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Deathstroke

Deathstroke

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Deathstroke
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  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238175#Comment_3238175

    I half-disagree. When killers and survivors play at the same level, except at the very bottom, survivors usually win. That's why nobody plays Nurse or Hillbilly or Demogorgon at the low or mid level, because when they do they lose.

    Stats disgree wirh you high mmr has higjest kill rate so at high level the game is more killer sided. I think the reason has go be that in middle and low mmr killers let survivors escape and show mercy and probably play more fair but high mmr killers tunnel and show no mercy.

  • @Lobos said:

    Matchmaking can be very strange at times. I just dodge lobbies with teammates that are prestige 6 or lower to avoid bad games. Next lobby I get usually has higher prestiges or I just repeat the process until I find one that does.

    Prestige levels don't always directly translate to skill and knowledge of game mechanics but from what I've seen in my games, it's a good enough indicator of a teammate's experience level before entering the actual trial.

    Usually high prestige level survivors are at least decent teammates but once I had P100 steve turning my 5 gen chase to lose. I went down when last gen was 90% done and steve and other came to take hits for me when the hook was right in front of me. I got hooked and they went down soon after. Last one was my friend tried to fix the gen but was grapped when it was 99,9% done...

  • I use strong add ons sometimes but I try to save them more for special occasions so I don't get used to killer working like that always. I used like 20 silent bell add ons with wraith in a row so it was hard to switch back to weaker add ons then. Some killers I play rarely I have their iri add ons ready once I play them again.

  • @CoDismylife said:

    Wraith is a power house in current kick meta. He doesn't need any buffs at all.

    Myers is outdated and needs an entire power and addon "pass"

    I agree on wraith but myers just needs few buffs and he will be fine. He should be able to tombstone you from locker and should never run out of stalk. He could be 120% in tier 3 too.

  • She has best cosmetics and I like her sounds/look. So those are reasons why I main her at least.

  • @Norhc said:

    It at least should be removed for killers. It doesn't make any sense that killers get punished as much as survivors for disconnecting.

    No killers dc more in my games than survivors so they would dc everytime 2 gens pop.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/351486/why-are-the-devs-showing-so-much-favoritism-for-nurse

    1. Her blinks are basic because she physically cannot chase survivors conventionally and functionally has no basic attack, and her attacks were designed to emulate basic attacks as closely as possible.

    2. Her fatigue doesn't affect her recharge. No matter what, you'll always make distance because Nurse is slower than survivors.

    3. I have no idea what you're saying here, tbh.

    4. It's not just main method of transportation, it's her only means of chasing.

    5. No punishment for missing? You have a 0.5 sec attack animation followed by an entire extra second of fatigue. Assuming you blinked twice, that's 3.5 seconds of looking at the ground while slowed to a crawl. You can say Nurse isn't as difficult as people make her out to be, but it's disingenuous to say she's not punishing if you don't know what you're doing.

    Her second blink should not count as m1 and that idea I heard from nurse main.

  • At least you didn't get head on stunned and survivors using 2 lockers to do flaslight saves so you can't do nothing other than hope they miss their timing. I had that kind of match in eyric of crows and I don't know why I didn't just facecamp after few hooks as I was playing cannibal.

  • @Lastchild said:

    Regarding Blight and Wesker, you are talking #########.

     You are a bad survivor, it is especially that which must be seen in your remarks.

     The new player and the weakling from the bottom of the class are able to avoid and counter Blight and Wesker.

     It's not complicated.

     In addition most of the weskers and Blight use their powers to essentially move or in certain situations if they think they will hurt you but their failures are punitive for them so they think twice about it, unless they are No brains.

     The only killer who really poses a problem is actually the nurse.

     But asking for a 15-second CD before his second teleport is admitting that you never played the nurse.

     The only most viable solution so far to update the nurse is this:

     - Base Speed: 4.6

     - Teleportation: 1 only.

     - Cooldown: 3 seconds.

     - Removed distance addons.

     - Removal of addons increasing the number of teleportation.

    Your suggestion would make nurse even stronger removinh her counter play losing line of sight as nurse could just walk now and see where you are and blink to get you downed but now she has to blink and quess were you went.

  • @Bloodraven said:

    I too one day hope that trapper will see some love but I don't see it happening honestly.

    The only way to improve on him would be to make his traps hard to see like an almost but not quite wraith cloak effect to make them effective on all maps not just ones with long grass which can mostly be negated by playing the game with graphics settings turned down anyway.

    That or make them impossible to disarm without a toolbox kind of like how you need a torch to disarm hag traps because as it stands all you need to do is have one survivor running around disarming traps while two blow through gens while the last is being chased.

    Just my opinion though, take it for what it is.

    He should just start with all his trap and they should reset automatically like every 45s so that would make him viable and maybe his traps should also injure if you disable them.

  • Hope it is fixed soon luckily I only wasted one cake. But I though first the incentives were bugged as they vanish when you play one game and come back when you restart. But they actually do work even if they don't show in lobby screen.

  • @MerleDixon said:

    There is effectively, ZERO reason to disconnect when the match just started. People constantly say "Well, the Nurse is overpowered" The issue is, you could at the very least stay in the match and try to improve, instead of immediately leaving. Am I saying Nurse has counter play? No, in fact I whole-heartedly agree that she needs to be nerfed. However, by disconnecting from the match you remove any chance of winning your team could've had. Even if Nurse has no counter play, there are still ways to hold time and get gens done. Don't disconnect simply because you can't learn how to play against her.

    Also by dc:ing you lower her kill rates. Nurse only has 52% of kill rates because so many dc from her and those stats are exluded from kill rates so in fact stats suggest that she needs a buff...

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235825#Comment_3235825

    Including our beloved Sluzzy, I hope they don't give up and get back in here, lol

    Yeah it was always fun to read her/his threads.

  • @fake said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235971#Comment_3235971

    NEW MOD?

    I couldn't figure it out myself since there is no update on the community team page... Who is it?

    https://forum.deadbydaylight.com/en/discussion/9/the-community-team-introduction

    But well, it is a bit sad to see users who were discussing just a few minutes ago suddenly disappear. I can understand users who are clearly in violation of the rules, but sometimes I am surprised to hear "This person is banned!?" I am sometimes surprised.

    It's the same in the English forum.

    Could be new mod? I've seen quite many people banned now and just have one question in my mind why? But seems like they brole rules but before I didn't see anyone getting banned so that just makes me wonder.

  • I think mandy or dev said in this thread that dc matches don't count to these stats. My guess is killer wins 3vs1 most of the time when there is early dc. So kill rates would definetely be higher if they were counted.

  • @tippy2k2 said:

    Well it was just off for like...a day and every other thread was "FOR THE LOVE OF GOD TURN THE DC PENALTY BACK ON!!!!!!!!!!!!!!!!!!!!"

    So I'm guessing that's why we have DC Bans. When people have no DC Bans, they quit at the drop of a hat and constantly ruin the game for everyone. They're why we can't have nice things.

    Yeah had so many killers dc but it's ok if no cakes in game as I still I get 7K bp. Still had one just today but that might been crash because the killer was doing well.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233016#Comment_3233016

    Nah, 20 minutes is fine. They could prevent hiding by revealing auras of anyone who hasn't done anything to progress the game(for at least 60 seconds) after 120 seconds. So, if during those two minutes, someone doesn't at least work on a gen or cleanse a totem or open a chest for a combined time of 60 seconds (could be 30 seconds in the first minute and 30 seconds in the second), their aura is revealed. Devs could play around with the times.

    More than 20 minutes is just too long for a match. I'd rather let the entity kill me and get minimal points.

    Well if survivors auras are revealed then I can agree the timelimit can be shorter. But lot of my matches still last bit over 20 minutes so 25 minutes would be more suited timelimit. But I see one problem if survivors are sacrificed to entity when the match ends. Killers can find 3 gen area when match start and defend it for that 20-25 minutes and then get the win. So match should just end in draft.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231922#Comment_3231922

    I get that but I think people forget that when you lost those 5 games in a row because your team wasn't doing gens adding icons aren't going to all of a sudden make players do gens. This is how I see it going once they add icons, I'm on a gen someone's in chase and two other icons are just base and well at least now I know that I'm the only one actually doing gens.

    Most of the complaints I've seen are I was in a crazy chase and no gens were done or my teammates go down against Trapper in 10 seconds. Adding information isn't going to change those situations. Camping and tunneling won't change either because I've seen plenty of survivors say they refuse to do gens and just leave they would rather try and save.

    I looped today blight 4 gens and then he decided to facecamp my solo teammates didn't know and one came first for rescue and one was working on last gen. But as soon as the rescuer saw killer facecamping he left after taking hit. Then the one on gen came to try recue but was grapped and carried to another hook. The other survivors healed but were too far away from making the save before killer came back to facecamp me. So instead one if them put reassurance on me and took hit. Bit later the other one showed up but didn't try to even save and blight downed him with the instadown add on... soon after that he downed the last injured survivor. Now if there would veen icon or kindred basekit my teammates would at least completed the last gen and left. They were bad but still at least my 4 gen chase would not be for nothing. Well I should just looped him 5 gens but unfortunately I messed up pallet stun and the killer had high ping so I should not been greedy.

  • I have seen lot of killers dc more now. Yesterday had multiple matches a row killer dc:ing when they were losing. Survivor dc:ing seems to be about same than before.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232574#Comment_3232574

    It's quite surprising the top 5% is higher than the global average for sure. But I can't see a figure for any other MMR brackets besides the top 5%.

    We know that the lowest MMR bracket, maybe the lowest 5 or 10%, is heavily killer sided as well.

    This would suggest the lowest kill rates occur somewhere in the middle.

    In high mmr there is lot less dc:s that is my quess why kill rates are higher there.

  • @Katzengott said:

    I wonder how these stats are effected by survs DCing and killing themselfes on first hook. Seems a lot, i guess.

    Dc matches don't count in those stats I quess kill rate would be closer to 70% if they did. That also lowers nurse kill rates so many dc from her.

  • @Huge_Bush said:

    If memory serves me correctly, I think a Forum Moderator confirmed if you excessively camp a 3-gen and don’t attempt to down a survivor, it could be counted as holding the game hostage. I’m too lazy to look up the quote tho, but I think it’s for an extended period such as 30 minutes.

    Im of the opinion that no match should last longer than 20 minutes. Devs should just make it to where the end game collapse starts at the 20 minute mark, irregardless of how many gens are done. This would solve the problem of excessively holding the game hostage for both sides and hackers holding everyone hostage (as long as it’s done on the server side).

    I think 20 minutes is too short survivors could try to hide that whole time and sometimes matches just last longer even they go normally. Something like 30-40 minutes could be more reasonable timelimit.

  • At least he should be able to kick pumpkins without uncloaking...

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231421#Comment_3231421

    I always felt the same way about the nerf to Reassurance, people complained a lot about the perk and they did have a point but there were ways to change the perk to avoid having someone hooked for an eternity without the need of such a big nerf to it.

    I also believe the perk was gonna be basekit in some form when they announced the fabled "we are going to adress why some perks are picked at the core base of the game to shake up the meta" and they backed down to make it a paywall perk so Survivor mains where more inclined to buy a DLC, because camping was the only thing left completely unadressed and made stronger.

    Yeah at least hook timer should be increased to 70s per state now. The current 60s is not enough to do gens if survivors fails one trade after doing them succesfully many times. I had today huntress facecamping my mates and we did 5 succesfull trades but my teammates failed the last one which allowed snowball and we lost. I got last gen just done when everyone else went down. It's crazy how powerful camping is now and it's most unskillful stragedy in the game even tunneling requires some skill and is more risk/reward.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231376#Comment_3231376

    No one is going to stay in a game where their teammates are actively keeping them on hook forever.

    The perk on the ptb was just a griefing perk.

    On ptb it actually countered camping which why it got nerfed ground so campers don't start complaining. If really keeping survivors as hostage was problem there would be far more better ways to change the perk. But devs wanted to keep campers happy.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/350968/so-what-happened-with-reassurance

    2 things

    1 it got a small nerf to prevent holding a hooked surivor hostage

    2 nobody runs it anymore don't know why

    It was nerfed to ground and it's rarely useful. Kinship is better it has at least good range but again only swf benefits from it.

  • I play usually the side which has the bp bonuses. Probably killer/survivor 30/70 now. Before BBQ nerf I used to play probably both sides almost equally.

    I think most players play just survivor and maybe little bit killer if the player ratio is anywhere close to 4:1.

  • I though bill would be bit taller. Jeff I know was biggest makes him also pretty easy to spot.

  • @Lost_Boy said:

    What is your win criteria on both sides?

    For a long time I felt that the 3k was a killer win, 2K 2E was a draw & 3+ escape was a survivor win. That was when I was mainly playing killer though & since playing survivor almost exclusively for the last few months I actually feel like I wouldn't class a 3k as a win anymore.

    Like if I've played a match as a survivor & I've managed to evade the killer with zero hooks, done gens, rescued people, healed people & manage to outplay the killer on the endgame collapse and escape, I honestly feel like I've won the game way more than I do when I've got 3k as a killer.

    You won but your team lost.

  • Who honestly would want to talk to strangers? Just make kindred basekit there most soloQ problems solved. Also everyone should have those obsession things so you know if someone is being chased. Even big part of swf don't talk in voice chat so balancing game around that is not the solution.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229996#Comment_3229996

    This. I want to lunge. Why do I have to wait for my attack when I'm in range? It's stupid. The only thing survivors have against this btw is, "So you just want to carelessly lunge?" demanding skill and counterplay in the simplest of functions, even basic attacking. It's sad.

    You have to think when to lunge if survivor has dh. It's just another mindgame and on console you have to think even if they don't have dh how to lunge as they can 360s you attack so good if pc players have to think sometimes too.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230155#Comment_3230155

    Killer q times are not long at all. For my MMR the incentive jumps from 1 to the other frequently.

    In europe it's always on survivor 100% and killer queque time takes forever whereas on survivor they are instant.

  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227958#Comment_3227958

    You are aware these tactics are used because people commonly go against SwF? My builds for example are designed to go against SwF because if I use meme builds to troll around against the off chance I happen to go against Solos then I'll just lose against an efficient SwF. Now picture if the game told you if you were going against SwF or Solos I'd be able to have multiple build sets to use for the two.

    Solo is miserable to people because SwF exists, they are the causality on why Killers sweat and run the strongest builds they possibly can, it's retaliation for when a SwF bullies or dominates them while the Killer was just doing a Daily or Tome challenge but then 4 Solo get the wrath from it to which point they come to forums saying how OP and boring Killers are.

    People play swf exactly because killers sweat like it's olympics. Most survivors play just for fun and it's only that top1% swf:s who dominates killer and 99% of survivors are very beatable. Killers hard tunnel because it's braindead tactic to win they do it agains't bad soloQ teams even good nurses use it when single gen is not done.

  • I have only gotten 2 cosmetics it does not give them me anymore? even when I 3-4K as killer and get all the event things done or when I escape as survivor.

  • Same for me on xbox have to restart after every game to get it back.

  • New mode should be 2vs8 so killers can swf as well.

  • The endurance effect from dead hard could be increased to 0,75s and then it should be fine.

  • @Arbmos1998 said:

    Remember when Nurse got reworked having to recharge the Blink ability and her play/kill rate dropped massively? That's when everyone said Nurse was fine because you just didn't see her. But since the start of MMR people who are genuinely good at DBD got back into Nurse finding her best recharge add ons, have you played Nurse without the recharge addons against Survivors who hold Shift+W? It's horrendous.

    Nurse has counters, it's been proven many many times but the majority of the DBD community play Survivor very very badly so they cry for Killer nerfs whenever they can't bully X Killer. I've gone against many Streamers, dominated them, I rewatch the VOD and the Killer they played against before me which most the time they straight up bullied and that was fine for them, but the moment they can't bully a Killer for content they demand nerfs.

    SWF has never been touched and I think a lot of Killer players can agree that going against an efficient, obnoxious group is incredibly annoying and not an enjoyable experience and they do it on purpose because SWF is undeniably the power role of DBD. So personally I feel NO Killers should receive anymore nerfs until SWF is looked into because that right now is the only reason people play Nurse/Blight with strong perks, Camp/Tunnel because they want to win, they don't want to be a plaything for the Survivors enjoyment.

    Nurse is much bigger problem than swf. Like 0,1% of swf can beat good nurse. Camping and tunneling are also way bigger problems killers use these tactics agains't soloQ...

  • He is usually boring to face as trikcters always facecamp or tunnel. Last time I faced him he facecamped me to second stage and tunneled me out with main event immediatelly once I was unhooked. My teammates misplayed but still they always play this way.

  • @WesCravenFan said:

    Never ceases to amaze me how people think Killers are here to entertain you.

    Entertainment is usually reason why people play games?

  • Maybe it was made so you don't use them when you don't see them?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222385#Comment_3222385

    Out of curiosity, have you tried more aura perks, particularly windows/kindred/empathy? You don't need to run all 3 obviously, but those 3 in particular can help with a lot of decision making while looping. Often times people get tripped up by mindgames because they hesitate, and the hesitation ends up being the difference between gaining distance and being downed. Nice thing about the perks is that they all get stronger the better you get at understanding them, so a lot of people end up just keeping them permanently, especially in solo. Bond/Aftercare/Alert also get honorable mentions due to providing similar metadata, albeit a bit more specific.

    That hesitation is exactly why I go down sometimes when I just stand in a loop watching what killer does and well that ends up me going down when killer gets too close lot of times.

  • @LylakLavender said:

    Not everyone can be an Otz, potatolegion or a spooksnJukes. Some of us do try. The longest I have ever been able to loop a killer was for 15 seconds and only because the one time I used sprint burst, lithe, balanced landing and windows of opportunity. Everyone has their way of playing. As long as everyone is contributing like gens cleansing totems etc it shouldn't matter.

    You must be exaggarating there just holding W you should last more than 15s before going down.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/349764/what-do-you-think-about-tunneling

    I for myself think that tunneling (aka ignoring everyone else until that person is dead; said survivor did no conspicuous action etc) at 5 or 4 gens often shows a lack of skill. If I need to tunnel during that time to get anything done during the match then I'm clearly not that good.

    I am completely fine with tunneling if gens fly or if there is only 1 or 2 of them left (or even none left). And this should never be punished.

    Going for the wrong person to tunnel fan lose you matches and going for the right one can win it.

    But just instantly wanting to tunnel someone out is being a bad sport. Not to mention that no average - decent nurse should need to tunnel or camp at all. YOU ARE NURSE! The single OP killer in this game.

    I was tunneled out prestige 70 nurse with range at 5 gens. I went to hide in basement on death hook and she searched whole map to get me. After that she slugged rest quickly. Nurses and blights are usually biggest hard tunnelers but other killers usually switch target and play more fair way. That just show no matter how much killers will get buffed tunneling will never end until it's not easiest way to win. Taking someone out like 1-2 gens it's fine usually at that point you have multiple hooks anyway.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/350005/remove-the-depip-from-the-ranking-system

    I will actually disagree on the whole idea of getting rid of depips.

    What i would agree with is getting rid of survivor depips for the remaining players in the case of a DC or if a player dies in the first 2 minutes to cover the case of a hook suicide.

    I disagree with you. Only thing which should remain is depipping from dc:ing but other than that no point.

  • @MaTtRoSiTy said:

    Trouble is if killers are determined to tunnel off hook they seem to really commit to the tunnel from what I can tell and will not stop until they get that person back on the hook again. Sad state of things really and hopefully there is some way to discourage the hard tunnel even more

    Some would still continue tunnel no matter what but majority would stop and that is what is important. I tunnel personally because there is no punishment and it's easy. Usually I try to play nice though as it's not rewarding way to win.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/349863/flashlight-cooldown-is-to-long

    If what your saying is actually true the most you would need is 2 clicks per second, frankly im glad that the spam clicking will be gone, if you cant get the blind on the first shine you dont deserve the blind.

    3 clicks for second would be fine and if they get flaslight save because of it they deserve it flaslight saves are one of hardest things in the game.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221684#Comment_3221684

    First of all, as I previously stated in my previous post

    https://forum.deadbydaylight.com/en/discussion/comment/3221314#Comment_3221314

    The animation is ONE of the problems. However, you are too much biased to even read the first sentence of my text. But, it okay, I understand your situation.

    When it comes to the possibility of the animation being faster, of course that seems a good idea. However, how would you do that if the skill-check starts WITH the animation itself?

    Another matter, doing this feature, would not fix the issue of some killers counter this perk like nurse with her blinks, blights with his special attack, deathslingers with their weapons, tricksters with their knives, huntresses with their hatches, Demogorgon with their shreds, clown with their bottles, nightmare with their pulls of blood, Wesker with his dash, artists with the crows, etc. If you watched the video that someone brought to the discussion about the 3 second stun for every killer, you would be able to notice how bad designed it is.

    About the haste in conjunction with the faster animation, it doesn't feel that will solve the problem presented above. It will just make it happen quicker.

    Ds should be 3,5s stun and faster animation then it should also disable killer power for 5s so that would put every killer on equal position facing it.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220935#Comment_3220935

    technically yes, but only one of them (hatch)... also no, at certain levels killers CAN'T win if they don't tunnel because you can't make enough "pressure" even if you didn't mistakes (it's a lot more easier manage 3 survivors than 4 and those are facts, you like it or not). try to win a match against good survivors with an average killer without resorting to tunneling and camping even once if you don't believe me...

    All 4 can't escape through hatch anymore so nope. Actual seal teams your not going to win with tunneling but those happen what 1/100 of matches. But all teams below that is possible to win without tunnel. Tunneling more often lead agains't good teams all others just finishing gens and escaping when you don't put any pressure on them.

  • @TheSubstitute said:

    Tunneling is a strategy picked by the Killer that the Survivors can counter but both the strategy and counter strategy have disparate skill floors (I'm not discussing camping here, only tunneling).

    The counters are taking hits for the tunneled person, if necessary taking a down, and waiting a bit before unhooking.

    As an example, if I see someone getting tunneled, if possible I body block the Killer and will go to the lengths of blocking a doorway so the Killer has to target me.

    I also don't unhook immediately. I get gen progress first so a Killer who is waiting to tunnel someone has to lose some precious time of us advancing our objective and them not advancing theirs.

    Games where people do take hits and trade hook states have a better outcome than those where survivors let their team fend for themselves. If the Killer gets a survivor out before 3 gens are done you'll probably also die. It also doesn't matter if you haven't been hooked before or if you're on death hook if you're the last survivor left; the next hook kills you.

    Helping your teammates survive until endgame helps you survive overall. There's problems, of course, with solo queue coordination but that's more reflective of how solo needs more information to reduce the delta between SWF and solo than the balance of tunneling overall.

    Personally, I would still like to see the DS nerf reverted and possibly working on both hook states as well as incentives such as basekit BBQ and Chili for Killers or a quasi Dying Light that encourage spreading hooks around more since the skill floor for tunnelling is a lot lower than the skill floor to counter tunneling though. It would be better to have both an incentive and disincentive working together to make tunneling less appealing.

    Best counter for tunneling is the other 3 rush gens as quickly as possible. I have had teammates throwing the whole match just trying to help me when im tunneled. One match for example this ada came to take hit I didn't need and giving killer free down at pallet which I needed to use. But as she went down there so instead my survivor dropping the pallet I ended up trying to heal her which took my otr away and also pallet stun which I would get. (Console moment). So this ada just helped killer tunnel me out and didn't do gens... once I died there was only 1 gen left.

    Well even worser tunneling experience was today when I looped killer very long after my first hook and my teammates did 4 gens and were almost done with the last gen 90-95% done but two of them run to take hits for me when the hook was right next to me while downed. Then somehow 2 went down at the gen and soon the 3rd one as well then and all got hooked to the basement...

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