http://dbd.game/killswitch
Why does DS only work once?
Comments
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They can't be equipped for everything, there's only so many perk slots the team has to share. Besides, if it's a proper high level 4 stack SWF then you'll get more results trying to leverage their altruism than trying to brute-force through the thing they expect you to do.
This is all hypothetical, though, it categorically is not true for average teams. Average teams that have DS are just teams who have a dead perk slot if you don't tunnel, and you'll definitely get much much more by not tunnelling them if they're trying to lean in to anti-tunnel builds.
Even competent, confident, and above average teams can be beaten without tunnelling very reliably, you really don't need to worry if it's an average team.
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there has been many people saying they dont have an issue with it. your dismissing not only the skill factor that goes into looping which pretty much almost all survivors agree looping is the only expression of skill but your also dismissing the people that have come forward on this forum saying they dont find tunneling an issue.
you didnt answer the question, if me looping the killer good enough they cant tunnel me is lucky then what is skill?
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The "skill" (if you can call it that) is in the decision-making. That's all Survivors can really do, and just one bad decision can lead to disaster, both in and out of chase. That's why I always run Kindred, to help me make more informed decisions when someone is on hook, and to help the teammates make their decision when I'm hooked.
There's all kinds of decisions you make when the Killer chases you. You're running around the pallet; do you drop it? Do you anticipate the Killer doubling back and decide to double back yourself? If you pallet-stun the Killer, do you run to the next tile or sit there and t-bag? Or do you vault over the pallet? When the Killer gets the first hit on you, do you use the speed boost to gain distance, or do you keep looping the same tile? Those are just a few of the decisions involved during chase, and you never know what decisions the Killer is going to make. That's why I say it's unrealistic for Survivors to "get gud", because you can't get good at paper/rock/scissors. The only thing they can realistically improve is their decision-making outside of chase.
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so now we have established what skill part is (decision making), which is in the players control… the fact myself and others dont have an issue with tunneling is because we make better decisions while people that struggle with tunneling make bad decisions. correct?
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It's still luck because it's your decision vs. The Killer's, not to mention they only have to win once (or twice if you start healthy). So tunneling is already heavily skewed in the Killer's favor. Survivors winning one 50/50 at a loop only earns them maybe five more seconds. And then add in the game mechanics that ensure the Killer will catch you eventually, skews it even further in their favor. So all the Survivor skill in the world won't defend against tunneling for long.
And your own decision to hide all game to avoid being tunneled, there's no skill in that.
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Personally I believe DS is a wasted perk slot. Cause if you are getting tunneled to the extent of needing DS, you should be focusing on trying to improve your looping, instead of asking on the forum why it isn't 'even more' powerful. I play exclusively solo and rarely if ever get tunneled. But then again, I also use that extra perk slot for a chase perk which makes me that much harder to catch, Just saying ;)
PS: Fun fact: DS is mostly used aggressively by swf, which is why its such a PITA and thus also why it can't be stronger.
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no one said anything about hiding to avoid being tunneled, i have said many times i have been able to loop the kiiler so long that they abandon chase which means the killers tunneling doesnt work. Your saying there is no skill in looping? no skill expression in the game at all because its all luck and you think that someone like me can be lucky that often, match after match, for years which is the reason why i dont find tunneling an issue….. lol what can anyone say to that mindset? hope your luck improves?
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The cold truth is if survivor is good in chase (and has strong perks on top) than killer who can count and has some experience will see it and then count if its woth continuing to chase that survivor (like if the survivor is being tunneled and runs into part of the map with strong loops that havent been used like nice chain of loops leading to main or shack) if he is running into strong position or he will be hard to get even at medium loops experienced killer will drop that chase and will go for other survivor that isnt that problematic to get (simple as in reality, why would wolf chase healty and strong deer when he can go against old,tired and mostly injured deer that wont be so hard to get, the answer is simple and with same logic killers with experience think they either think how to win or they say screw it and o just for one tunnel that looses them the game or they dont know it and cant see it yet so they still commit to chase or tunnel that will make them loose).
Its just simple if you are good in looping and are hard to get either by your position or with perks, killer will either drop it because he is smart and thinks,predicts or he will commit for two reasons 1) he is just tryhard who wants some challange and doesnt care for win or wants his chasing improove or 2) he just isnt must experienced and doesnt see that good survivor is leading him into place filled with strong loops with lot of safety and with strong perks.
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i agree, although many killers seem to DC after they try going for me for a while, drop chase, go for someone else that can loop, 3 gens pop and game just ends. When killers drop chase with me and downs someone else fast, that survivor gets tunneled out because why would the killer go for a strong looper when they can go for the weak link? Thats playing smart. i dont have anything special that others dont have, other than time and hours of practice. i have the same perk selection as everyone else, i get the same maps as everyone else, i get the same tunneling blights like everyone else, i even get the same useless team mates in soloq that solo players often get. Which makes me wonder, how is it that i am doing ok but others are not? Apparently the hours and practice doesnt build skill levels or better game sense, it just makes me luckier the longer i play the game lol
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If it had a second use specifically when tunneled, that wouldn't be as bad as just making it have 2 uses. That said, we don't even know the third definition of tunneling apparently, unless its been clarified since. Its another case where being able to have proper (objective) detection for such a thing would open up more possibilities without opening up more exploitation in design.
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Thats… what competition is. You are constantly at odds with an opponent, and need to continuously make decisions that elevate yourself into a more favorable position while lowering theirs when it conflicts with your own. Concepts like
"mechanics that ensure the Killer will catch you eventually"are specifically designed due to the 1v4 nature of the game: Nobody is supposed to be able to run the killer for 5 gens in a balanced matchup, much like nobody is supposed to get 4K 5Gen games. The dynamic for the game just isn't built for those extremes, which is why they get pointed out as landslides that shouldn't be possible without the other side essentially allowing them to be.There's a sharp difference between
for longandfor the entire match, which is why eventualities are in place to try to keep the game more in check. The game doesn't directly punish you for extending chases, it just usually requires utilizing a resource that may be consumable. The same reason why so many basekit buffs have been given to both sides, the design is to be about maximum interaction while trying to prevent extremes beyond the player's control (yes, this includes everything short of a checkmate scenario, even when temporarily limited.) Its important to keep that in perspective when not only are the two sides structurally different and at direct odds in their objective, but you have to account for both sides being human players. For everything one person finds unfair while the opponent doesn't, their opponent likely has plenty of situations they feel the same in reverse.Thats why skill compensation is generally kept out of balance conversation unless necessary to set a baseline for the health of the game. Actively limiting more skilled players to compensate for the ones who refuse to adapt and grow is one of the easiest ways to kill a live service game, but so is ignoring it entirely when it affects core aspects like player agency. As for skill itself, it is more than mindgames and luck. Far more. Focusing on them while ignoring everything that leads to them (positioning, available resources, allies/multiple opponents, even just the distinction of micro vs macro play goes outside that limitation.) As killer, if your perspective on the other 3 survivors is mindgames and luck while only focusing on the one, you will lose a lot more than you win, which is ironically the main way to punish hard tunneling as the other 3 players. You can't be on all 4 at once, and the entire reason tunneling is so desirable is because it removes one player's potential from the match as fast as possible. Skill isn't even limited to the mechanical, as simple things like understanding proper routing can easily be the difference between reaching a resource and buying more time, as well as catching up to a survivor in that same scenario where you don't waste time around corners, through windows, or traversing the map in general. Its literally why mobility killers eat so good in the current meta, and is an element of skill that has plenty of agency by itself. And thats not even getting into more advanced aspects like killer specific interactions, just general interaction vs most of the cast with perks/items/addons/etc being modifiers in either direction on a given interaction.
I feel like the misunderstanding of skill as a concept, as well as the self imposed limits on it, are where the disagreement stems from. Considering the hyperbolic assumption that you need to avoid both the killer and the gens to avoid the possibility of tunneling (something that can only happen to 1 out of 4 players in a given match at any given time) it seems like the perspective might honestly be the main thing holding you back. If a killer tries tunneling you and you fare well and waste their time, they are forced to either detatch and find a better opportunity or overcommit and lose for it. Again, winning and losing aren't about the entity's endgame message and honestly this mentality is exactly why many people miss the old and busted emblem focus instead of the MMR one.
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Every time I think about redownloading this game I find something that makes me remember "Oh yeah, thats why I quit"
Some Survivors, are just really bad at the game and they get so angry that the killer was good at the game, that they want the killer punished. And this seems to be more and more what the Devs are listening to. The ######### Survivors who can't play the game without it being on Story Difficulty (being handheld so that nothing is a challenge).
Things like "I want DS without skill check and that I can use multiple times" I'm sorry you do realize that the killer is also playing the game right? Picking you up and hooking you is a core game mechanic and how they win. You want a perk to exist that basically says "The other player cannot use a core game mechanic because I want to win" yeah that can't happen because no killer would play the game anymore. You want 8 DS in a match with no skill input and you expect the OTHER person playing to keep playing? Unless they give them 100$ per DS strike I can't see a single killer wanting to put up with this. It would for sure guarantee slugging as the ONLY viable tactic in the game. You want a minimum of 3 chases to get you on the hook ONCE. In a game where all 5 gens can be done in like 3 mins.
I get the ######### survivor entitlement that think a killer shouldn't be allowed to chase them, hit them, pick them up, hook them, or look in their general direction because you want to win. But then follow the War Games logic and don't play, its the only way to ensure you don't have to deal with the other player, playing the game as intended.-1 -
I agree that BHVR could be clearer about what they consider tunneling beyond the brief examples they showed in that livestream.
I’m not opposed to adding conditions instead of giving DS a flat second use, but I am a bit hesitant. Anti-tunnel perks are already expected to meet strict conditions to avoid abuse, while tunneling itself has almost no built-in conditions. People are quick to point out how anti-tunnel could be abused, but far less willing to acknowledge that tunneling itself can also be abused. That difference in standards is a big part of why progress on anti-tunnel never seems to get anywhere.
For many players that advocate for tunneling , it isn’t seen as a problem at all, or abusive in anyway, regardless if it happens at five gens. When the strategy itself isn’t viewed as abusable, any solution is rejected regardless if it’s good or not.
So I agree that clearer definitions matter, but I feel that standard has to apply both ways, which I think is also what you’re saying too. If we’re going to be precise about when anti-tunnel is exploitative/abusable, we also need to be precise about when tunneling is exploitative/abusable.
Maybe the 2nd DS is only active at certain points in the game, reflected upon gen states? If it’s early game then both DS can be active, late-end game it doesn’t activate at all. (DS is already disabled like this anyway). It ties the protection to clear game states, which could address abuse concerns without leaving tunneling completely unrestricted?
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Thats… what competition
is. You are constantly at odds with an opponent, and need to continuously make decisions that elevate yourself into a more favorable position while lowering theirs when it conflicts with your own. Concepts like"mechanics that ensure the Killer will catch you eventually"are specifically designed due to the 1v4 nature of the game:Nobodyis supposed to be able to run the killer for 5 gens in a balanced matchup, much likenobodyis supposed to get 4K 5Gen games. The dynamic for the game just isn't built for those extremes, which is why they get pointed out as landslides that shouldn't be possible without the other side essentially allowing them to be.Oh yeah, I get all of that. I wasn't complaining that the game is designed for the Killer to catch you eventually. I just bring it up as the counterpoint to others' (particularly Killer mains') expectation that Survivors are supposed to loop the Killer all game when they're being tunneled when, by design, it's impossible. That's also why tunneling is so effective.
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People are quick to point out how anti-tunnel could be abused, but far less willing to acknowledge that tunneling itself can also be abused.I don't mind being one of the less willing to instead agree to this. Honestly I feel a lot of people who don't advocate for such would also more silently agree with it as well. Thats why some people want both a carrot and stick simultaneously regarding the tunneling conundrum, its a complex issue both in its action and reaction to the game around it.
That difference in standards is a big part of why progress on anti-tunnel never seems to get anywhere.Exactly. Unfortunately, this also affects most disagreements on ways to address or improve aspects of the game. Too much us vs them, too little attempts to find common ground and make Plato proud.
For many players that advocate for tunneling , it isn’t seen as a problem at all, or abusive in anyway, regardless if it happens at five gens. When the strategy itself isn’t viewed as abusable, any solution is rejected regardless if it’s good or not.True, but I feel that is a focus on a vocal minority which then conflates arguments. Even with how I feel about it being unhealthy for the game, I also feel like its a symptom of bigger issues in the overall game itself. It is essentially a tool that is only as maligned as the person utilizing it, much like any meta strategy in the game's history. Thats not at all to say it doesn't need change, just that people tend to be laser focused in their approach to it regardless of the game around it. Basically, in an ideal game it wouldn't even be considered meta, but so many alternatives have been kneecapped while survivors similarly lost unreasonably strong answers to it, leaving both sides kinda unhappy with its current state.
Its part of why I commonly refer to it as a lowest common denominator strategy, commonly complained about effective strategies like camping and tunneling are the first things even new players think of, while not requiring much skill to perform well with in most cases. Thats also why I try to encourage people to fight through it, as poor players tunneling can and will crumble as their skill requirement rises. Its just a situation that most people refuse to see how much agency they still have, and instead focus on the worst possible outcome as infallable. In fighting games that is known as a scrub mentality, and I don't like pointing it out as it gets conflated with whatever flavor of skill issue/git gud/etc people want to reduce it to.
So I agree that clearer definitions matter, but I feel that standard has to apply both ways, which I think is also what you’re saying too. If we’re going to be precise about when anti-tunnel is exploitative/abusable, we also need to be precise about when tunneling is exploitative/abusable.Exactly. Finding a baseline that all reasonable parties agree upon is foundational to being able to address complex issues with opposing considerations. No matter what role or player experience level, if you can't agree on things as simple as classifications it just leads to talking past one another.
Maybe the 2nd DS is only active at certain points in the game, reflected upon gen states? If it’s early game then both DS can be active, late-end game it doesn’t activate at all. (DS is already disabled like this anyway). It ties the protection to clear game states, which could address abuse concerns without leaving tunneling completely unrestricted?In terms of hypotheticals, I like trying to focus perks made for specific utilities to center around them as closely as possible. Those are good considerations, since the idea is to focus on its application to preventing early game tunneling specifically, as that is generally considered the most reasonably understood application of using tunneling in an oppressive manner, while reducing its impact as a catch up mechanic later in a match. My only concern would be the whole aggressive use argument, which causes people to completely shut out reason when discussing unintentional applications of the perk.
Even smaller considerations like giving the perk some type of premature expiration: Maybe something like another person getting hooked while its active cuts the perk short, with a short speed burst for a second or two to reposition further away from the hook: as the killer needs to be doing the hook animation at this time, and the previously unhooked survivor has a global indication of their exact position, this would further fulfil its anti-tunnel properties while addressing things like objective denial not counting as conspicuous actions. Basically things that wouldn't affect normal play, but specifically target purpose exploitation of concepts like mental stack. Even something as simple as not have to keep multiple DS timers in the back of their mind on top of everything else could do a lot to help alleviate pushback on the killer side, especially since adding to the potential amount of DSes per match would only inflate those types of considerations.
Necessity is the mother of invention, which is why I'm always dumfounded how blanket and basic a lot of official solutions that get tested end up being. By having conditions for things like activation, disabling, prevention, and even allowing and preventing stacking, the foundation for across the isle considerations are there, even in regards to things specifically designed to aid one side vs the other. The issue always stems from the improvements to one disregarding the grievances of the other, a "wait your turn" approach to issues that leaves players feeling ignored at best, exacerbating existing issues at worst. And like we agree, a lot of it stems from finding that common ground to start with.
Post edited by Ryuhi on0 -
Nobody expects survivors to loop the whole game, especially when tunneled. The only ones who expect that are survivors who think they should be allowed to. The argument is that any amount of the killer's time you waste is house money, it is completely free denial compared to just giving up. Even if you get downed in 45 seconds, that could have been enough time to progress multiple gens halfway, finish gens near completion, take out hexes that were aiding the killer in their tunneling focus, etc. If that time gets squandered, thats part of the joy</s> of having sentient teammates. Its also why you wouldn't want to be that teammate to someone else who is getting tunneled instead.
Its also not impossible, just improbable. Survivors can and do waste plenty of the killers time and lose them entire games from their refusal to detach, which is the bigger message. The effectiveness of tunneling isn't about securing one kill, its about getting a kill as fast as possible in order to quickly diminish the survivor ability to push their own objective (as well as reduce their potential to interfere with the killer's.) Its almost never as personal as people try to make it out to be, and more often than not, refusing to improve in that situation is the most surefire way to find yourself in it continuously. Killers look for survivors who are weak in chase, especially in basic concepts like routing and planning, as they are extremely easy to zone and down quickly. The less a survivor is a weak link, the less effective tunneling gets vs them and the more likely they are to escape it. I only emphasize all of this so much because defeatism really is self fulfilling in this case.
If you think a specific
x mainis being hyperbolic with their arguments, don't use it as a grounds to dismiss reasonable ones. Thats why the us vs them issue is particularly harmful in this community, you often learn more from your opponents than your allies. If you still have trouble with it, play as killers you struggle vs and when you see a decent survivor, tunnel them and see how they counter it. Look for the ways they waste your time, direct you away from contested areas, look for the times when teammates are successful with distraction and bodyblocking interactions, don't play to win or lose but keep mental notes about what does and doesn't work for them. Even the best killers have to detatch from tunnels that look surefire at times, and those situations are more often than not created by the person being tunneled.1 -
no one said anything about hiding to avoid being tunneled
You did. In this thread, first page. "killer cant tunnel what they cant find."
Basekit counters include
stealth, killer cant tunnel what they cant find.
looping, a killer tunneling a good looper often leads to them losing the match or abandoning chase which stops the tunneling.
the team as a whole is basekit for survivor, body blocks, unhooking at the right time, flashlight saves just to name a few.
The reason your narrative here isn't resonating with people outside of you and one other person (as far as I can tell this is the sum and total of "others who [supposedly] have no issue with tunneling") is because none of this reliably works in practice.
Conspicuously absent from anything you talk about is "being efficient with your time", like gluing yourself to a gen while the killer is tunneling. I.e. "gen rush". Which is the only true way to beat tunneling.
It really smacks of "how do you do fellow survivors" to encourage people to waste time being inefficient instead of "just do gens", which is the only real answer to tunneling.
When the killer decides to tunnel, survivors need to take that time with no pressure on anyone else and do gens as fast as possible. That's the actual answer you keep suspiciously dancing around.
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You know, I'm going to be nice and show some of my gameplay. This was one of my better chases, and I consider myself lucky because I normally don't last this long in chase. But why did I do so well this time? Did I do anything particularly skillful? Or was I just lucky that Wesker kept missing his dash attacks (and even vaulted something at the beginning, giving me more distance)? Or was I lucky to get matched with teammates who split up on three separate gens during that chase?
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that also says just 1 of many ways to counter tunneling, since then the discussion has been about looping and how a good looper can counter tunneling or not and i have said i have looped the killer long enough for them to abandon chase. This is nothing to do with hiding. hiding to avoid tunneling is a seperate tactic and not what this discussion in about
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You did. In this thread, first page. "killer cant tunnel what they cant find."I mean they're not really the same, though I could see how they could be lumped together. Not being found just means not getting the killer's attention, not necessarily hiding all game. Thats a bit of a hyperbolic extreme to advice that could instead apply to
"Don't run around leaving scratch marks everywhere right off the bat vs a blight with Lethal"as they would very easily find someone in those situations. Actual stealth is supposed to be about being inconspicuous more than locker jockeying, and things like walking around an obstacle to avoid LoS with a nearby killer and wasting their time are great applications of it that would avoid being tunneled in most cases.The reason your narrative here isn't resonating with people outside of you and one other person (as far as I can tell this is the sum and total of "others who [supposedly] have no issue with tunneling") is because none of this reliably works in practice.Just in case I'm that one other person (apologies if not,) using self improvement to counter tunneling isn't a fringe concept at all. Its just one you don't hear in constant complaints, because the people who do it are much more successful against it. Its also more reliable than people give it credit: Not perfect, sure, but its not supposed to be. That type of emergent gameplay is a core component of competing vs another human player, things aren't supposed to be infallable. Its a mentality that fosters growth, and since the alternative is just going down and not wasting any time, virtually any effectiveness becomes an objective improvement (excluding things like sandbagging and sabotage, of course.)
Tunneling in DBD is as core a concept as Zoning in a fight game, Camping in an FPS, picking a hypercarry in a MOBA, and so on. They're all tactics designed around working exceptionally well against less skilled players. The answer is also always the same, self improvement to mitigate the negative aspects of the situation as best as possible while increasing the positive impact you can make instead. Hypercarries can still dominate but are less likely to if you don't feed them kills early, Zoners can still force time out wins but are less likely to if you can work your way in and gain the life lead, Campers can still chalk up kills they don't deserve but can easily be taken out due to their predictability in location, and Tunnelers can still win vs players competently trying to minimize it but are more likely to lose the match overall. Its not about the possibility of failure, its about using the agency you have to increase the chance of success. Especially since the alternative is not only rolling over and dying, but usually taking your team with you, which rewards the killer for using the tactic.
Why do people like backstabs in soulsbourne games so much? "Because it's easy. And it does a lot of damage."
That said, the rest about gen efficiency being the biggest counter is absolutely correct. Things like bodyblocks can certainly be effective when timed right, but they should always be situational and secondary to rushing the objective. Its the tunneled person's job to buy as much time as they can manage, and the job of the rest to utilize that time as strongly as they can.
Post edited by Ryuhi on1 -
i understand the point of being lucky getting that one off good chase now and then, maybe have a lucky map now and then, like you said that chase isnt what normally happens. But is it possible for someone to be that lucky and get good chases so often for months or years that makes tunneling a non issue? if your honestly saying there is no skill expression in the game and its luck then im curious how a new player with like 50 hours doesnt get this luck while players with thousands of hours somehow do? luck doesnt discriminate by hours or time practiced. yes there is luck involved like everything but to say its all luck and there is nothing the player can do to change it doesnt add up when players are starting out really bad at the game and over time they get better. luck doesnt do that, it doesnt get better over time, skill does.
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All things considered, not a bad chase. Room for improvement, sure, but you made a lot of foundational choices that helped your chances quite a bit. Not staying at weak pallets, using the house as a strong position for multiple loops, always focusing on moving toward another resource, you can give yourself some credit. The skill of your opponent isn't really a "luck" consideration, as it is a relativity to your own: If you stayed at the weak loop at the start, he would have gotten the injure much faster. Likewise, if he broke the doors at the house, it would have likely not gained as much distance as it did. There were even some interesting things like the routing in the house being sub optimal, but the debris near the window narrowing the forgiveness of trying to grab you at the vault.
The result is that you went down in the end, and there was room for improvement, but the foundations of improvement are there. The more you can develop those skills, the better you will improve in chase. All of those things contributed more than luck to the moment by moment of the chase, even when they weren't directly in your control (but more reactive.) And like you mentioned it was still a 3 gen chase, which is plenty reasonable to expect, especially if not confident in looping.
Its always important to remember that skill has no set metric you need to hit. You only need to be more skilled than your opponent, so while it might be easy to think "I only did that well because the Wesker kept screwing up," its more effective to consider that some of his mistakes could have been influenced by you, and more importantly you capitalized on them to improve your chances. Thats the kind of mindset that helped me get over gen jockeying in the past, and getting more comfortable in chase.
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with all honesty, im over 12k hours, playing both sides, in my opinion, after being hooked the first time DS should activate for 55sec, give it 5s Stun and its perfect, now listen, After Second Hook Stage DS should be 70Sec and 7s Stun, which will increase the Value of the Mori Offerings by default, forgot to mention that DS stays 1 Time Use, if u want to make it for 2 stages then Ds then it should be 40sec per stage with 4sec stun.
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The main problem with this idea is that Decisive Strike does not affect all Killers equally. You DS against a Nurse or a Blight? You gain maybe 5 seconds of time before they down you again. You DS against most M1 Killers? It's basically game over for that chase.
Add in that with the increased pace of the game recently and a Killer can get hit with a DS while having no intention of tunnelling. In the 70 whole seconds that a Survivor can be on hook (even more with Reassurance, which is stupid if you ask me), plus the 60 seconds that DS is active, think about how much can happen. The Killer could come across a fully healed Survivor on the other side of the map after having hooked a different Survivor, chased a third one off, lost as many as 2 generators and if they down the one they find and try to hook them they get punished for "tunnelling".
DS is already an extremely popular perk and has been since it released. If you want more protections from tunnelling for Survivors, you need more communication options available for solo queues and more incentives for Killers not to tunnel early (like perks disabling when a Survivor is sacrificed, more diverse slowdown options or stronger perks for spread hooks).
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The thing I wanted to archive is to punish hard tunneling.
Yes the Killers aren´t the same a Trapper is not a nurse. But tunneling is on all the Killers the same.
If you have an anti tunnel perk equipped it shuold protect you from beeing tunneld.
And to be fair. If you eat two DS by the same survivor you went 3 times in a row for them which is hard tunneling.
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it should work twice and disable killer power for at least 10s so no longer zooming Spirit at you after that
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I actually agree. The skill check should be removed. I mean you are legit taking a perk for anti tunneling. At least give us the effect lmao. That is like failing deliverance to get off the hook
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Keeping mental DS timers increases mental stack, meaning it adds to the amount of things you need to keep a mental inventory of during the match. If you hook someone and then go after someone else, but that first person stays in your area after being unhooked, there can easily be scenarios where you do not intend to tunnel but see a clear opportunity to down them while the perk could still be active. You don't even know, since there is no way to know whether they have taken a conspicuous action unless you have been actively watching them the whole time (which, ironically, is generally done by tunneling) or if they even have the perk unless you get hit by it.
It doesn't matter what you have done in between, you could have hooked multiple other survivors, but you still need to hold on to that mental timer for the entirety after each person gets unhooked, because you don't even know if they have the perk, let alone if it is still active. Having a grace window is the intended result, but again, do people honestly consider it tunneling if you did something like down and hook someone else in that time? Where do we draw the line on personal responsibility to not make oneself a tunneling target?
If DS only functioned specifically when being tunneled, less people would have any concern about it. Others will argue over whether survivors can take advantage of that mental stack in any way, especially to get the killer to trigger it accidentally. Its not direct enough of a perk to be bundled solely in its intended application, and even during the DS/UB days it had most of its power just with theory: It was Schrodinger's perk because the killer needed to respect it even if it wasn't in play.
Think about games like MMOs where you have to manage multiple buffs and damage over time effects: They are often littered across the screen to help the player keep track of their timers, both active duration and cooldown, because managing that information subconsciously is a large strain on how many things you have to consider simultaneously: Enemy mechanics, incoming damage, optimizing your own damage/healing/tanking/etc, avoiding telegraphs, memorizing untelegraphed attacks, literally anything involving your teammates, and so on. Now keep in mind how many things you need to subconsciously track in this game, even regardless of role: What perks could be in play, how they work, what they synergize with once identified, what usage cases they would generally lead to, status of objectives like gen progress, etc. The Survivor Hud actually reduced mental stack in many areas, instead of adding to them. Same with hook counters. The goal is to reduce it when possible, not inflate it unneccessarily.
There should be an answer to tunneling, but doubling down on DS as an actual cure when it's nothing but a plastifix isn't it imo.
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So by that logic all Killer perks should be active and not require a successful chase first right?
See the issue with survivors like this, is that none of you want to manage resources you just want to auto-win the game. You don't want the killer to chase you, don't want them to be allowed to hit you, and they aren;t allowed to pick you up either.
Do you see why people consider you whiny? You want to play a game, where you expect all of the game mechanics to stop working so you can win. Thats whiny loser behavior.-1 -
It's a very good perk
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DS is not unconditional, buddy. It costs a hookstate to use, and requires the killer to activate it. Even with two activations, this is a far steeper cost than most killer perks have.
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