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Stop Saying Killers Should be Punished for Playing Optimally.

This is coming from someone who plays 90% survivor because Killer is far to stressful to play.

Since the last 2 PTBs with the failure that was anti-tunnel I keep seeing people say we need some form of it and it always deals with punishing Killers for playing optimally. I don't understand how this can be seen as a good solution to the "problem" of tunneling. Punishing a person for playing the game optimally is not how you properly fix these issues. Imagine this, you're playing Survivor and you pop 3 gens before the killer gets a second hook. The fix this issue you now get a 20% generator speed debuff for playing the game too good. Wouldn't you feel some type of way? How would that be fair at all for the person playing the game good?

I have a personal solution for tunneling that would actually incentives killers to get unique hooks. Make Pain Res base kit. I know, this sounds crazy, but hear me out. Make Pain Res base kit and make it do less percent damage, something around 10-12% for all the unique hooks a killer gets in a match. This would active incentive a killer to go for unique hooks while still leaving tunneling open if it's a need strategy. Now killers would have a choice to make. Do they tunnel the person off hook and waste time with base kit BT, DH, DS, OTR etc. with the risk of multiple gens popping, or do they go for the unhooker and get their Pain Res to slowdown the game a little bit. Most of the time you would pick the Pain Res over the risk of 2 or 3 gens popping and losing with only one kill.

I think this would honestly be a much better way to incentive killers to go for unique hooks and stop tunneling. Rewarding them for playing the game in the way that is more fun for the survivors whilst not punishing them for using a strategy if it's needed in a game that's going fast. Gen Speeds are a problem and that's the reason for tunneling. Most of the games I play 2 or 3 gens pop in the first 2-3 minutes of the match while only 1 person having being hooked.

I know this will probably get downvoted and people will say I'm dumb but this is my opinion. Punishing someone for playing the game optimally doesn't make any logical sense. Yeah, it may not be the fun way to play the game but it's for sure the correct and optimal way to play the game. Rewarding someone for doing something you want them to do will always be much more effective then punishing them. I mean we are already punish killers for tunneling with the base kit BT and all the anti-tunnel perks yet it does nothing to stop them. Rewarding people would be much more beneficial to curbing the amount of tunneling going on in the game.

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Comments

  • karatekit
    karatekit Member Posts: 302

    a basekit pain res is ut weaker is actually a great idea. Not only does it give incentive to chase others but also opens up perk variety.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 485
    edited December 2025

    To be fair nearly no one says that alteast those who have some hours on the Killer side. Most of the time it´s the Killer mains who say you should gen rush to counter tunneling.

  • YaBoi0215
    YaBoi0215 Member Posts: 24

    I completely agree with you. I don't honestly know what could be done to make tunneling not such an effective strategy without one side getting heavily hindered or buffed in the process. A big reason that I see for meaningful change coming to the game about this is the strongest killers in the game, name Nurse, Blight, and Ghoul. The problem comes that if you add a way for lower tier killers to be more optimal to play and not be so weak this in turn makes the top tier killers completely game breaking and unwinnable to go against. I see ways that Ghoul and Blight could be nerfed to be better but Nurse to me is the main problem. The only solutions I see if either a complete rework of her or just the acknowledge that from her conception she was bad for the game and you just have to deal with it. I would love to find someway to make the game more balanced but with these killers, specifically Nurse, it gets so tricky to do it.

  • YaBoi0215
    YaBoi0215 Member Posts: 24

    I don't remember saying this. I actually used punishing survs for "genrushing" as an example of how punishing people for playing optimally is a bad thing. I think punishing either side for playing the game optimally is a bad thing.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,353

    I have said something similar myself, where if you were to eliminate tunneling/excessive slugging/camping etc. from the game completely, it would be much easier to balance the killers who really struggle. Think Trapper, GhostFace, Pig etc.

    Also, incentivize gen-patrolling more. A killer who can apply good pressure on gens is much more likely to win the match.
    The most common misplay I see from killers in my games are that they often over-commit to one person, who tends to bring the killer far away from the gens that are being worked on, therefore giving the other survivors a free pass to do the gens.
    Inversely, I have also seen killers who lack commitment, who also lose the games as a result of that.
    Like, if you as a survivor can run the killer for at least two gens worth of progress in your first chase, then you have laid some good groundwork for your team's success.

  • tes
    tes Member Posts: 1,223
    edited December 2025

    Even if I also share opinion players never should be embarrassed for playing optimally and there are many tools against tunnelling, there are no way to “fix it” by giving base kit slowdown.

    Let’s be for real, it’s an option player chooses and reason to find solutions “against” because some players have grudge towards this playstyle won’t solve anything. U either doing it consciously and just ignore reaction, or u playing along with their demands and stop doing it. You can’t find middle solution here, because it’s literally a matter of being offended by facing meta strat, not in game mechanic like S tiers killers even.

    The only you can do is provide better comms, SBMM and nerf S tiers if want make it feel less oppressive

  • Philscooper
    Philscooper Member Posts: 326

    its usually to reflect on people who push things on the other side that they rarely ever play but never ever think "what if i did this on my side"

    tunneling and genrushing has no counters,

    unless you count having 1k hours with meta perks to be a solution or killers running 4 gen-regression.

    which is all pre-determined. you cant just do that in the game to immediately change the outcome.

    you wont immediately have 1k hours and suddenly run meta perks when you are already tunneled
    and
    you cant suddenly run 4 gen-regression when you realise the gens popping every 40s.

    both are unfun playstyles yet massively defended even if the meta has been stale and has been clearly unfun and an unhealthy way to way.

  • YaBoi0215
    YaBoi0215 Member Posts: 24

    Hmm, that sounds doable. I wonder how you would go about doing that. Maybe another thing that could happen would be to teleport the unhooked person to the farthest part of the map from the killer so that going for that person takes more time then actually finding someone close by since a decent amount of killers tend to be within 20-22 meter of an unhook. I would also be ok with no noise notification for an unhook. Of course you would see it on the HUD but the addition of the noise notification makes you hyper aware that it happened.

  • karatekit
    karatekit Member Posts: 302

    problem is many killers in the roster are incapable of maintaining enough pressure on gens unless the gens are really close or survs lack game awareness

    This is why the best killers are the ones who beat prerun strat

    Look at the top 10 all of them beat prerun at least to some extent

    Ghoul doesnt even have proper and oppressive antiloop like slinger or clown but he gets fast first hits and appears on top of you and he is top 3

    Compare these to pig crapper ghostface myers etc. Either very map dependent or just weak

    Rule of thumb is the less mobility a killer has the lower on the tier list

    Sadly it doesnt seem possible to fix this because if you make an immobile killer who can also pressure gens you get chess merchant or singu who destroys soloq

    Thid is ultimately why i think devs refuse to completely remove camping tunneling what are these bad killers gonna do if they cant apply pressure through tunneling and camping?

    This is also why sb is one of the best survivor perks maybe the best overall

  • Classic_Rando
    Classic_Rando Member Posts: 263

    Survivors’ only objective is to do gens and escape; killers’ only objective is to kill survivors. Nobody should be punished on either side for playing the way they want within the rules.

    Tunneling doesn’t even work well against good survivors most of the time as you waste way too much time trying to chase and hook a single survivor three times.

  • crogers271
    crogers271 Member Posts: 3,268

    Imagine this, you're playing Survivor and you pop 3 gens before the killer gets a second hook. The fix this issue you now get a 20% generator speed debuff for playing the game too good

    1: Imagine the game had windows you could infinitely loop and the optimal strategy was to draw the killer to them. A reasonable solution would be to 'punish' the survivor by blocking the window.

    2: Survivors can't just do the same gens again and again, the amount of gens they have to work on narrows, making it easier for the killer to defend. Their objective gets harder as they complete it.

    3: In your scenario the survivors have just played well. If they are genrushing, well, people constantly suggest nerfs to genrushing perks and items. The difference is anti-tunnel discussions are talking about a particular strategy being too strong, while examples like this are just things going well for one side.

    People really normalized the use of 'punish', when things like this happen all the time - things that are too strong get tuned down. Punishing certain strategies or making the objective harder as you progress it are already things the game does.

    Make Pain Res base kit.

    They made Pop basekit in the PTB with unique hooks. Buffs and nerfs have to come hand in hand.

    Rewarding them for playing the game in the way that is more fun for the survivors whilst not punishing them for using a strategy if it's needed in a game that's going fast. 

    I've been thinking about how much 'needed' has come up as a defense.

    What if survivors 'needed' to use OTR to bodyblock? What if survivors 'needed' DH for distance? What if survivors 'needed' to use CoH to self heal?

    Everything that has ever been nerfed was 'needed' in some circumstance on both sides.

     I don't honestly know what could be done to make tunneling not such an effective strategy without one side getting heavily hindered or buffed in the process.

    Well 9.2 tried to give boosts to killers in other areas to accomplish just that.

    Nobody should be punished on either side for playing the way they want within the rules.

    No one is getting a DC penalty or anything like that. This is why I hate how 'punish' gets thrown around. The ideas proposed by BHVR took something that was a big advantage for the killer (eliminating a survivor) and made it a smaller advantage, while still giving the killer a way to neutralize that change and buffs to spreading hooks.

    Tunneling doesn’t even work well against good survivors most of the time as you waste way too much time trying to chase and hook a single survivor three times.

    We've had a huge disconnect in the negative feedback for the anti-tunnel ideas: either tunneling is absolutely essential at high MMR and thus it can't go through, or tunneling never works anyway.

    If its the latter, its still a good reason to nerf it, because having a powerful, easy, obvious strategy for new killers that dominates new survivors likely causes people to leave the game.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,966

    Survivors’ only objective is to do gens and escape; killers’ only objective is to kill survivors. Nobody should be punished on either side for playing the way they want within the rules.

    The problem here is looking at it as a "punishment", which is the newest narrative for opposing anything to limit hard tunneling.

    Because having limits on some aspects of the game makes sense. Survivors start the match together, there's an innate penalty to gen speeds when grouping up on the same gen, and most of the "anti tunneling" and "anti camping" perks or mechanics are just flat out disabled when the gates are powered.

    Those already exist, and nearly universally are considered "common sense" limitations. Yet, if we apply the current narrative to them, it's literally "punishing survivors for doing gens".

    And yet, when anything is proposed to limit even the most extreme examples of hard tunneling at 5 gens, people scream, cry "abuse" and "punishment" until it gets completely thrown out and discarded.

  • tjt85
    tjt85 Member Posts: 1,658
    edited December 2025

    Trouble is, you can't just buff Killers with more base kit gen regression and hope they play "nice" as a result. It won't work because it doesn't take into account the mentality of players who play the game this way. They want to win and they will do whatever it takes to get that win. It wouldn't reduce tunnelling at all because Killers would still tunnel in situations where they've identified a weak link. If taking a weak player out of the game remains the best means of securing a victory, these types of players will still tunnel regardless of the buffs they might otherwise get for not tunnelling. So the only real alternative is to buff the remaining Survivors when this happens, so that they're still in with a chance of maybe making a comeback (or to "punish" the Killer for getting an optimal early kill, if you prefer to see it that way).

    As for punishing players who play optimally, optimal play is the biggest killer of fun in DBD. That goes for both sides. The game just isn't well balanced for "optimal" play. For the Killer role to work for half the roster, I think Survivors need to be somewhat inefficient / prone to making mistakes. That's why they don't have complete information of the game state, cannot communicate very well and don't really know what their team is up to or where the Killer is (at least beyond the limited info given to them by their choice of perks). If I could find three other people to play with and we did little more than glue ourselves to the gens, I'm sure we would still do relatively well escapes wise (so long as they were objective focused enough to knock out two or three gens in the first few minutes of the game).

    I don't think it would harm the game for the devs to put some breaks on so called optimal play, to be honest. DBD was never designed to be played the way that it is by the more competitively minded parts of the community. Just look at the comp scene. There are so many artificial rule changes deemed necessary in their tournaments for DBD to be a viable competitive game (something I find very ironic, considering a lot of the same players were arguing that the anti-tunnel systems interrupted the natural flow of trials and made playing Killer too restrictive an experience). Beyond the obviously impressive skill on show, comp DBD is very boring to watch because you kinda know what the game plan will be before the match even begins.

  • hermitkermit
    hermitkermit Member Posts: 996

    I think the frame of mind and language you’re using matters a lot here. Seeing any form of anti-tunnel as a “punishment for playing optimally” is probably why the concept feels so hard to accept. But if we look at the game as a whole, we can see that this exact idea already exists everywhere else, and for good reason. Tunneling is held to different standards 

    For the sake of your argument, I’ll use that same framing “punishment for playing optimally” to explain my point.

    Looping is a perfect example. It doesn’t need a perk to exist, just like tunneling doesn’t. Yet looping has built-in restrictions or “punishments for playing optimally” already.  things like windows blocking after repeated use, bloodlust, and pallets that can be broken, permanently weakening a loop. If I’m vaulting a window really well and the only reason the killer hits me is because it is blocked, then in your logic that’s a punishment for playing optimally, for being too good. If I’m running a killer really well but he gets major bloodlust and gets a hit, then that’s a punishment for playing optimally, for being too good. But we need those kind of “punishments for playing optimally” in order for a much more balanced game. Looping well is playing optimally but it is still “punished” without any kind of perk required for a killer. 

    Though we do have them of course. We have anti-loop killers and perks, just like we have anti-tunnel perks. But the existence of counter perks/killers never replaced the “punishments” on looping. Looping isn’t left without “punishments” just because anti-loop options exist.

    Tunneling, on the other hand, is.

    Tunneling is a strong optimal way to play, but it’s treated differently from other strong, optimal ways to play in the game.

    Imagine if looping had no built-in counters or “punishments for optimal play” at all, and windows never blocked, pallets couldn’t be broken, bloodlust didn’t exist, and killers were expected to be fine with it because anti-loop perks and anti-loop killers exist. I think people would be quick to call out the imbalance, and people would push back immediately. 

     The logic seems to be that anti-loop/killer options don’t replace the need for built-in limits/punishments for playing optimally when looping, but anti-tunnel options do replace the need for built-in limits/punishment for playing optimally when tunneling. That inconsistency is the issue. And it’s why I advocate for tunneling to be balanced the same way other mechanics/strats in this game already (and rightfully) are.

    Balance does not mean punishment. And if you really want to look at it through that lens, then one role is already punished for the sake of balance for playing optimally.  

  • terumisan
    terumisan Member Posts: 2,215
    edited December 2025

    i said this on the feedback but the number has to be high like 40 or 50% total mapwide progress and flood level aura reading so the killer is incentiviced to go chase another person instead of camping

    also 8 kick limit needs to be removed

  • crogers271
    crogers271 Member Posts: 3,268

    I think the frame of mind and language you’re using matters a lot here. Seeing any form of anti-tunnel as a “punishment for playing optimally” is probably why the concept feels so hard to accept. 

    I wonder how differently everything would have gone if instead of calling it anti-tunnel they had done something like:

    Survivor Buff: Upon a survivors death, they gain a 25% gen speed bonus.

    Killer Buff: Getting to 6 hook states before a death will negate the survivor bonus.

    That's a simplified example but as you point out I think people really latched onto something that is a pretty normal thing (weirdly I think if they just made the 25% gen speed bonus happen regardless of hook states and then focused on unique hook benefits, it would have gone over better).

  • terumisan
    terumisan Member Posts: 2,215

    people would still say it's unfair for killers its not a wording problem it's people understanding what effects it will have on the game

  • Abbzy
    Abbzy Member Posts: 2,276

    These limits were poorly set and kinda only viable on like half of the killers (the stronger one not the bottom one) which made it kida bad in term of just play hardcore game because you choose that killer or switch to better one which isnt good desing tbh.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    "Stop Saying Killers Should be Punished for Playing Optimally"?

    I say, Stop Saying That Killers Tunnel Because of Gen Speeds, because that's not true at all.

  • crogers271
    crogers271 Member Posts: 3,268

    The OP is literally talking about the concept of 'punishment' being a bad idea, not overall game impacts.

    That's a framework issue (or wording if you prefer).

  • hermitkermit
    hermitkermit Member Posts: 996

    That’s a really good point. I’ve never thought of that before. It’s easy to tell in causal forum discussions how language can really set the tone and expectations of both the reader and the person who makes the post. But as you suggest those effects likely still carry when they come from BHVR themselves. Both in the way something is phrased and a “title” in general.

    I suppose I can even see how putting anti- in front of something already sets the tone to be somewhat negative, even though it’s an accurate description and isn’t always negative (like anti-bullying is a good thing.) But yeah, that’s a good point you make. The good old ‘ it’s not just what you say but how you say it’

  • runningguy
    runningguy Member Posts: 993

    not really sure how you can say its not true. As killer i never tunneled until i started getting matched with SWF more regularly and gens started to fly.

    Its like playing 2 different games

    1. A mostly soloq match where players dont touch gens, do challenges like totems, dont work together which is seen more in low MMR, sure tunneling isnt needed which is why i never did it.
    2. A mostly SWF match (4 or 3 person, 2 x 2 person SWF) that dont do challenges, actually do gens and work together which is more common in higher MMR, this is where tunneling is needed because when players actually do gens instead of memeing around the gens fly which is why i started tunneling.

    Simple race, gens v kills. fastest and most efficient way to kill is often to tunnel. Fastest and most efficient ways to do gens is often spread out, toolboxes, take chase away from gens, always have someone on gens at all times.

    Is it fun for survivor to be tunneled out? no

    Is it fun for the killer to have gens done and gates open in 5min? no

    Both optimal plays and both reasonable in the race of gens v kills.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    Because Killers still tunnel even when gens are dragging like molasses. Killers run four slowdown perks and still tunnel. Which shows that they will keep on tunneling even if gens were made slower by default. Which then means that gens speeds were not the reason they were tunneling to begin with.

  • runningguy
    runningguy Member Posts: 993

    when killers get matched with high performing SWF often they tunnel by default. i know i do. i could have a match v all soloq memers that wont touch gens but i wont know that going into the match. im going to tunnel from the get go assuming its a team thats going to do gens. That doesnt mean im tunneling regardless of gen speeds, it means most of my matches gens fly so thats the type of matches i prepare for.

    You expect me to hold off on tunneling and play less efficiently incase survivors are meming around?

  • まうっす
    まうっす Member Posts: 84

    Survivors have an advantage by complaining to the developers rather than practicing, so I think killers should just give up.

  • jmwjmw27
    jmwjmw27 Member Posts: 829
    edited December 2025

    If we want to reduce tunneling and improve the game overall, the best idea is to make tunneling no longer the most optimal play.

    To do that, you have 2 options:

    1. Buff killer in some way that another strategy is now more optimal
    2. Add a nerf/restriction that applies specifically when tunneling such that another strategy is more optimal

    The best way to go about it is probably a mix of 1 and 2. But doing just #1 is bad, as although another strategy becomes more optimal, tunneling doesn’t become any worse or any more difficult. It will still happen all the time. And without 2, you’d have to buff killer so extremely that not taking out a survivor immediately (despite easily being able to) is somehow not the best play, and you’d probably break the balance of the game doing so.

    And conversely, doing #2 alone would destroy the balance of the game and make it way too easy for survivors to win at high levels.

    Making pain res base kit just means I have more free slowdown while I tunnel if I’m playing optimally. Nothing is going to change.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    What we want is for Killers to find other ways to play efficiently (because believe me, they do exist).  This Killer mindset that tunneling is the only way to play efficiently is the real problem, along with their refusal to acknowledge that.

  • terumisan
    terumisan Member Posts: 2,215

    well the reason why it was 6 hooks specifically is because they were going after tru3 and people who play like him who will bounce between 2 survivors for pressure

  • Abbzy
    Abbzy Member Posts: 2,276

    That doesnt doesnt make much sence because the whole idea of these changes meant it should make tunneling harder and reward killer for spreading hooks plus punish him for some tunneling (hardcore one especialy) and here we get into problem devs didnt have clear what they define as tunneling because just bouncing between two survivors isnt tunneling, its kinda good strategy but if you doesnt hook someone twice in the row you cant even call it tunneling (hooking someone twice in the row isnt the tunneling problem many people hate because this can happen in many situations like unhoooked survvior running into killer or killer is patroling gens on map and finds him first or he sees him healing in the corner etc., the patch should make hardcore tunneling be less common and thats going after one survivor hooking him three times in the row not two if its not on the 5 or 4 gens then I would get it that with 4 hooks and one kill on that many gens its kinda bad for survivors and then the hook limit made sence but it should be determind not only for hooks but by done gens as well because getting punished for getting one kill on 4 hooks when two gens or one are left from gates being power isnt good idea in genral). So in short it wasnt that bad the first try (with unique hooks and antitunnel, untislug was there bit overdone too but that wasnt the key topic of this update) they just needed to tune some things down and those punishments needed to be fixed not only to killers hooks but to done/remenaing gens too because nerfing killer that had bad start or plays weaker killer for getting kill on 4 hooks (which is common against good survivor teams with weaker killers) when gens are almost done is just super bad desing.

    The bouncing between two survivors instead of tunneling one out straight i call it new meta too on some of my posts and i believe tru did to (its logical now best way is like in turnament just go and kill someone asap which is best to tunnel him but if this is nerfed then making targets two but sill limiting your objective and saving time is choice to go so it becomes two instead of one). Other huge problem was devs arent against tunneling as sluging and proxycamping because killers objective is to kill survviors and these strategies have their use in certain situations but they couldnt just found whats the type of tunneling they want to stop (from their stream they just named two ways and said it has even more so by that it looked like they want to get rid of tunneling compleatly like facecamping that is only possible in endgame where killer has nothing to patrol then hooked survivor, but then they said they respect tunneling as strategy that will stay so Im kinda lost here).

  • terumisan
    terumisan Member Posts: 2,215

    bouncing between rhem is what they consider tunneling actually. it was the 3rd thing they consider tunneling it's just they omitted it since if you say it out loud it sounds dumb and people will hate you(the devs) for not understanding something so basic and tend to swing heavily on favor of survivor

    also tru3 has been doing this as far back as earlier this year when knock out qas meta (which the dwvs still haven't addressed the problem of hooking survivors makes them stronger ans is why they keep trying base unbreakable)

  • Abbzy
    Abbzy Member Posts: 2,276

    Doesnt surprise me that devs doesnt understand their game after many years but spreading hooks between two survivors isnt tunneling in my opinion (only if you hooked someone twice in the row but that all depends on circumstances like if he bodyblocked, on what gens were left or you chased someone and you spot him injured in corner of the map etc.).

  • runningguy
    runningguy Member Posts: 993

    Like saying looping is the only way to play survivor efficiently? or doing gens asap is the only way to play efficiently? ideally it would be nice if survivors found other ways to play efficiently (believe me, they do exist). killers have found many ways to play efficiently and each one of them survivors have not liked….tunneling, camping, slugging, S tier killers using meta perks.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    Playing efficiently for Survivors requires all of those, and coordination. That's why SWF is so strong compared to solo.

    Also, who said that looping is the only way to play Survivor efficiently? Why do you bring that up as if it's going to change the truth about tunneling?

  • runningguy
    runningguy Member Posts: 993

    countless people in these forums alone have openly said looping is the only thing a survivor can do. i have even mentioned playing stealth and hoards of people have come out saying "stealth is dead due to so much aura reading" and they maintain looping is the only way to play.

    you ignored the point regarding killers have other ways to play and tunneling isnt the only way… yet all efficient tactics killer uses is hated. so its not "we want killers to find other ways to play efficiently" at all because they already have….camping and slugging.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468
    edited December 2025

    Oh, there are other ways beyond camping and slugging too. Not that you would know that, because you don't give them a chance. But I've seen it plenty of times. Even in my games this morning.

    As for looping? Looping isn't even efficient if no one else is doing gens.

  • runningguy
    runningguy Member Posts: 993

    so your comment of just wanting killers to find other efficient ways of playing was just flat out incorrect because you have acknowledged at least 2 other ways killers can play and you dont like them either. it sounds like what you want is for the killer to not find other ways of playing but to only play 1 way which is not as efficient (spreading hooks).

    you say looping isnt efficient if no one else is doing gens but tunneling isnt efficient if the person they are tunneling is a pro looper that loops the killer for 5 gens.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    so your comment of just wanting killers to find other efficient ways of playing was just flat out incorrect because you have acknowledged at least 2 other ways killers can play and you dont like them either.

    I never said I didn't like them. Not only are you giving false equivalents, but you're putting words in my mouth.

  • runningguy
    runningguy Member Posts: 993

    why make the comment regarding survivors wanting killers to play other ways then? they slug and camp…. so whats the issue? you got your wish, killers found another way to play other than tunnel.

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    Well, you did ask what we wanted.  Killers have done quite well with spreading hooks, too, so I don't understand why so many are allergic to it.  And it's funny to me to claim that tunneling is the most optimal and efficient way to play while also acknowledging that it doesn't work against strong loopers.  So it's not the most efficient way, is it?

  • runningguy
    runningguy Member Posts: 993

    nothing is efficient v a good looper lol thats the point. thats why its smart to pick the weak link and tunnel them out not the strong looper. its not as mindless of a tactic as people think it is. its strong but it can be countered and it has its downsides like all tactics should have.

    makes no difference that some killers can do ok spreading hooks…. many cant. some survivors can loop a killer for 5 gens, does that mean everyone should be able to do that? not all killers want to play the same, and to expect all killers to play how you want them to play is very unrealistic. just like how me expecting or wanting survivors to play in a way i want them to play is unrealistic, you can want it, sure, you can want the moon to be made of cheese too but its just not going to be a reality

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    nothing is efficient v a good looper lol thats the point. 

    And yet looping is consistently being nerfed across the board. So there's no reason tunneling/camping/slugging shouldn't be nerfed across the board as well.

  • runningguy
    runningguy Member Posts: 993

    tunneling has been nerfed across the board via multiple perks available to counter it and basekit endurance. but thats neither here nor there, fact is you say you want killers to find other ways to play….they have done exactly that, camp and slug.

  • drag27
    drag27 Member Posts: 196

    so then why dont you tell us then? you sound like you know how to play killer better than us so let's hear it

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    Sure. Spread hooks, keep Survivors occupied, give them something to do other than gens. Friends 'til the End is a great perk for that.

  • drag27
    drag27 Member Posts: 196

    1st one is invaild. thats just how you WANT killers to play, to you know, give you a chance. "keep survivors occupied" ok how? "give them something to do other than gens" ok HOW?

  • CrypticGirl
    CrypticGirl Member Posts: 1,468

    By hooking them? If you tunnel and keep chasing a single Survivor, that gives the other three nothing to do but gens, and then you get "genrushed" as Killers like to call it. But if you hook one, then go after another, that's two Survivors not doing gens. And then the third Survivor has to go save the hooked person and heal them. That's three Survivors not doing gens. So that's not "giving us a chance" at all.