
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You are right, if killer tunnels its mostly survivor that is normal or mostly easie to get because its fast kill and most preasure in shortes time that doesnt kill killers momentum and increases his chance on win but when survivor is great looper than the tunnel is mostly just loose for killer so technicaly the harder the tunneled survivor can stay alive and hold killer on him so his teammates can push through gens the less tunneling effective is.
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Its most effective because its pulling people from gens the most look one is hooked, one chased so one can do gens and fourth survivor has to go and rescue thats the normal stabilized situation in the trial but if one survivor dies fast like in two gens so three remain and then this is cahnged by one is cahsed and then hooked, another is chased and then last has to go for save but whos doing gens??? a ghost??? The answer is in that time before they save and reset (heal) if the killer hasnt suceeded in wining the chase and downing the chased survivor they can then do gens but if killer has already hook or is going to hook then survivors are put under constant preasure and they cant do their objective (gens) much so its easier for killer and it gives him huge chancce to get 3 kills which is win condition (4 kills arent because of hatch and then gates rng plus perks like noway out or items like keys that help to open the hatch as otion so 4 kills arent guarantee and are rare win condition).
Tunneling is the most optimal way for the win because spreading hooks gives survivors more time in the trial which means there is always someone doing gens and thus kill has to do even better than them to achive win as 3 kills because gens are being done fast compare to tunneling otion where gens after tunnel (one survivor killed asap) killer has more room to cause preasure on survivors and win.
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Post edited by Reinami on-4
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They not understanding, you can be the BEST looper and still get tunneled so their arguments make no sense at all
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lol i do enjoy these "tunneling is bad" posts… the means to counter it are there. learn to loop, learn to lose line of sight, learn to stealth, learn to make better decisons (when in chase run away from the gens), generally learn to play. so many people have this 1 track mindset of survivor role of loop loop loop and when that fails they throw a tantrum and say "there is no counter".
let me fill you in on a little secret….. there is more to playing survivor than looping. you dont have to get chased at all if you play it right.
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Where's the footage
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