Slugging and tunneling
Comments
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The results don't speak to the journey, meaning that, as someone with PTSD, matches can feel like life or death due to their stressfulness.
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If a game is stressing you out to the point it is triggering your PTSD to make you feel like it's a life or death situation you probably shouldn't be playing that game and you should definitely reach out to a professional. There's plenty of games out there that are fun and not stressful that you can play to hopefully avoid triggering your PTSD.
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It's one of the many reasons that I'm leaving this game and the community.
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On a somewhat related note, I'm assuming you mean well, so, respectfully, please don't offer unsolicited mental health advice. Treatments like therapy and what not don't work for everyone and shouldn't be viewed as the go-to.
More on-topic is how it was brought up to explain how awful the tone of matches are that they create such a uniquely terrible experience for a game.
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I don't think that tunneling is overpowered, not when so many base-kit second chances have been implemented to deal with any semblance of unfairness it may have ever had.
One.
There's one basekit 'second chance'. The rest takes up perk slots.
And you accuse others of gaslighting?
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Based on my own observations, I would definitely say that 6.1.0 was the real turning point in the game, and where tunneling really started taking off. Take away the survivors' means to strongly counter tunneling, and then you make it easy for the killer side to capitalize on that.
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Base-kit endurance, base-kit haste, base-kit anti-camp, and extended hook stages. Four off of the top of my head. You're not worth any further time.
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Double dipping endurance and haste separately is a stretch, given that the mechanic has always been "base kit bt" that included both. This is like if someone counted bloodlust 1, 2, and 3 separately.
The hook timer isn't a "second" chance if it's the only chance. Especially since the alternative is instant death (which did exist in 2017).
You deliberately mention talking about tunneling specifically, in a thread about "tunneling and slugging". Anti FACE camping isn't a second chance against tunneling. No one's taking about camping at all. Well, except you, apparently.
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And? You can easily bypass the measly anti-tunnel measures if your mind is set to it.
You can also use those 70 seconds to pressure people on gens, instead of hovering around the anti-camp range.This argument does not get you anywhere.
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Endurance and Haste are listed as two different effects on the screen; it is not a stretch. Bloodlust is the same effect but with different levels. Not the same thing.
The hook timer allows Survivors to repair generators for a longer amount of time.
Anti-camp requires the Killer to be far away from the hook, which allows Survivors to get a guaranteed unhook a lot of the time and make some distance in the process. It is connected to tunneling.
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No, you cannot.
And, in the process, give people a free unhook, and lose my most valuable source of pressure.
This argument would if people stopped pretending that base-kit protections did nothing.
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They -have- done nothing.
5 second DS was a much more effective deterrence.
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Ds being nerfed from 5 to 3 secounds.
Back to 5 and then 4 secounds from its lifespan.
Which doesnt even help against stronger killers.
Otr got completely shafted from 80 to 40s.
So, even if i did use both, again, stronger killers shred through that without, hesitation.
Just like hyperfocus destroys 4 gen-regression.
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Slugging is a symptom, not an issue to be addressed as itself. Tunneling is a valid strategy. All attempts to force killers to play a certain way have only added new trolling tools for survivors to use as weapons against killers as that last shitshow of a PTB showed. Gen speeds are so fast now that you can just leave the survivor on the hook for as long as possible without giving a free state and, if the killer is camping, you'll pop all five before they die on hook. Bonus, you can take Shoulder the Burden and just completely win for free if the killer hasn't been hunting everyone else in the meantime.
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I appreciate your input. If someone is publicly and unprompted saying their mental health is getting triggered to the point they feel like it's life or death (which sounds pretty extreme) I am going to continue suggesting they seek out a professional that is trained in mental health. To me it's the same as someone announcing "I have this open wound that won't stop bleeding, " I'd recommend they go see a doctor. Health is health and if people are hurting physically or mentally they should seek out help to address it.
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Yes, you absolutely can. If you put pressure on multiple sources at the same time, one on hook, find someone on a gen, chase them off, as a teammate has to commit to the unhook, which means that only one survivor could be left on a gen.
This "has to camp/tunnel at all cost" mentality is often a losing factor for the killer.
And to be honest, I have lost more games as survivor where the killer is actively pressuring the survivors, instead of proxycamping/tunneling one survivor.
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You're conveniently ignoring the time commitment that is required to find which generator someone is doing and down them. Meanwhile, the Survivor on the hook could have already gotten healed and get on a generator, along with their rescuer.
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are killers ever gonna get better maps with less pallets?
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This "has to camp/tunnel at all cost" mentality is often a losing factor for the killer.
Try telling most survivors on here that lol. Against decent survivors absolutely, slugging too, which proves these strategies aren't an actual issue that needs to be "fixed" because its a player issue. Unfortunately the loud minority are bad survivors and they get listened too more.
We can only hope after the previous god awful 'anti-killer' PTB BHVR actually start trying to apply nuance into their future balance changes rather than listen to the loudest voice in the room as valid "feedback" when it is often nothing but senseless whining.
Though i do think survivor has gotten too much in the way of negating killer pressure recently.
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And you seem to be forgetting the change that was made in 9.2.0, where the generators got lit up, so that you can see progression from a mile away.
Like, unless you are on an indoor map, you can quite easily make out which generators has progress, and which ones does not. And unless you play without sound, I fail to see how you cannot hear generators with progress on them. They are quite loud, you know.And here is the kicker. Don't mind losing a few gens, if they are in unfavorable positions. This only shortens the time investment needed to rotate between them.
And, so what if the survivor on the hook gets rescued far away. Do you turn around to tunnel them? Or would you put pressure on the gens being done, while you are in the area you are checking?
Of course, if your goal is tunneling, then why would you even go to check out gens being worked on far away in the first place?When survivors gets less fillers and stronger loops to compensate, then we can reduce the amount of pallets.
It's either or, when you consider how weak most loops are today.4 -
Anti-camp never even crosses my mind as killer. I literally forget it even exists until I see someone mention it. If you find it worthy of bringing up repeatedly, then perhaps this is one of the reasons why you are apparently struggling so much. Leave the hook and patrol gens. Absolutely no one has ever gotten value from the anti-camp in any of my killer games. I don't allow it to happen.
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Generators are obscured, even on outdoor maps.
DbD's sound-mixing is bad.
With the three-gen change, relying on a three-gen is not as reliable as it once was. I'm not saying that change was bad; I'm just stating how it is in relation to this topic.
Checking generators that someone may not be on is not as certain as returning to a hook.
Survivors have strong-enough loops. Whenever I go down as Survivor, and I do, it's not because a map is too weak.
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Survivors have strong-enough loops. Whenever I go down as Survivor, and I do, it's not because a map is too weak.
It's not that maps are weak per se, but the problem is the inconsistency in tile generation. Sometimes, you get powerful chain-loops, and other times, it's as empty as Rotten Fields.
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I haven't noticed that, which isn't to say that it doesn't exist; it's to say that I can't debate it.
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You got 3 new gen perks to combat the "gen speeds"
I never understand this complaint because gens already did get nerfed from 60s to 90s.
Then you still need to fight through all the gen-regression killers spam with corrupt or pain and dms.
It just feels like even if gens take 150s basekit, killers wouldnt be happy because they cant look in the mirror and tell themselves that they got outplayed or that they have to lose, because the survivors wanted the win more than they did.
Even now with hyperfocus ACTUALLY getting a spike in usage rate,
but before that, people have been complaining over the same issue since 4 years ago, Even when gens took minutes to complete Or it was impossible to do so because you went against a merciless doctor build.
I usually can just point to the killer itself, being bad, unlucky mmr (competent swf) or simply because i just fumble'd a chase.
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Stuff like this is why some people dont take the other side seriously.
No, like genuinely, why would i take a killer main seriously if thats majority of responses i get as a survivor main?.
Probably the same person, who wouldnt agree with the sm gutting but then do a 180 on stuff, like fog-vials or wake up. Reading this funny asf.
Im dyyyying reading. Its bad enough that even people defending killers ( @runningguy ) are NOT getting involved. Because the guy is calling everyone a liar.
Other killer mains atleast try to have a functional discussion.
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Discussions like this would make me want that @Sluzzy somehow reappeared out of the blue. They were quite infamous back in the day for speaking up for the survivor side
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Unfortunately not it's never going to happen with the death of the major anti tunnel/camp/slugging patch with killers and content creators campaigning to get it shutdown and it worked don't expect anything to be done about it
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Except every single gen regression perk requires hooks and downs. First hooks for the Artist's, which, especially pain res, are the most meta. If a killer is tunneling and you aren't feeding them insta-unhooks, they will get zero value from these perks while gens are popping left and right.
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The first PTB got some ideas right conceptually (rewarding hooks, hook notification, elusive) but they got entirely scrapped. Second ptb was worthless. Imo increasing the endurance time to 15s and in general is a ######### idea which just promotes aggressive bodyblocking from the unhooked survivor and doesn't help against tunneling. Atp there will be no more changes after the massive failure of the health operation. I don't know how you can waste months of assets, just to scrap everything.
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hex ruin : regress gens automatically
oppresion : kick a gen to regress 4 more, random generators.
corrupt intervention : blocks the furthest 3 gens for 120s or when downing a survivor
killers can still crutch on gen-regression even if they arent getting any downs, this also supports to what i said :
(qoute) : "killers wouldnt be happy because they cant look in the mirror and tell themselves that they got outplayed or that they have to lose" (End qoute)you can also run perks to benefit from tunneling or chasing, like blood favour or save the best for last. if thats your original goal or something you do most of the time anyway.
gens should pop if killers tunnel, its the most consistent counterplay survivors can do
(other than running anti-tunnel, which you cant control), if they dont,
they will most likely have a huge disadvantage and lose the match.4 -
So many emotions in this thread!
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If a killer isn't getting downs then they are not going to win, regardless of which perks they brought. It's like saying survivors that hide edge map and don't get on gens won't win (they could escape via hatch but that's not a win by most people's standards). It's a baseline requirement to win when playing as those roles.
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Except this entire thread is talking about slugging and tunneling where the killer would not be getting lots of hooks . . .
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Hexes are practically a meme at this point and require hex support in order to get any value out of, meaning Ruin is the ONLY regression perk that build is bringing. Oppression means you're hitting the kick limit on every single gen within five minutes, and popping a gen you don't have control around means it's going to be un-popped within ten seconds. Corrupt intervention is giving map control until the first down, ZERO REGRESSION. You are not being sincere if you're bringing these into the about gen regression perks.
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You have never been in a match where the first kill was managed by tunneling and the killer still had three tokens of pain res left? Tunneling literally requires getting hooks, at least three of them in fact and will then proceed to still hook the rest of the match and benefit from all the regression they have left.
Slugging is often enough pressure in and of itself to slow down gens, when you go against a slug only hillbilly or a slug only blight you will come to understand that quickly. It doesn't work on every killer but the top tier can get away with it fairly easily if the killer player is competent.
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The top tier of killers can get away with anything. Blight can literally play any way he wants and still be effective; that does not mean that slugging itself is an effective way to play. When a killer is hard tunneling, you have 140 seconds of hook time to play with where they are, effectively, accomplishing nothing. Over two minutes where two survivors can work gens uninterrupted and one survivor just has to run in while healthy, let the tunneled survivor off the hook, and then run back to a gen. If the tunneled survivor is buying close to a minute for each chase? That's literally the game. That's enough time to complete five gens right there.
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I agree that the top tier can get away with more and for him and the other top tiers slugging can be an incredibly efficient way to play. The players I have faced that do this go for a full four man slug and only start hooking once every member of the team is down. They tend to know every in and out of their killer and for them it is incredibly effective.
No one suggested the killer was camping, only that they were tunneling. Most will go after someone else and potentially get another down and only return once the unhook happens. Once again I would agree that the top tiers do this better and usually have mobility to get back to the hook faster. The problem with players saying you have 70 second hook timers (or 140 if you intend to just let them sit there and intentionally let them second stage, not a good strategy in my opinion) is they ignore all nuance to that timer. Obviously, you shouldn't unhook right away but you also can't actually wait until close to the end of the timer. If you do, you risk the killer returning to secure a second stage or to get a trade or just down the unhooker and continue after the unhooked survivor. Its free pressure for the killer or a free second stage. If the hook is inside the worst three gen on the map you can't even leave them in the first place.
Chases do not last a full minute unless the killer is worse than the survivor, average chase time for an individual survivor across the entire match is one minute and this only goes up by six seconds in high mmr. This is only tracking the actual chase mechanic but even in comp you don't see it actually drop for very long and it tends to linger for a bit if the killer drops chase. I would like more stats on this (not that the game in its current state could provide them sadly) but we can safely say that an individual chase is unlikely to last a full minute.
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Edit: unlikely to last a full minute, site is throwing an error when I try to edit
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Chases can absolutely go over a minute, especially once you get to bring in second chance and anti-tunnel perks except, once again, against the exceptional killers who should not be included in a conversation about general balance. Those individual killers need to be addressed, but implementing systems around what Blight and Nurse can do is the reason that you only see Blight and Nurse in 80% of your games - we've made lower tier kills unviable out of low mmr.
To tunnel requires a level of camping. You have to be close enough to the unhook to pick up the chase on the survivor you want, and, for most of the killers on the roster, that means half of the map if not more is free for the survivors to do with what they please. If they decide to take a chase to the other side of the map? Great, you can now unhook and their tunneling strat is gone.
Going in towards the end of the 70 second timer is the right call if you know they want to tunnel. They grab the trade? Welp, they can't tunnel anymore because the other survivor is getting way too much distance by the time the new one is put on the hook (outside of S+ killers who should be individually addressed) If the hook is inside the three gen then, yes, you need to bait a chase and then unhook with someone else. Not hard when you can just do a gen in their face until they commit or hit the kick limit within like two minutes lmao.
Once again, slugging only works if you've got overly altruistic survivors or are not playing the map intelligently. If they camp the downed survivor, it's even worse for them than tunneling on hook since it's going to take four entire minutes for a bleed out. If they down two, you can crawl away from each other to a point that it's impossible to cover both. It all comes down to knowing where the killer is, what they're trying to do, and knowing what the proper play against that is.
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Trapper has a 200 game winstreak, if you are trying to claim that onepumpwillie isn't high mmr you are out of your mind. Every killer can perform, you will absolutely have to put more into the weaker killers but that doesn't make them unviable, just unviable for some, its a skill issue. Its ok that its a skill issue but that's still what it is.
Chases can absolutely go over one minute but when we are talking about the overall game balance it makes sense to look at the average and the average chase time over the course of an entire match is one minute and barely goes up for high mmr. If the killer is bad obviously it will be higher but then nothing we are talking about matters.
You do not need to camp in order to tunnel, claiming otherwise ignores all of the killers with teleports and high mobility which isn't just the strongest killers. You are dramatically misrepresenting the amount of distance slugging the unhooker gives the tunnel out target, even hooking doesn't give them that much distance certainly not enough to make the tunnel out any less worth it and you are again ignoring the weaker killers that still have teleports or mobility.
I will gladly coordinate baiting the chase while someone else unhooks to my solo queue teammates, don't see any problems with that. Taking two minutes to hit the regression limit means the survivor dies on hook if no one grabs them and then you have to manage a three gen with three survivors up.
I really don't think you have ever faced a slug only blight or billy that knows their power in and out. These players do not need to camp slugs, they just continue downing people. If you leave them on the ground gens will not get completed fast enough to win you will just lose.
All of your scenarios require every survivor to play perfectly, its unreasonable when the killer does not need to play perfectly to accomplish this on their end.
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"Play perfectly" is such an insane reach. There are survivor winstreaks nearing a thousand. Guess that means survivor side needs to be gutted too, huh? Like, I'm sorry, but we clearly cannot have an honest conversation here. Bye.
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The longest survivor win streak ended at 202, slightly less than the longest trapper win streak. Not even close to 1000. Get your facts straight.
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To add some more context for this:
- The longest survivor winstreak where the win condition was 3 escapes was 202 games. Even in that streak, each player died at least a couple dozen times. People love claiming "oh but there are 4 survivors so it's basically like an 808 escape streak" but since they still had a bunch of deaths it really isn't "basically an 808 escape streak"
- The longest escape streak for a single person was around 500, but that was in a much earlier version of the game (the person who did the streak stopped around 2020 iirc), but that was a streamer and was done in an SWF with the goal of getting that streamer out, even if the rest of the team die. They didn't intentionally lose games to get him hatch, he didn't play with rat strategies, but it's still a very different objective than getting 3+ people out
By contrast, one particular blight main has gotten a ~1950 win streak as blight twice. That's 3900 games with only 2 losses
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This is where I get genuinely confused with these topics. If Killer really is as bad off as everyone seems to claim, then why is it necessary to rewrite history to accommodate those claims? As @ratcoffee pointed out, there is no such Survivor winstreak. There is for Killer, but that's been swapped to Survivor for seemingly no reason. It's very similar to when general lingo like "tunneling" is reversed for "gen tunneling" instead of "gen rushing".
I feel like it's an attempt to not only trivialize genuine issues with the game that impact Survivor, but also to simultaneously pull a "it's roughly the same but it still affects me more" sort of tactic. Now I'm not laying this all on OP's doorstep or claiming any of it is even remotely intentional. It's just a very strange psychological thing I've noticed.
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