Question for Survivor Mains
Why did most of you just stop bringing DS and Unbreakable? I hear all these complaints about slugging, tunneling, and camping but you never seem to use the perks to punish that #########
Why did most of you just stop bringing DS and Unbreakable? I hear all these complaints about slugging, tunneling, and camping but you never seem to use the perks to punish that #########
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I use them sometimes, depends who I am playing. I do this quirky thing where I try to use any of the teachable perks that aren't trash from each Survivor, kinda makes them feel like less of a skin and keeps my builds varied and fresh.
I don't want to run the same old meta every game. This is my personal preference.
Using meta perks every game isn't fun unless you can only have fun while winning.. (Which is most of the community)
Plus, in majority of my killer games there's at least 2 survivors with DH and DS, who kill themselves by trying to body block then complain about tunneling. Obviously its my personal experience, but tunneling only really affects my games if its hard tunnel at 5 gens.
Because people don't want to feel like they have to bring the same two or three perks over and over and over again. Why do over a hundred perks exist if we're supposed to be bringing the same builds all of the time?
Money. We all know 90% of the perks of borderline worthless because they are so situational
Man, In the wake of the totally uncalled for Vigil nerf I have been trying to make this point and people just think its unheard of: A perk should ALWAYS have value. they consistently nerf perks that do and further narrow the amount of ones worth bringing if you want to win…
Perks should always have an impact, it shouldn't just be the same few. I don't know why that seems to be a foreign concept.
I think the reason I don't like them is they're very reactive perks and I prefer a more proactive playstyle. Obviously the situations they're good in they're the perks you want most but you're relying on another player playing a certain way to give you value. Where as something like a built to last with a toolbox which is something I like to do often I'm actively pressuring the killer instead of trying to keep pressure off of me and I'm in control of when I use the perk, it just feels better gameplaywise.
Because they're boring and I don't want to be forced to run them. A certain perk shouldn't be necessary to run and telling players to "just run these 4 perks" every game to avoid getting tunneled, having a teammate get tunneled, getting slugged, or helping slugged teammates just shows there's a problem if that's the only solution and it's common enough to need it. Let me run my stupid window tech build in peace without getting hard tunneled from the beginning of the game and then being blamed for it.
In fairness, picking a perk runs a very real risk of getting it nerfed, and DS is already bad at its job. If it got another hit...
Because both are bad against what they are actually used for.
Unbreakable: Works once in a blue moon in regular matches without slugging. If there is an opportunistic slugging (Killer slugs because they see another Survivor for example), it might work. But this rarely happens. And in games where the Killer decides to go for a 4 man slug, a one time pickup is not really impactful. The Killer who go for 4 man slugs are strong and usually fast, they are back on you really quickly. So you would probably need to bring Tenacity as well…
DS: I run DS and SOMETIMES the Killer leaves me alone after they tried to tunnel me and got hit by DS. But thats about it and I can understand people who dont want to hope for a mistake like that from the Killer. But DS in general is really bad against Tunneling. Because as it is with slugging, the really strong Killers are those who tunnel the most and those are on you again extremely quick after the stun. After all, DS only provides around 11 meters of distance. And then there is the fact that you can get tunneled, but dont get DS.
Yesterday I played against a tunneling Billy, one time I got slugged the other time he simply chased me for over a minute. In both situations I got tunneled, but could not use my DS. If DS is supposed to be the holy grace of Anti-Tunnel (because some players act as if it completely eliminates tunneling), it should not suddenly stop working at some point. And this is even without Mini-Moris or Memento Moris, which would make DS not be able to be used after the second Unhook.
DS on its own doesn't always get great value because of inconsistency in player behaviour and game situation, unless you're forcing the DS, which often takes another perk slot or potentially two depending on your preferred combination of plot twist and dead hard to pair with it. UB suffers from the same issue, with fewer ways to 'force' it outside of coordinated play, and while I think there might be a bit too much aversion to taking these insurance perks its also understandable that people tend to value consistency over big swings once every few games, even if those swings also address common pain points.
You actually see something similar on the killer side, not just survivors. Plenty of killers are a little averse to taking Languid Touch, Mindbreaker* (*You'll see this the most often as a soft counter to Sprint Burst and to throw off Five Moves/Windows for a bit, but its still not incredibly common) or Genetic Limits, even though exhaustion perks can be a major pain point for some people on that side of things.
…As a side note, UB hasn't been the big answer to slugging for a while now in general. Like its hardly a bad perk and the recovery speed is great on it, but I know a lot of people who much prefer Expo for the team value or Conviction for its reusability + more use cases outside of intentional slugging.