Bardon
Bardon
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@RakNieborakYT said:
So you know that you cannot teleport to the lockers near a hooked survivor. However, you are still able to enter it and, furthermore, you can even leave this locker. What I'm trying to say here is that this makes dredge a next-gen camper. In my opinion, this should be removed.
What are your thoughts about it?
My thoughts are that you haven't watched a Dredge do this or done it yourself, because as has been mentioned multiple times after 8 seconds he generates that obvious smoke that essentially says "HEY SURVIVORS, HE'S HIDING IN HERE!"
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I would concur *to a degree* in that DH is currently badly broken (as acknowledged by the devs) and I would very much support it being killswitched until that fix comes in - however sadly I fear they've lumped it into the "Too hard, we'll fix it when we do the major perk revamp".
For those unaware, once they switched DH to dedicated servers an issue has arisen in which DH "eats" a killer's power. The classic example is Nemmy's tentacle.
- Nemmy uses his tentacle over a downed pallet attempting to hit the survivor on the other side of the pallet.
- Survivor uses DH and gets away without being hit (Working as intended)
- The pallet does not get broken (not working as intended).
There are several other examples with Twins etc. So regardless as to anyone's feelings about how balanced or unbalanced DH is, I would most definitely like to see this major bug fixed ASAP. Given that it took BHVR 3 years to address Nurse's issues, I am sadly not holding my breath.
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@Audiophile said:
And let me end this by summing up all of your killer arguments: “We’re ENTITLED to beat up the 3 man team because it’s not against the rules and we would rather YOU have an awful UNFAIR experience than spend 5 minutes playing nice so that EVERYONE has a FAIR experience.” It’s basically the definition of unsportsmanlike so really… just stop arguing and face facts. That’s what you do. Enjoy your evening. : )
So to this player & the OP, I have a question to ask.
Is it unsportsmanlike for the killer to continue playing after he's killed one player & gotten it down to 3v1? 'Cause that's what you sound like you're advocating.
Regardless, the killer is just trying to get the game done, for you to expect them to suddenly give up because your team-mate screwed you over is quite frankly childish.
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Look at the number of people agreeing with you compared to those disagreeing with you. That should tell you something.
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@Salacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2994198#Comment_2994198
Camping, tunnel, team are the main causes of players stopping.
You say that the devs encourage players to go see competitor games?
The devs have made it perfectly clear on many occasions that camping (though not as much facecamping) and tunnelling are perfectly legitimate tactics.
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@Munqaxus said:
BTW, I'm not saying this is definite proof I'm right, it does support my opinion. It's from an data aggregate site, so there are probably something context you would have to assume, such as the players submitting the data are probably more seasoned and experienced players, since beginning players wouldn't have much use for a site like this, which probably indicates a higher level of MMR than what DBD has.
The data is over 180 days and is between 6,000 to 12,000 games in that amount of time, based on what the site says. I do think the sample size is large enough to be significant.
Could you please give the link to this site, I'd be interested in some data mining myself!
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@squbax said:
I mean im sick and tired of this exploiters, not only blights but nemesis using the linger of the tentacle, pigs dashing in vertical loops, even billys abusing the initial high sensibility of the chainsaw to curve, and dont get me started on ph flicks and onis flicking too.
These killers should have this fixed and be as simple as they can so that looping them is easier and they are more one dimensional so its more fun for killer players too.
Umm, Billy's initial high sensitivity is most definitely working as deliberately designed and confirmed many times by the devs so curving with it is in no way abuse.
Then you go on to say that killers should be changed so that looping them is even easier and they should be more one dimensional - and you say it like this is a good thing and expect that killers would have more fun too?
Seriously, what colour is the sky in that fantasy world you apparently live in?
Edit: I see you're now claiming this to be sarcasm. If so, you should denote it somehow because it sure didn't look like it.
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I'm concerned that they seem to be ignoring the acknowledged bug with DH and appear to be waiting to fix it when they do the big Perk Rework. But until such time, it's still not working as intended and "eating" killer's powers, such as when Nemmy uses the tentacle over a downed pallet & the survivor DH's away. Survivor isn't hit - working as planned. Pallet doesn't break - not working as planned.
There are many other examples like this and apart from acknowledging that it's a bug BHVR really don't seem to care about fixing it.
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It's cocky & ballsy but definitely not toxic.
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When Peanits says "If you see him, please let us know" pretty sure that means he's hidden somewhere new....
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@MikeyBoi said:
I think nemesis is in a pretty good spot, but I will say this that killers that hold down m2 to get free zoning and easy hits over pallets, vaults and loops on survivors is straight boring to go against. Killers like Demogorgan, Nemesis, Pyramind head, Deathslinger etc.. I mean those killers are fun to play but not to go againts..
Hey now, everybody loves DemoDog! :)
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2983455#Comment_2983455
Love this idea! Like what Pyramid Head does when he cages a survivor instead of hooking them. That way the game just progresses and everyone has something to do.
That's an awful thing to do to the killers though. After taking the extra time to do a basement hook the survivor pops up right next to a team-mate halfway across the map? How about poor Trapper & Hag, after they get an area carefully set up but no way to actually hook a survivor in there to lure in others?
Sorry, that's way unbalanced.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2983588#Comment_2983588
Boil Over: An old perk that had a small buff. Killers complained and it got nerfed back to the trash bin.
CoH: A slightly above average perk that has had not one but 3 undeserved nerfs. Now it is useless. I haven't used it in over 2 months.
No other perk comes to mind, except for Windows of Opportunity getting buffed that is worth using.
If you do look at every DLC, killers get meta changing perks all the time. No matter how busted, they somehow have remained completely untouched.
If you honestly think that CoH is useless and never used anymore, you clearly are either not actually playing the game or are not debating in good faith. I'm sorry, but there's no point in further discussion.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2982825#Comment_2982825
That graph is because survivors haven't gotten any good perks in a very long time. When killers get meta changing perks, survivors get filler perks.
Boil Over and CoH beg to differ.
But we can't expect honest debate from you, sadly.
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How about they fix the Dead Hard bug first - the one where DH eats a player's power, that has been confirmed by the devs as not working as intended. There's a lot more people using DH than people playing Blight, though I agree that hug-tech needs to go it's just a question of priorities. The DH bug is having a much larger impact I'd say.
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Given that it took 3 years to fix (most of) the Nurse bugs, I wouldn't hold your breath.
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@Veinslay said:
But it only takes 0.5 seconds to snuff!!!
Once you trudge halfway across the map.
CoH is the only boon that benefits from being set up far from the active gens.
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Just finish the game so we can all move on.
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@Seanzu said:
Does it really reward failure?
People play more "greedy" because they have Dead Hard, you didn't outplay them and catch them, because they knew they had Dead Hard, killers are also faster than survivors and also have bloodlust (which actually rewards failure, for free, unlike Dead Hard, which is a perk slot), so it's almost inevitable you'll catch up to a survivor.
By the same logic you've posited about Bloodlust, then survivors also get a free reward for failure in the speed burst they get when they get hit, so it balances out.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2979657#Comment_2979657
Can you name a survivor perk that forces killer to do twice as much objective or otherwise lose?
DH and CoH pop immediately to mind - and you seem to be ignoring the fact that this is a 1v4 game so a 1:1 comparison is intrinsically false.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2978560#Comment_2978560
It procs every time because it is impossible to do 10 objectives plus everything else survivors have to do.
Survivors don't really have any second chance perks. Not like NOED.
NOED and exposed perks are not fair. Is it fair to turn a 1K into a 4K because of only one perk?
"Survivors don't really have any second chance perks. Not like NOED."
I cannot believe that this isn't a parody account, there is no way that anyone could seriously say this with a straight face.
Seriously.
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Pity the poor Trapper who gets this map - they may as well give up immediately, there are about 2 spots where you can actually hide a trap so basically he's stuck as a basic M1 killer the whole game.
Now if they re-worked the addon that currently makes his traps darker to make them blend into the background colour, that would be a HUGE QoL improvement not just for this map but across the board. BHVR, are you listening?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/325583/slowdown-perks-carries-killers
Woof.
Okay, let's dig in here.
- Something about this story is...well, off. Pain Resonance makes gens start regressing. You can't put a Pop into a gen that is already regressing.
- If he's using PR, you'll see it immediately on hooking. In the future, immediately release the gen about a second after he picks up and wait. If he comes closer, he won't be able to pop the gen, if he doesn't you can get back on it. If you get hit by PR while working on a gen, *do not tap it* if Pop is in play. Just run away, circle back if you evade him.
- Now, if he's dedicated 2 slots to both Pop and PR, it's easily beaten by exactly this.
- Killers run at least one, but often two perks dedicated to slowdown for a reason - if they don't, there is often no way to win. A single bad chase means that 3 gens have popped, and now it's impossible to ever recover. If you want to see what this looks like in practice, go and watch some of Otzdarva's recent 'all perk streak' attempts. It's...insane.
- If he's running Pop, PR, Tink AND Ruin, there is no reason that you shouldn't be able to demolish him. Ruin is barely a threat these days, just find it and break it. Plus, it has a direct anti-synergy with Pop. This is now a killer with barely any sort of info perk, zero lethality perks, a weak early game and a weak late game.
- Yes, the meta reworks are going to likely nerf these three perks - but it sounds like it's more that some of their efficacy is being applied to the game baseline, via reduced gen speeds. Which I fully suspect will generate enough salt from you to cure my current batch of biltong.
- Believe it or not, killers also need to have a reasonable chance of winning - and part of that involves countering the ridiculous speed at which gens can move in games. I've seen a gen done in sub 20 seconds at the start of the game, thanks to PTS and toolboxes.
- You're...really QQing about Demogorgon of all things? No. Just...no.
- You didn't lose because you were outclassed by perks. You lost because you gave up and didn't play around these perks. PR can be countered easily with sabos, bodyblocking, letting go of gens before it hits or noting and avoiding those hooks. Pop can be countered by not automatically tapping gens once they get PR'd. Ruin...just find it and break it.
Seriously, Sluzzy. Just...stop. I know that you have a deep and abiding hatred for the killer role and seem to think that every loss you take comes from killers being OP - in this case, complaining about frigging Demo with an odd perk loadout.
I think this may be the first time I've ever said this on these forums, but this is a 'git better' issue, not a balance issue.
- I have to award you for giving me a genuine belly-laugh with this line: "Which I fully suspect will generate enough salt from you to cure my current batch of biltong."
Thanks, I needed that! I didn't expect to get actual pleasure from a Sluzzy thread aside from ironically!
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I don't like the current incarnation of DH because it has bugs that the devs have acknowledged where it's "eating" the killer's power which is not as intended.
Fix that and then we'll talk.
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@Marcavecunc said:
Is Dead Hard a powerful survivor perk? Sure
Is Dead Hard annoying to play against? Sure
Is Dead Hard impossible to play around? Nope, it's super easy to bait out, either wait a second longer, or look up to the sky, it sometimes works. If a survivor used it against you, just remember they have it for the remainder of the match.
Should Dead Hard get reworked? Sure, but as others pointed out, they're going to go through lots of perks this summer and Dead Hard will most likely be one of them.
Should Dead Hard get killswitched? No, it's working as intended, and since they fixed the server/client communication issues, I haven't had any fake Dead Hard hits that didn't register because of dedicated servers.
I disagree on one point, given that DH isn't working as intended (see my post earlier this page) I think it should be killswitched until they resolve the current, acknowledged bugs.
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@RakimSockem said:
It's still mid-good. No where near broken.
And it's def not in every match and every survivor doesn't use it (me being one of the people who has only ever used it to get David's adept or for a tome challenge). A graph above shows that at most, 3 out of 4 survivors use it but the same can be said about a LOT of perks in the meta, hence why they are considered meta
Um, Dead Hard has been confirmed by the Devs to be actually broken right now. It's "eating" killer's power and they've clearly stated that is not how it's supposed to work.
Classic example: Nemmy using tentacle over a downed pallet to hit a survivor.
- Nemmy swings tentacle.
- Survivor uses DH to escape. Survivor is not hit - working as intended.
- Pallet doesn't break. NOT working as intended.
There are multiple other similar cases like Victor jumping over a pallet/window etc.
So yeah, DH is definitely broken right now, ignoring the iframes & distance and anything else being discussed.
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I love my DemoDog, just haven't had a lot of time to play recently due to medical issues, but hopefully soon!
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Wow, lets inflict a major nerf on one of the weakest killers in the game. Yeah, that's a good idea.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2963389#Comment_2963389
„The devs have stated it’s a legit strategy“. Yeah nah that’s a lazy excuse. They already tried fixing it so it can’t be that legit hm?
You can call it lazy if you like, but camping and tunnelling are pretty much the only legit killer strategies right now with CoH removing hit&run as a viable option and MMR only rewarding the number of kills a killer gets. There is no incentive to do anything but down & kill survivors ASAP to improve your odds so camping & tunnelling it's going to be unless something gets changed by the devs, and they've given no indication of that aside from a vague mention of working on incentives not to face-camp.
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2962485#Comment_2962485
Who's causing it tho? tunneling if that was fixed by the devs + face camping survivors won't dc as much
Tunnelling and camping are both confirmed to be legit tactics by the devs and they're not going anywhere. Face-camping is a bit worse but still, if your team-mates are DC'ing then the issue is with them not the killer.
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I'd settle for them fixing the acknowledged bug where DH eats a killers power, such as Nemmy's tentacle not breaking a dropped pallet when a survivor uses DH at the pallet.
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@legacycolt said:
And here comes the clowns saying „camping is a legit strategy“
Well, the devs have stated that camping is a legitimate strategy just like tunnelling, so I'm not sure what your point is?
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@Jivetalkin13 said:
What's Hug Tech? Never heard that term before.
It's a bug that Blight players exploit to get an unintended advantage by sliding along/around an object. They're up in arms because the Devs have declared that it's definitely a bug and will be fixed.
Note: Killer main here just don't think that an acknowleded bug should be kept just because some players like it.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2953991#Comment_2953991
You are the one claiming you can find a totem, bless it and heal in 21 seconds. You must be hacking. What you replied to, I do not know since you made it up.
https://forum.deadbydaylight.com/en/discussion/comment/2953988#Comment_2953988
Well, you sound upset that I link my profile. Is it the content that upsets you, or just the fact that I did?
here's my profile again, then : https://steamcommunity.com/id/Sumnox/
Edit: The discrepancy I was pointing out was covered in an earlier post that I missed. Mea culpa.
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@ColonGlock said:
I rather earn more bp by not ending matches early for a "win". This is a hide and seek game, not a murder simulator. I understand the desire to be a killer from the movies, but you can have more fun and create incredible moments if you reset your expectations.
Given that one role is literally called "Killer" and their sole task is to kill all the survivors, what makes you think it's not a murder simulator? You may well prefer a hide & seek game (and fair enough!) but that hardly translates to "this is how the game is intended to be played".
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I would agree with DH being killswitched until they can fix the dev-acknowledged "eating power" bug
IE Nemmy uses tentacle at a downed pallet with a survivor on the other side. Survivor uses DH and doesn't get hit (functioning as intended). However, the pallet doesn't get broken (not functioning as intended).
Fix that then allow DH again - it's affecting a lot of killers powers not just the example I gave.
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@Tiufal said:
Bloodlust 2&3 are just training wheels for bad players.
Or new players - remember not everyone is Otz!
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Otz had three of them in one match - pretty sure that was last weekend.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2947453#Comment_2947453
Check @Firebird1 comment. I know you just want free hooks but reading their comment should help you.
Interesting of you to presume what I'm thinking, must be nice to be a mind-reader.
And Firebird1's comment didn't apply to locker blinds aside from "Play Lightborn" and I don't feel like spending one of my 4 vs 16 perks to avoid locker blind BS when the only angle they have is directly into your ear.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2947484#Comment_2947484
Sliding in general is intentional and a mechanic was created specifically to allow for stuff like this.
What Mandy is referring to is specifically starting a Rush "hugging" the object (being as close as possible to it), so that you reduce/remove collision and thus slide that way. This specific manner is a bug and unintended and was said that it will be removed.
Which is pretty unfortunate that it's not being turned into an accepted mechanic instead, given that it's well-received, makes chase more interactive for both sides, and is balanced, and I can actually prove that as well for anyone curious, including @MandyTalk if she wants to see in-game examples of players doing so.
Just because a bug has been in place a long time and some players have grown accustomed to exploiting it doesn't mean it should be left in.
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Removing that damn "You're at level 50" notification after the first time. I know!
Fixing the Dead Hard bug that allows it to eat a killer's power like the Nemmy pallet not breaking;.
Killswitching CoH (okay, it'll never happen but a guy can dream...)
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2946403#Comment_2946403
Won't even argue with you because you seems like a baby killer. Flashlights are easy to counter, they shouldn't be a problem. Just LOOK AWAY before picking up. It's not hard. Or just look around the area before picking up. If you get flashlight blinded it's YOUR FAULT.
IF YOU GET ROBBED OF CHASES, ITS YOUR FAULT.
IF YOU GET ROBBED OF HOOKS, ITS YOUR FAULT.
STOP CRYING AND GET GOOD.
Sorry, but what part of "you're locked in an animation when picking up" do you disagree with?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2941857#Comment_2941857
If you say looking at walls or anything like that is not true all the time, I have looked directly at a wall and was blidined from the smallest opening, or if say it's a window vault that's blocked off by RNG you can still blind through it.
Not to mention locker blinds, which are just ridiculous.
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I'd love to hear something from BHVR about this, but I doubt we'll get any response sadly.
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They'll probably fix this well before they fix the DH bug where it eats the killer's power, so relax.
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@Raccoon said:
I hope they take away the killer ability to stand on the hatch.
Really unfair that they can ROB me of my EARNED escape by standing still.
Maybe they will work on the dreaded No Way Out issue after removing this UNCOUNTERABLE!!!! strategy.
Great joke, but you keep forgetting to put in the /s at the end! 🤣
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2943216#Comment_2943216
In the real world, the devs have confirmed a change is coming for it.
No idea why people keep repeating the mantra "IT IS FINE, IT IS FINE" when it's been publicly announced that it's slated for a change
However, we sadly have no idea when that change is coming. Given that it took them three years to fix the worst of Nurse's bugs, I'm not holding my breath.
At least can they please fix the unintended "eating power" bug that they've publicly acknowledged? DH is problematic enough without it being overpowered even further.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2942809#Comment_2942809
This is always the go-to response, and it falls flat every time someone posts it. In-game behavior doesn't have to be against the rules to be considered problematic or unhealthy. The existing game doesn't compellingly discourage tunneling or camping, and the so-called remedial perks aren't that effective either - assuming people have them equipped. They are circumvented easily by The Killer.
Tunneling and camping are easy, advantageous, and effective, so why wouldn't players do them?
You stated "the existing game doesn't compellingly discourage tunnelling or camping..."
In fact, it actively encourages tunnelling and camping, since the devs set MMR to only advance for kills. There is absolutely zero incentive for a killer to do anything but ensure the maximum amount of kills in any given game, and tunnelling is particularly effective in the early game as the difficulty drops dramatically from 4v1 to 3v1.
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Tunneling in particular is actively encouraged by the devs. When they announced that MMR for a Killer is based solely on the number of kills they get in a match, they made it very clear that only kills matter and therefore any tactic that enhances the number of kills is optimal. Tunnelling takes players out of the match not only increasing the killer's MMR but making their job easier by reducing the odds against them.
So if you don't like tunnelling in particular - talk to the devs.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2943139#Comment_2943139
Yes but the risk of bringing this perk and the killer having a perk or add-on that inflicts haemorrhage is moderate which is sad because the perk effect doesn't deserve to be negated.
And yet Iron Will not only completely counters Stridor it also completely and totally blocks a killer basekit ability - the ability to discover/track injured survivors by sound if they lose Line of Sight.
In what world is THAT fair and balanced?