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CatnipLove

CatnipLove

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CatnipLove
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  • The most popular comment is essentially, BHVR only responds to crying and survivors cry more. If that is the overwhelming sentiment then no, nobody is happy. These threads always end up the same. Everyone pours their own frustrations into a thread and everyone leaves more miserable than when they arrived. It's a scenario where absolutely nobody wins.

    Alien got it's tail tweaked so when it misses it's ranged melee attack, it is as punishing as others killers, and MFT for this is getting changed. Alien is still very strong and barely got changed, and the thing killers have been complaining about for months is getting addressed. The response to that should be cautious optimism, not doomerism.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542862#Comment_3542862

    but hiding prestige has no bearing on matchmaking at all - so not sure why you think the two things are connected.

    Skill and prestige levels are completely different things, and a survivor could quite easily switch to a lower prestiged character to play - that doesn't change their skill level.

    I don't think that. I was simply saying that the person I responded to, had a bad experience as a result of matchmaking not working. A player's prestige being hidden isn't necessarily responsible for that. I don't think all matchmaking mishaps are a result of another player backing out.

    Perhaps I was inarticulate, if so, I apologise. Hopefully my position is clearer now.

  • @Chocolate_Cosmos said:

    is to not care about outcome of your matches. It is the only way how you can save your sanity againts this unbalanced game. If you are aiming for winning, you will suffer. If you will be playing with mindset of "party game" aka I am just here for the gameplay and don't care how the match will end, they you can for sure have great time in this game.

    Map offerings are unbalanced because maps are unbalanced, some perks are overpowered, many perks are D and lower tier that nobody runs, there are few overpowered killers or combos with them, they are few item/addons stacked together for Survivors in one match overpowered, SWF are overpowered if they are aiming to win, sabo teams are unfun as hell, slugging for 4K and getting tunneled is unfun, getting looped to Oblivion because of bad map desing with wallhacks on pallets across the whole map is unfun, gens flying in 5 min is unfun, getting camped is unfun, etc.

    DbD will never be balanced game. Period. Because there are so many things going on that would need adressing and we are adding new stuff every 3 months and sometimes these new stuff break the game too and we have to wait months or years before they maybe get better. Don't try going for win streaks. Don't go expecting you will escape or win this match, because you might end up being frustaited after you see Nurse sending you to Midwich School with full meta build or Getting Garden of Joy againts Brand new parts and Endurance med--kits with MFT.

    Peace.

    This is 100% true. There's nothing wrong with wanting the game to be better, but there's only so much emotional energy any of us should be devoting to the game and it's balance.

  • They should just change it from an exhaution perk. Make it so it works during deep wound so it functions as an anti-tunnel perk. At least then it would serve a solid purpose.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542454#Comment_3542454

    And one of the reasons why it’s bad it’s because of lobby dodging. It’s been explained in the comment section of this post so many times. Read, please.

    I'm very much aware that lobby dodging is a problem. But it's not the only reason the matchmaking sucks.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542429#Comment_3542429

    Please tell that all the players that spam posts because a new killer seems strong.

    If they have said it's going to be changed, what's the point in making a thread whining about it? We know it's getting changed so why not just wait and see what BHVR does with it? Why make a thread just to post salty feelings and swim in a bunch of toxicity?

  • You'd rather spam the same thread and say the exact same thing over and over again, instead of actually playing the game. There are still tons of Alien players. They have not quit.

  • @dera4a said:

    Worst feature ever... Not only did you make this broken ass killer xeno which is total pay to win but I cannot see the prestige of the people I play with/against? Yeah sounds about right, 3 p100 in my match, vs a newbie killer 1-3 prestige. Sounds very fair and I can't even see it now and dodge the lobby. Instead, I'm getting bullied by people with 10k and more hours in the game which are teabagging and being toxic all game and afterwards... Screw this #########, stop nerfing survivors for the crying killers and maybe bring some balance to the game instead of doing such bullshit features that aren't fair at all and pushing new pay-to-win DLCs like the last one... Takes all the fun outta the game, so great job, great decisions...

    It's not whether prestige is visible that matters. It's the matchmaking that is the problem. BHVR should work on fixing that.

  • I played a fun match against a strong Blight tonight. We were having a good time and after a bit I went down. He hooked me and left. My teammates let me die and didn't even attempt a rescue. He then slugged everyone to death. It was the first time that slugging has ever touched my heart.

  • @WiseTraveler said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542431#Comment_3542431

    you'll be able to crouch walk to them faster to get them boops or sneak up on the quicker and not take ages

    Sold! You have my full support.

  • I'm in favour of anything that results in more boops.

    👉️🐽

  • It's getting changed. Why can't you guys wait for the change and then complain after?

  • @catslayer said:

    let's say i unhook this one teammate while already being injured myself. not only that, but there's also the killer coming towards us. luckily, i save the teammate on time before being hit, but when that person does get unhooked by me, he just immediately runs away with endurance on instead of taking a hit for me (who's already injured). and because of that, i, of course, get downed when there was such a good chance not to. but, guess randoms will always be randoms.

    when i get unhooked by an injured teammate, i'll always try and take a hit for them since i have endurance on, just like everyone else when they're saved. but when the endurance timer is almost over, i try to go my own way, away from the killer, which is actually fair. so why are the others THAT greedy or something? it won't really change anything.

    It depends on the match. If the killer isn't playing sweaty and it's not your death hook then I'm not gonna be obnoxious and stop the killer getting hooks. Those kinds of killers don't tunnel off the hook or camp, so I'm not going to body block unless I absolutely have to. It's kind of like when survivors try and body block the killers first hook. It's unnecessary.

    If you're on death hook or you're being tunneled I will be right there with bock blocks and teabags to support you.

  • They have already confirmed that it's getting changed. Why even bother making this thread?

    3% makes M1 killers useless in chase? That's definitely a skill issue. Maybe try using their power instead of just running in circles hitting M1? That might help.

  • Hook camping against a solo queue team has always been effective. Which is a shame, as it promotes the most unhealthy playstyle for the game. Solo queue teams do not have the perks, toolboxes or coordination necessary to gen rush. It feels almost like gaslighting when killers say "just gen rush". As though it's the easiest thing to do. What's the average player going to do with their brown toolbox that has no add-ons?

    Why do so many killers just grab one person and face camp them at 5 gens? Because it works. Because killers know that survivors are really altruistic even in solo queue. Just camp one person, the other survivors will feel bad for them and try and help. It works almost every time.

    I don't think anyone is complaining about camping in every scenario. The majority of the frustration comes from killers just doing it to the first person they find. You can't just rush the last couple of gens, it completely ruins the entire match.

    Nobody wants to play hostage simulator. If that was every match, would this game die? Yes. Nobody would play it and the game would be dead. In solo queue, this game is only fun when the killer decides you can have any fun. If they want to make the match miserable for everyone involved, they can. The worst part it doesn't even require technical skill. Any killer with over 5 hours playtime and a bad attitude can do it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542144#Comment_3542144

    I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?

    The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.

    Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.

    I'd get it if every match was a competitive match, but how many are, out of all of the matches that get played? You shouldn't get rewarded for doing badly in a competitive setting, but the average match doesn't even come close to being competitive. Most players are in solo queue, which is the weakest role in the game. Anyone who plays solo queue knows how matches go most of the time. Even if you don't get a baby survivor on your team, someone goes AFK, someone's internet goes out and you get the world's most stupid bot, the match is rarely close to being what you would describe as competitive.

    If most matches aren't competitive, do we need to obey the rules of competitive gaming? Can't we build a game that helps make the average match more enjoyable instead of focusing on the sweaty? It's not like every comeback mechanic has to be capable of turning the match upside down. Sometimes just a small boost is enough to make garbage matches feel better to play. Think of the 6% you get from Deja Vu. It's a mostly worthless buff, but people do like seeing that gold bar progressing.

    I get people being against comeback mechanics if you want the game to be super competitive, but this game will never be competitive unless they turn solo queue into a full SWF and fix the matchmaking. That's never going to happen, so the game will continue to be a party game. That being the case, why not focus on enjoyment rather than sweating?

  • @Merciless_Killer said:

    No it doesn't. The solution to a camping killer is the same as it has always been. Rush gens. The killer either stays at hook and loses the game or leaves the hook and you get the save. This perk hasn't changed that in any way. If the killer uses it to see that no one is coming for the save then maybe they won't camp and if they still do - see the above.

    Why do people always act like gen rushing when the killer is camping guarantees a loss for the killer? I don't think this works consistently in SFW, let alone in solo queue. If you are playing solo, there's barely any gen perks and the best toolbox in the lobby is usually a brown one with no add-ons. Half the time, survivors can't find the gens, which wastes time. Not to mention that a player being face camped/abused on the hook is unlikely to want to hang there for three minutes whilst gens are completed.

    The ability to gen rush in solo queue is pretty much a myth. The odds of your team having the necssary perks and items needed to blitz gens is about 1%. The reality of hook camping against a solo queue team is that when done to the first survivor you find, pretty much guarantees a 3K.

  • @NerfDHalready said:

    What if this perk was actually high risk high reward? after being healed to healthy once (or twice), this perk is disabled for the remainder of the trial.

    Thoughts?

    It's getting changed. Just wait till it happens and complain about it after.

  • If it gets nerfed I will miss things like this:

    https://youtu.be/vltgyi_ejTY

    It made me laugh so hard.

  • @Attckcat said:

    I understand the concerns of depicting self harm around someone in the dying state trying to 'die faster'.

    So in keeping with lore, how about offering folks in the dying state the option to 'draw random sigils'?

    The sigil action could do various things, such as a heal from the dying state, or instantly summoning one of the endgame entity pods to take you immediately, or just cursing the killer with blindness or slow movement speed until they deal with you. It would be kind of like complaint letters to the entity, which could also be affected by luck.

    Spending up to 5 minutes on the ground to be used as a hatch blocking token is one of the worst and most boring things about DbD. It's one of the things that always reminds me to make sure I'm out first or second so I can avoid that boring token gameplay.

    This would NOT be a perk, this would be available to all survivors in the dying state to keep the game flow moving and avoiding 'hatch token' scenarios. I hate being the token, and you do too.

    For clarification, you can just keep drawing them until you are recovered or out.

    I doubt it would have an animation. Just a speed increase in the bar.

  • If CS gets nerfed I'll sign a petition or I'll do nothing. I am undecided.

  • I met a chainsaw only Billy last night. I followed etiquette and didn't drop a single pallet. Then ten minutes into the match he M1's me and kills me. I felt violated.

    Today a Ghostface caught me petting Maurice. He then face camped me to death. The moral of the story? Some killer players have no heart.

    Update: A Ghostface just gave me hatch after destroying us. I even posed for a picture. Faith in humanity restored.

  • @Xernoton said:

    Let's see. When I started playing they released Twins. Back then people weren't too happy with Twins either. Then Trickster. Who is also hated by many people. After that, we got Nemesis. A killer that is very oppressive in chase but can be countered when survivors play smart and treat him similar to Oni. Doesn't change the fact that many have complained about him being too strong in chase.

    After Nemi, they released Pinhead. A killer with a chasing power that is a bit less oppressive but a secondary power to balance it out. A nightmare for solo queue players and also not very popular among survivors. Then we got Artist, who really can't be looped. A chase with her plays entirely different, which is why a lot of people hate playing against her too. Sadako on release had basically no chase power at all (apart from trying to mindgame with her passive phasing), which forced people to find different ways to play her. Which again, people complained about.

    Dredge was the 6th anniversary killer and on release he wasn't received quite so poorly. But now you have people complaining about how it is impossible to loop Dredge because of the Remnant. Wesker was pretty well received at first. But it didn't take long for some people to claim he was stronger than Nurse and impossible to loop. On top of that, people didn't like playing Dead By Wesker. Knight is another killer, that similar to Artist can't be looped. Instead you need to treat him different and maintain distance. He isn't very popular among survivors either.

    Skull Merchant was released without a real chase power, which forced players to play her in a more territorial kind of play style. With her rework she got a chase power, which makes her unfun to loop because it doesn't really work when the killer gets a random speed boost and further cemented Caitlyn 3Genner into the game. Most hated killer in the game. The 7th anniversary featured Singularity. A killer, who can teleport to survivors, forces them to do a side objective and can't be looped or delayed for long, if played correctly. I've seen people complain about that too.

    And now here we are. With Xenomorph. A killer who has a great chase power with counterplay via turrets and mobility. There are a lot of complaints about Xeno too.

    It's almost like there will always be people complaining about a new killer. You can't have a killer with a weak chase power, that doesn't have a pretty unfun second power. Sadako is proof of that. And you also can't have an extremely oppressive chase power without people calling it unfun.

    Not every killer can be Trapper without traps. This is not how it works.

    Honestly, my only real issue with Xeno is the turrets require too much time to set up and don't do enough to justify the time invested.

    Sometimes it feels like the tail has too much range, as you can vault a pallet in a corridor and get really far away and still get hit by the tail despite making a ton of distance. But it's hard to know if that's just the killer player having high latency and making the tail seem like it has more range than it does.

    https://youtu.be/8G9uj6uxa6Q


  • If anything UW should have a token system. You get the Doctor's strongest ability for the cost of one perk. That's one hell of a crutch. You're not entitled to be told exact where players are just cos you run one perk if there's no solid counter to it.

    A token system would completely gut CS, and players know this. You guys just don't want anyone to run the perk, so you can play EZ mode.

    Also, stop calling CS "unhealthy". What you mean is, there's a niche perk that counters a new perk BHVR released that makes your matches a hell of a lot easier and you want less people to run it.

    That fact that CS is now a perk that needs to be destroyed shows just how stupid UW is. CS is not the problem, UW is.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540596#Comment_3540596

    I play with Shadowborn in almost all of my killer games and some FOV techs are still possible. Harder but possible. And the ones that don't work anymore are the same that don't work on experienced killers anyway. So I think the difference will be almost unnoticeable.

    Maybe there is hope after all 🙏

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540491#Comment_3540491

    eh 360s dont work against experienced killers to begin with.

    True. But I think if it was consistent it wouldn't be as fun to go for.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540543#Comment_3540543

    The difference is, that we are talking about an accessibility option here. it's a lot like the visual TR, which was locked behind Spine Chill before.

    If you stretch it out too far, then you would need to get rid of perks all together because there is always going to be a meta. You can of course pick different perks but it's not surprising that they might not work that well.

    I totally agree with them adding the FOV slider. It's just a shame that a genuinely fun mechanic will die in the process.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540139#Comment_3540139

    Come on man, you gotta stop being disingenuous.

    Nobody is going to double stack distortion and CS.

    It's either one or the other depending on the current "meta".

    Swapping out adrenaline for CS or distortion is by all metrics a massive benefit for the survivor.

    Adrenaline does feel like the survivors NOED, but atleast it only procs once when all the gens pop, meanwhile distortion and CS provide permanent value throughout the match and essentially turn off a killers perks and power for free.

    I've been using CS and Distortion along with We'll Make It and Botany Knowledge in my invisible healer build for months. Although I always was a trend setter.

  • @HugTechLover said:

    It’s going to be fantastic having 4 perks on blight finally. :D

    It would be nice if all the BS in the game got fixed, so we could all just run whatever perks sound fun, instead of running builds to deal with the BS.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540491#Comment_3540491

    Well it should help give killers a better perspective so survivors theoretically should not get away with juking or 360s or any other up close feints

    That's sounds terrible. That's just another reason for survivors to hide and do gens. It's fun to go for a crapshoot when you're about to die. I get why BHVR is doing it, but it will remove one of the more fun tools that survivors have in their arsenal. I'm fine with busted stuff going, but when they remove the fun, interactive stuff it just makes playing survivor less fun.

  • I wonder how much impact it will have on juking. Hopefully it doesn't make all up close shenanigans obsolete. It will just make looping more boring.

  • @Chocolate_Cosmos said:

    Just played two games after the killswitched happend since yesterday evening and look at that! Played both killer and Survivor and people are running coins offerings to get flashlights I bet to abuse the exploit. Or someone never turns off their game so they can keep abusing the exploit. This community never disapoints in how toxic people can be, doesn't metter which side you play on.

    In all fairness, I doubt every person trying to do this exploit is planning on holding the killer hostage. People just like trying out glitches.

  • They took my Dramaturgy away...

  • Honestly, from the survivor side, many killers feel kind of similar or are pretty boring to go against. Singularity plays like Hag, but with an honest job. The Knight is just run away or being guaranteed to get hit. Skull Merchant is self-explanatory. Xeno feels like Nemesis, just better overall and with tunnels. The turrets could be fun, but they end up being more of a nuisance overall. Not to mention how cumbersome and annoying they can be to set up.

    The last four killers we received all have consistent ways to either protect or travel between gens. I don't know why this seems to be a feature of the most recent killers when we are moving away from the three gen meta. I'd rather have killers with more potent rushdown than strong defensive capabilities.

    Xeno will be a fun killer to face, once BHVR has ironed out some of the more overtuned parts of it's kit. It's really only the tail that needs tweaking.

    I'd love to see more killers like Plague, Blight, Oni, Nurse, Spirit, Pinhead (but less annoying) and Dredge. They all feel very distinct from each other as far as gameplay is conerned and it makes them more interesting to go against.

  • Not this crap again. Blight doesn't need to be kill switched. His "bug" is not game breaking.

  • @[Deleted User] said:

    Honestly I’ve seen these takes almost exclusively on Twitter. And DBD Twitter is horrendously survivor sided. The way a lot of those survivor mains are so wedded to the role of survivor and almost seem to base their IRL identity on it is just…bizarre.

    Thankfully this forum isn’t like that. I still think people only playing one side is a massive issue though and should pretty much disqualify that person from having their opinions being taken seriously.

    I can't wait till society collectively agrees that Twitter is a horrible and inaccurate way to gauge how people feel in general. It's a cesspool, where a small minority of people are vying for attention by being as melodramatic and abrasive as possible, so people will notice and respond to what they say.

  • @Chocolate_Cosmos said:

    It's the second. The King of all goes to Original Legion. That was uncounterable. You would be downed no metter what you will do at some point. If you picked that one very rare add-on, it was chase done every single time in just few seconds. No counter play, doesn't metter if the Killer miss 50 times in Frenzy.

    I remember well that people just rage quit as soon as they saw in the bar you had this add-on, they just left. I think people rage quit more againts old Legion than Skully.

    I see your OG Legion and raise you a Hag.

  • Honestly when playing killer I love the Nurse. Being able to teleport around feels awesome. No looping a boulder for 30 seconds into an M1 lmao

    Survivor gameplay would be Blight. His power is fun to interact with.

    The Artist is the most creepy killer, visuals/audio. I really love her design.

    Pig for the 👉️🐽.

  • The scars from bugged Merciless Storm run deep...

  • @OneAutmLeaf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539843#Comment_3539843

    They need to be in your terror radius first, dosent work when undetectable, so wraith and sadako and T1 myers can use it really effectivly, and perks that reduce terror radius nerf it. and your using one example while survivors have multiple perks where you get value for doing literally nothing.

    and yes it does negate doctor, when he uses his AOE ability it literally negates that, and thats what doctor mains use to get easy info + more insanity stacks

    Every 30 seconds your in the killers terror radisu you get a stack, thats really not that hard to do bro, more so when ppl like to shadow the killer for flashlight saves.

    and again with distortion you get 4 stacks at the begining even if you use lethal, plus one nowhere to hide your still having 2 stacks left and prob get 1 more back by the time the killer uses those on you again...

    and can you give me any other perks besides Distortion or Calm Spirit that negate multiple perks by themselves????

    Distortion negates all aura perks, what killer perk negates all survivor type perks?

    You implied CS makes the Doctor useless. That's wrong. Next time say that it negates one of his most useful tools instead of acting like his entire kit becomes useless.

    Hiding in the killer's TR isn't that hard, no. But try asking survivors how they feel about teammates sitting in the killer's TR doing nothing for extended periods of time. You can also lose stacks during this time, as the killer can activate aura perks that wouldn't have consumed a token if you hadn't been so close to them. Sometimes farming tokens not only wastes time but can actually cost you tokens.

    Distortion has three stacks not four.

    You are missing the point. Distortion counters all aura reading, yes. But it's not infinite. You have to get those tokens back or else you light up like a Christmas tree. Getting tokens whilst hiding, means you are not being productive, and like I said, farming tokens can also completely backfire.

    As I previously mentioned, the roles of killer and survivor are completely different. Most survivors are not playing at a high level or with any VC without other players. Those survivors have to account for so many things that can completely ruin a match at any moment. Killers do not have this problem. As killer, I can act unilaterally. Assuming the matchmaking works and I don't play poorly, I'm probably going to win most of my matches. Stop trying to draw straight lines between the two sides. They are not alike so any comparison made falls flat.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538769#Comment_3538769

    I don't disagree, they should have voice chat. But the point still stands that it IS a team based game, for survivors. If they aren't working together well, they SHOULD lose, or the killer may as well be a bot at that point.

    I agree. That's how team based games work. Honestly, if BHVR fixed the terrible matchmaking, solo queue would be infinitely better. You can still coordinate pretty well without VC if you have solid teammates. I definitely don't want to use VC though. I made it so I couldn't hear players not on my friend's list back in the 360 era and haven't changed it since. I have zero regrets.

  • Ah yes, the "Killer players have to work for their perks and survivors don't" crap. You open a locker and survivors scream. That's some serious hard work right there. Killer and survivor roles are completely different. Doing a straight comparison between the two doesn't work and just gives BS results. Should you have to regress a gen 50% before Lightborn activates? No. Should SB only work when the survivor completes a gen? No.

    No, CS does not completely invalidate the Doctor's power. His power does more than just make you scream. CS stops you from revealing your location but that's it (although a Doctor with more than two brain cells can still see your portrait change. Bad Doctor players are basically unable to play without auras and will walk right past you if you don't scream). Everything else still works exactly the same for the Doctor.

    As far as Distortion is concerned, it's a good perk, but as killer you can chomp through tokens much faster than the survivor can get them back. The only way the survivor is getting them back is if you are in chase with them or they are hiding in your TR doing nothing.

    The game has tons of perks/add-ons that completely invalidate each other. You have no idea what you are going up against and sometimes you end with useless perks that do nothing for the entire match. It's just part of how the game is designed.

  • When I read the title, I was expecting a thread demanding more recognition for the work that Basement Chest Booba does for this community.

    The locker thing is pretty bad though.

  • #3 I reported a hacker on PS5 and I got a notification when I booted up the game saying that the issue had been addressed. It's new but they are confirming with us when we report someone.

  • @Xernoton said:

    Yesterday I had a match on Eyrie of Crows as Bubba. I played pretty chill (no slugging, camping or deliberate tunneling) and got to 6 hooks pretty quick. Then I stumbled upon one survivor that was dead on hook. I pretended, that I lost them before hitting them with the chainsaw and hooking them. They died at 7 hooks.

    Fast forward to the end game chat and they actually waited so that they could call me a bad bad tunneler. I explained to them that I already had 6 hooks at that point and it was only a matter of time until someone would die. But apparently it is not enough to not hook anyone twice in a row and get a bunch of hooks to not be considered a tunneler.

    This got me thinking, what I personally consider tunneling. I don't consider it tunneling, if someone dies at 5 hooks and at least 2 other people had been hooked as long as the killer doesn't completely ignore everyone else to get someone out. At 6 hooks I consider everything fair game. At that point the killer either has 3 people dead on hook or 2 people dead on hook and 2 people on first hook. Chances are that the next hook is going to kill someone.

    Of course this is pretty subjective. So I would like to know: What do you consider tunneling?

    I think it's difficult to know what people actually mean by "tunneling" in the end game chat. Especially if they have just lost.

    People get upset by losing and will say pretty much anything to justify how they are about to treat you. So their words are usually just desperate ramblings.

    I think most of us know what tunneling is. It's more about how it's applied during the match.

  • I'm sure they are working on a fix. It's probably their highest priority right now.

  • I just had a match where it was me, prestige three Haddie, with three baby survivors, two with zero perks and one with a single yellow perk vs a prestige four Wraith, running All Seeing Spirit and Blood. This is the problem with solo queue. Guaranteed wipeouts because the matchmaking is absolute garbage.

    Why even match the killer off with brand new players when they have that much experience and are running the sweatiest build possible?

  • @BubbaDredge said:

    Snowballing is when you made bad decisions so you lost really quick. I'll often let potential snowballs go because the survivors were just inexperienced. But when you all run toward me FOR ANY REASON, you are making a bad decision that might hand me the trial, sometimes shockingly fast.

    Should Chess change the rules so that a quick checkmate isn't allowed? Only allowed to win after you let the other player goof around for a while? That does not sound exciting or fair.

    Tunneling is usually a survivor that just refuses to make smart decisions. If you keep running back to that same place, so will I. That's not tunneling. If you try to take aggro for the unhooker, that's also not tunneling. How many times do I have to hook you to make you realize healing under the hook is a bad idea? God help you if you think you're entitled to heal up while I wait. Don't like being tunneled? Should'a ran.

    You don't get it both ways. When a group plans to swarm or unhook in my face, take any risks, they have to be aware they'll probably not win. I make the same choice when I decide to play something wacky. I'm not expecting 4k with a Tier I Myers, I just wanted to get a few gen grabs. Should the rules change to help me win more when I'm choosing to play less-efficiently?

    If a game mechanic is added to speed up bad players so they can escape, I'll show you tunneling. If you want the game to hold your hand, you have to play single player. I'm a human that also wants to play. It's silly to ask that the game cheat me to make you happy.

    I know a lot of you survivors joined up thinking it's was a silly kids game, but there's some killing and stuff.

    Please stop condesecending to everyone. Your advice is not a deep as you think it is. You sound like a self-help book with half the pages missing.

  • @Raconteurminator said:

    I don't think a 'do well, get punished' mechanic would be too popular. It seems like a band-aid fix to artificially elongate games without touching on the problems that cause stomps in the first place.

    Comeback mechanics aren't too much of a problem in games. Even competitive games have them. They really only become an issue when they are too strong. X Factor in Vanilla MvC3 would be a good example of poor implementation. Two of your three character die and you get the ability to kill all three of your opponent's characters in under thirty seconds. The pendulum should swing but if it goes too far it'll knock out Grandma.

    I think there are certain things that you can only band-aid fix. How do you stop survivors from going AFK when things go bad? How do you stop a killer hard-tunneling someone out at five gens? You can't. If players are in an unsociable mindset there's nothing you can do. The best you can do is have systems in place to limit the burden it puts on the other players.

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