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I_Tunnel

I_Tunnel

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  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651794#Comment_3651794

    this isn't a job and no one has an obligation to play, you can just as easily do the same thing and fast forward to the next match

    You have an obligation to not ruin the game for other players, be it via cheats, exploits, treating other players badly, or ragequitting.

    There's a reason most EULAs and ToS's have sections that say you can be banned for being toxic. And if you can't understand how ruining the match for others is bad, then you need to learn empathy.

  • @Snowbawlzzz said:

    In what universe should you be able to report and punish someone for leaving a video game that they paid for to play at their leisure?

    If they can't stay for an entire match; They should not queue up.

    'I bought the game' does not give someone carte blanche to ruin for it others by quitting mid-match. And I feel bad for anyone who can't figure this out, or know what good sportsmanship is.

  • Bumping this, as it's still the best way to stop hook-ragequitting.

    Ragequitting, in all forms, ruins matches and should be removed or punished, to promote healthy gameplay.

  • @Steakdabait said:

    A dev outright stated that if someone has no intention of actually playing the match there's no point keeping them in it.

    And if that person has no intention of playing the match; They should not queue up. They should do everyone else a favor.

    Ragequitting, be it via DC or on the hook, ruins the game for everyone else. And it should be removed and/or punished in all forms, to promote healthy gameplay.

    I came up with a fix that makes trying to escape the hook the same risk/reward playstyle, does not need to change a single escape perk, and also remove ragequitter's ability to Hook-ragequit.

    https://forums.bhvr.com/dead-by-daylight/discussion/405044/remove-killing-self-on-hook

  • @mizark3 said:

    If we were to take an individual change I would have an option to make Plague yell "yay" and shoot rainbows. Survivors would uncontrollably shout "yippee" instead of the vomit for Plague and Nemesis animations.

    A more general change would be allowing Killer bans. This would help more people, although people 'forced' to ban Plague/Doc/Clown would unfortunately have fewer bans. (Personally I would have 1 ban per 5 Killers released round down. Also to keep things fair, Killers could ban realms or maps at the same rate. We are forced to play Ranked only, so it would be nice to have basic Ranked QoL features like this.)

    If Survivors can ban Killers, than Killers can ban Survivor perks. Letting Killers ban maps is not the equivalent.

    Since a Killer's power is so important; For every Killer ban Survivors get, Killers get 2 perk bans. And that's on the assumption that a Killer ban is voted on by the entire group, instead of being on a per-Survivor basis (IE: One full lobby of Survivors gets ONE Killer ban, not four.)


    If Survivors instead each get a Killer ban, making 4 Killers banned per lobby, then Killers get 6 perk bans per lobby. Because, if Killers are losing out on the 4 strongest Killers (Because this mechanic WILL be abused to block the top Killers), then Survivors are losing out on their best perks.

    It's only fair.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650483#Comment_3650483

    It is really stunning how you try to tip toe dance around the topic because you basically have no arguments. You're pretty petulant about this.

    You completly ignored all of my points and just try to manifest your pov by shifting focus from your pointless discussion to something all players agree on. It's called manipulation and it's a pretty pathetic attempt when you cannot defend your point with arguments.

    You try to make it look like it's the most normal thing in the world but it hasn't been for years. The tunneling issue became just much worse recently. I don't know for how long you have been playing dbd but your "arguments" kind of make it questionable about how experienced you are with how dbd aged.

    It's not a "strategy" which gets rarely picked by experienced people to make an unique move to catch the survivor off guard or unexpected. It's not hard to do or anything unique. It is a cheap way to secure a game because aside from competitive teams there is nothing the common survivors can do to save the match if someone tunnels from the start.

    I already told you that the majority of survivors do not play toxic. There are bully squads and toxic players. Yes thats true. However their behaviour is not approved as well.

    Everyone who plays this game is aware of the chance of loosing it. Aside from people who tunnel from the start of the game of course.

     to something all players agree on

    If, by 'all players', you mean the minority of Survivors angry that they are losing to a valid tactic. But Survivors love to claim they speak for everyone. It's called 'Entitlement'.

    You try to make it look like it's the most normal thing in the world but it hasn't been for years. The tunneling issue became just much worse recently. I don't know for how long you have been playing dbd but your "arguments" kind of make it questionable about how experienced you are with how dbd aged.

    Tunneling is only an 'issue' in the minds of Survivors angry they lost.

    It's not a "strategy" which gets rarely picked by experienced people to make an unique move to catch the survivor off guard or unexpected. It's not hard to do or anything unique.

    It's still a strategy. No different from Survivors going to a 50% complete gen.

    I mean, what's Smarter?

    1. A Killer attacks an injured, once-hooked Survivor. They require ONE attack to down, and being on the 2nd hook means they require immediate saving, thus tying up another Survivor.
    2. A Killer chases a healthy, no-hook Survivor. The chase lasts twice as long because they require 2 hooks, and they are not in immediate danger of dying on the hook, since they are in stage 1.

    Hint: If you say 'The second one'; You're either lying, or genuinely believe Killers should play badly for Survivor benefit.

     It is a cheap way to secure a game because aside from competitive teams there is nothing the common survivors can do to save the match if someone tunnels from the start.

    And there's the entitled Survivor mindset of deciding what's fair or not for the Killer. You don't get to decide it's 'cheap'. That's like those people in Overwatch who claim Bastion or Widowmaker are 'cheap'; They're salty they lost.

    I already told you that the majority of survivors do not play toxic. There are bully squads and toxic players. Yes thats true. However their behaviour is not approved as well.

    • And yet I never see someone claim genrushing is 'cheap'. Ever.
    • Or that twerking out the exit gates is 'toxic'.
    • Or that 4 escapes is 'sweating' or tryhard'.
    • Or that using 12 META perks is 'boring' and 'should change because Killers are unhappy'.
    • I never see Killers say 'What about our fun?'

    Usually Killers are told to 'get thicker skin' or 'cope' or 'learn 2 play'. Almost like there's a massive double standard in which Survivors can play to win, but Killers are shamed for doing the same. 🤔

    Everyone who plays this game is aware of the chance of loosing it. Aside from people who tunnel from the start of the game of course.

    Ah, and there's the shade thrown at Killers who play in a non-SurvivorApproved(tm) way.

    There's a reason 'The Survivor Rulebook For Killers' became a meme. It's because Survivors actually think they dictate the rules.

  • @Frizouw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650466#Comment_3650466

    For your point #1, #3, the point of a SWF is to do that at start, share information, communicate, make it easier, so you'd need to prevent people from playing together at start with immunity or not. It would not change much. XD It's kinda invalid for me.

    Why is #4 a problem? if they use it and you break it, they don't have it anymore, it's a price to pay for later.

    I will add the others tho.

    No, I will not stop suggesting solutions because alot of people are leaving the game for people that just want to break others fun by tunneling at 5 gens.

    Your username "I_Tunnel" doesn't inspire me that you play something else than killer.

    So? You don't give Survivors a way to share info with complete immunity.

    It's clear by your idea, and your replies, that all you want is an OP mechanic that Survivors can abuse whenever they want.

    @Frizouw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650508#Comment_3650508

    Man do you want someone to play for you at that point with all the gen regression and blocking perks that exist lmao?

    And yet you're the one asking for literal Survivor immunity for a minute and a half.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649951#Comment_3649951

    I really had to laugh about this one. Is Otz DBD Jesus now? Is what he says the holy rule? Of course I would tell him the same. Why should I hesitate? He may have a lot's of hours in dbd and a good understanding of the game mechanics but that doesn't mean much. He's still pretty bad in solo-q and even hens said he can't play around Otz because his movement is weird. He may be good with some killers but again, being good at a game doesn't grant you the status of the Dungeon Master or something. There are a lots of players in dbd with tens of thousands of hours.

    I stand by what I said. It is absolutely possible to win matches without tunneling at 5 gens unprovoked. Because that is what the initial conversation was about. It is about making the right decisions. There are plenty of people on twitch and youtube who can do so. So yes when tunneling is your only resort to win a match you lack skill and/or messed up big in the match. Otz is only human so it's natural for him to make bad decisions in matches too.

    Tunneling however is not going to fix that. Further you are not very constructive or contributing much to the discussion at this point. I could accuse you of wanting easy kills because you don't have enough skill as killer but that wouldn't lead us anywhere in a discussion would it?

    I play both sides equally and besides competitive dbd (which is completly different and has nothing to do with our topic here) tunneling from the start is and will always be embarassing.

    The only exception I'd make is when you run into the survivor you hooked last by coincidence. It's totally fine to hook that survivor again because obviously he wasn't paying attention enough and it is not your job to excuse mistakes done by survivors.

    It's a game after all. You have to accept the fact that you will not win every match. If you can't bare the thought of loosing a match and therefor tunnel from the start to make it "easy" for you then you maybe should leave the game for a while to gain some mental distance from it.

    And survivors need to accept that they won't escape every match. Yet here we are; Shaming Killers who have the audacity to win in a non-SurvivorApproved(tm) way, and telling them to 'stop being toxic'.

    It's almost like Survivors live on 'rules for thee, but not for me'.

  • No, because that's a minute and a half where the unhooked Survivor can just:

    1. Follow the Killer around & report on his actions to their SWF friends
    2. Break dull totems (They are not hex totems, after all)
    3. Hunt for hex totems to inform their SWF friends
    4. Get to a powerful pallet/loop to be healed
    5. Get a free health state
    6. Sabo hooks
    7. Open chests
    8. Heal a different Survivor
    9. Close Trapper traps
    10. Disable Skull Merchant drones
    11. Place flame turrets for Xenomorph
    12. EMP Singularity cameras
    13. Break Ghostface's stealth
    14. Break Demogorgon tunnels
    15. Find Pinhead's Lament Configuration

    People need to stop suggesting blatantly OP/abusable mechanics to 'fix' a problem that does not exist. Tunneling is just the Killer playing efficiently. Returning to a half-dead Survivor is no different from Survivors going back to half-completed generators.

    The only difference being that Survivors like the one that helps t hem win, and expect changes to the one that makes them lose.

  • Hatch exists to prevent the final Survivor from just hiding & wasting the Killer's time. It's basic risk vs reward gameplay:

    • Risk: If the Survivor is moving around & hatch hunting; His chances of being seen go up.
    • Reward: He has a chance of getting out of a match, even if he was losing.

    Hatch has to, and should, stay.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649951#Comment_3649951

    You don't see the irony in your response?

    "Because you're lazy & want easy wins"

    This is pretty much entirely why people tunnel in public matches and content creators like Otz himself have shown that you can win matches without tunnelling but tunnelling makes this easy. I never tunnel, never camp and I will win the vast majority of my killer games and most killers will too, unless they are just new or outright bad.

    I don't tunnel or camp because I feel it makes the game unfun for others and while you are within your rights to disregard the feelings of others, I cant help having empathy as I know how it feels to be camped and tunnelled out of games so you don't really even get a match. It also contributes to the overall toxicity of the game which is not healthy and creates a circle of misery

    Otz has also admitted to losing BECAUSE he avoided tunneling, to his own detriment.

    But your post whos what Survivors always, and I mean ALWAYS do; Claim Killers are mean for not considering their opponent's feelings over trying to win. Seriously; It's always the fallback when all else fails. Just claim Killers are 'sweaty' or 'toxic' or, as you hinted at, 'lack empathy'.


    I've never played another PvP game where one side tells the other 'Stop trying so hard, it makes me sad'. But that's basically the Survivor war cry at this point.

    • I've never seen CT's in Counter-Strike say 'Stop planting the bomb so fast. We T's barely get to play!'
    • I've never seen one side tell the other 'Stop moving the payload so fast!' in TF2 or Overwatch.
    • I've never seen someone say 'Stop sniping! I don't get to play when you headshot me!' in ANY FPS.

    But in DBD; Killers are expected to think about Survivor fee-fees and stop trying to win. Or they 'lack empathy' and are 'toxic' and 'sweaty' and 'tryhard'.

    Survivors mald 'Play off-meta because we're bored!', as if Killers are required to make the game fun for their opponents.

    It's nothing but an attempt to shame Killers into losing so Survivors can rofl stop with 12 META perks, 2 basekit perks, SWF and Discord. But, of course, going in gung-ho is fine for Survivors.

    Because double-standards. 🤮

  • @Frizouw said:

    What do you guys think about that solution against tunneling: the moment a survivor is unhook, he is immune to be down until:

    • He touch a gen.
    • Start healing itself (not being heal by another survivor, I think it's already punishing to have two persons on healing and they could troll each others).
    • Is fully healed
    • Another survivor got hook?

    During the whole immunity, the survivor cannot have collision against the killer, cannot drop palettes and cannot use flashlights...

    No, because then he can follow the Killer around and report on his actions with discord, if he's in a group. And the Killer would not be able to prevent it at all.

    Plus, this allows him to get a free health state as long as he does not heal himself & only has another Survivor heal him.


    Survivors already have 2 free basekit perks due to their whining; They don't deserve functional immunity & free healing on top of that.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405318/why-is-every-hillbilly-playing-like-a-scumbag

    Yeah, hard tunneling is incredibly demoralising for the survivor team. I understand the feeling of just being done at that point and wanting to move on. Although it's not a really Billy thing. Just sweaty killers trying out a new toy.

    And here we see more Killer shaming.

    If they win; They're 'sweaty' for not considering their opponents fun over trying to win! How dare Killers try to win! Don't they know Survivors fun is the most important thing in a Killer's life?!

    Oh, and it never works in reverse; There's never such a thing as 'Sweaty' Survivors.


    Double standard 🤮

  • @alaenyia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405276/killer-is-in-the-worst-state-it-has-ever-been

    Is this a joke? I really can't tell. The devs of this game have spent years making this game as killer-centric as possible. To the point I am starting to think it is a social experiment to see how much a survivor will take before they leave. Killer's kill ratios have never been higher. All the maps have been reduced to the size of a postage stamp, most pallets are unsafe, most vaults have an open gaping door right next to them so the killer might have to wait for you to land to hit you on the other side, every survivor benefit has been nerfed (Toolboxes, med kits, keys, perks, etc.), gen completion times are longer, and crossplay can not be turned off so you are forced to play with people you can not even communicate with.

    The devs of this game have spent years making this game as killer-centric as possible. To the point I am starting to think it is a social experiment to see how much a survivor will take before they leave.

    Hmm..

    1. Basekit BT if a Killer 'tunnels'. Which Survivors abuse to bodyblock, then complain when they get downed. (Free perk #1)
    2. Basekit Deliverance if a Killer 'camps'. (Free perk #2)
    3. Every Killer that does decently well being nerfed into oblivion, without fail.
    4. When the devs changed how Wriggling works; They threw in a bonus for Survivors to make Wriggling more effective. Yes; A QoL update came with a Survivor buff added in, because Survivors must be catered too in every update.
    5. Limiting '3 gen' ability by utterly gutting kicking. You know; 3 Genning; That thing Survivors inflict on themselves with poor planning, but the devs have punished Killers for!

    But oh no! The devs removed single-frame gen-tapping! THE GAME IS SOOOO KILLER-SIDED!

  • @H2H said:

    Killers playing efficiently and doing their objectives is not playing scummy or being a scumbag or playing unfairly. Survivors really need to get over this expectation that killers must deliberately play badly for survivors’ benefit.

    It's because this game caters to Survivors so hard. For years now, they think they can dictate how Killers play.

    They use insulting labels like 'scummy' and 'sweaty', 'toxic' and 'tryhard', and label efficient tactics with negative names like 'tunneling', 'camping', 'proxy camping' (Seriously; When they could not whine someone was 'camping', they made up a new term), and 'slugging'.

    It also shifts blame away from them playing like trash onto the Killer for 'using scummy tactics'.

    It's all done in an attempt to control the Killer role and enforce more changes on the game. Because "Tunneling/Camping/Slugging/etc. is a problem" is much more convincing than "Change the game because I lost."

  • It's a form of test. Whenever someone disregards what I say to harp on my name; I know they had 0 valid counter-points and can be disregarded.

    I mean, for all anyone knows, I have 2k hours as Survivor (In all honesty: I don't). But if they choose to ad hominem instead of address what I say...Know what I'm saying? 😁

  • Apparently now 'going back to the hook' is 'scummy'.

    You heard it here, Killers; Going back to where you know 2 Survivors are is scummy, and we should all stop doing it! Survivors deserve to freely heal directly under the hook! 😂

  • Ah yes, because even The Killer's Basement should not be remotely strong or dangerous.

  • @Chocolate_Cosmos said:

    It feels like it does nothing outside of face camping. Proxi camping or even few meters away from hook is still pretty much good and this does nothing to adress it. What are your thoughts?

    What should we 'buff' the anti-FACEcamping to be? Anti-Camping?

    New Anti-Camping mechanic! If the Killer exists on the same map as a hooked Survivor; That Survivor no longer progresses hook states & can unhook themselves freely!

    Let's throw in a new anti-tunnel: Survivors are immune to being hit again after they leave the hook, unless the Killer hooks everyone else, or 45 minutes pass. They can freely heal, sabo hooks, bodyblock, & do gens without losing this immunity!


    Hell! Let's throw in that other brain-trust's idea, too!

    Survivors who are sacrificed come back as completely immune ghosts who can do gens & follow the Killer around to report on his actions via Discord! And the Killer has no way to stop them! Because apparently Survivors deserve literal-freaking-immunity if the Killer has the temerity to actually kill them!

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649327#Comment_3649327

    this idea when killer only know tunnel is trash for those killer.

    not Implementation ghost survivor, just change Scourge Hook: Pain Resonance & Pop Goes the Weasel.

    Tunnel Built on hook gains, if nerf a little those hook gains perk.

    tunnel will be 1k build.

    Yes, let's just nerf tunneling. Again. Because Survivors can't win without massive hand holding.

    I mean, Survivors already malded over tunneling & got basekit BT. Which they abuse with bodyblocking, then mald some more about being trunneled.

    Then they cried over camping & got a camping timer.

    They screamed over '3 genning' (Their own fault, btw), and now Killers have limited gen kicks.

    What's next? Weeping over being slugged and demanding basekit Unbreakable?

    Malding over the Killer closing hatch & demanding basekit Key powers?


    Why not just remove the Killer's ability to play. Make all Killers a bot. That would make Survivors happy.

    No, wait; Then they could not trash talk the Killer upon winning with all their BS hand holding.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648956#Comment_3648956

    The idea is a broken mess that tips the game so far in Survivor's favor that it would become unplayable. All over this idea that Killers should be punished for trying to win without Survivor approval (What you call 'Brainless sacrifices'), and Survivors should be rewarded with literal immunity/immortality when they die.

    nope, just most of player play DBD very bad.

    they not play for fun, they play for win.

    lights out events now Almost no one play.

    Players play it only to get tag decorations, this event is obviously a lot of fun, but no one like it.

    "tips the game so far in Survivor's favor."?

    even anti-camp and anti-3gen not increase survivor escape rate at all。

    Why can you conclude that this change will "tips the game so far in Survivor's favor"?

    May this change that would make the Killer playstyle more aggressive, survivors get lower escape rate?

    the ghost survivor can Completely resolved some survivor unhook themselves 3 time, and not struggle in Struggle Phase, then be Sacrifice by themself.

    Are you just afraid of change? As long as it's changed, it will be booed?

    they not play for fun, they play for win.

    Maybe they find winning fun? But of course, you don't approve of that, so you want Survivors to come back as freaking untouchable ghosts that can complete generators.

    Because, according to you; Killers winning is bad and Survivors should be allowed to complete generators while being literally invincible after they die.

    Trash idea is trash.

  • @ABAEX said:

    after Sacrifice they will back to a ghost.

    if they DC when they are ghost they will be punish like normal DC.

    as ghost survivor, they can't perceived Terror Radius, only can see close, move slower like carry a Xenomorph turrets.

    other The Living Survivor status affects the Ghost Survivor repairs speed:

    0 survivor on hook or dying state: 0.65c/s (if gen in Regression State is 0.4c/s)

    1 survivor on hook or dying state:0.4c/s (if gen in Regression State is 0.15c/s)

    2survivor on hook or dying state:0.15c/s (if gen in Regression State is -0.1c/s)

    3survivor on hook or dying state:0.1c/s (if gen in Regression State is -0.15c/s)

    after Sacrifice they will back to a ghost.

    No. They don't get freaking invincibility as a ghost so they can do gens untouched.

    as ghost survivor, they can't perceived Terror Radius, only can see close, move slower like carry a Xenomorph turrets.

    And yet they can still complete gens and follow the Killer around, reporting on everything he does over Discord. And the Killer can't stop them. No. The idea is garbage.

    other The Living Survivor status affects the Ghost Survivor repairs speed:

    No, because Survivors coming back as untouchable ghosts after they die is terrible.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648990#Comment_3648990

    Your constant falling back on this argument seems to suggest you think it's possible a mechanic could be implented to fix tunneling.

    Tunneling is 100% bad to do and needs garbage mechanics to 'fix' it to make Survivors happy?

    I don't even know how you thought that was a serious comment.

    I was pointing out YOUR post, where you said 'Tunneling is a detriment' because of the few times it does badly.

    I have never said tunneling should be removed. It's a valid tactic. JFC.

  • I'm not trying to implement anything. WTH did you get that idea?

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648967#Comment_3648967

    For every survivor that wants a horrible abusable mechanic to alleviate tunneling, there's a killer who wants an equally horrible and abusable mechanic to deal with those pesky SWFs.

    And both are wrong in what they want. Your point?

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648957#Comment_3648957

    It isn't made-up tripe. Your primary objective is to prevent the survivors from escaping by killing them. Your secondary objective is to defend your generators.

    If the killer tunnels, and gets naught but a 1k, was it not a detriment? Part of tunneling is knowing who to target. If you target the wrong person, you've just cost yourself the match. The only thing that makes tunneling efficient is the payoff of having permanent slowdown.

    Think, young grasshopper. That is what your brain is for after all.

    Defending the generators is just to buy time to kill. It's not an 'objective' of the Killers.

    If the killer tunnels, and gets naught but a 1k, was it not a detriment?

    So, because some matches can end badly; Tunneling is 100% bad to do and needs garbage mechanics to 'fix' it to make Survivors happy?

  • @Rage_In_The_Cage said:

    They’ve added so many perks and baseline elements to combat tunneling. At this point it’s up to survivors to play better. Also, your idea of making it impossible to down an unhooked survivor until another is hooked would just be abused by survivors. Look at the built in BT, do survivors use it to make it safely away from the hook? No, they use it to bodyblock for other survivors because they know they are immune to being downed.

    Again it comes down to better play from survivors. You can easily punish a killer for tunneling. Because tunneling typically involves camping too.

    Yeah. Imagine an SWF player unhooked, then just following a stealth Killer like Ghostface, Spirit, or Myers around. Or reporting on where Trapper/Hag is placing traps.

    And the Killer can do nothing to stop this.


    It's hilarious how Survivors always seem to think "I hate tunneling! How about we add this horribly abusable mechanic to 'fix' it?"

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647689#Comment_3647689

    I'm not talking about petty endgame chat. I'm talking about here, on the forum.

    Tunneling isn't thrown around to refer to a killer just doing their objective. It's very specifically choosing to eliminate one survivor as quickly as possible, to the detriment of other objectives.

    Genrushing involves survivors bringing everything they can to repair gens faster, to the detriment of their other objectives. They sacrifice altruism to focus on completing their objective as quickly as possible.

    At no point did I say genrushing isn't real. What I said was that genrushing isn't competing with tunneling. Which it isn't. They aren't the same thing, because while one side is playing normally, the other side is playing as efficiently as possible.

    Tunneling isn't thrown around to refer to a killer just doing their objective. It's very specifically choosing to eliminate one survivor as quickly as possible, to the detriment of other objectives.

    What 'other objectives'? The Killer's end goal is to kill the Survivors. Full stop. Everything else he does is simply to buy time to achieve this goal. He does not win by kicking gens, but kicking gens helps him win. He does not win by hooking Survivors, but hooking Survivors progresses him towards winning.

    Your 'detriment to the other objectives/Survivors' is just made-up tripe to make it sound like you have a valid point.

    If the Killer 'tunnels', and ends up with a 3-4K, then it was not a 'detriment', was it?

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648885#Comment_3648885

    killer can dely Sacrificed to avoid survivor been ghost.

    and ghost survivor only can fix the gen, so the fix speed can Adjust to 0.25~0.75c/s. downed survivor can not be heal up by ghost survivor. it can be:

    0 survivor on hook: 0.75c/s

    1 survivor on hook:0.5c/s

    2survivor on hook:0.25c/s

    3survivor on hook:0.1c/s

    so killer need smart hook or Sacrificed the survivors. not Brainless sacrifices.

    killer can dely Sacrificed to avoid survivor been ghost.

    So the Killer's choice becomes:

    1. Sacrifice a Survivor, and they come back & do gens while being untouchable.
    2. Not sacrifice a Survivor...at which point they do gens, plus can heal, do flashlight/pallet saves, and can pick up other Survivors.

    What a stellar choice! How did I not see the genius of this idea sooner?!

    and ghost survivor only can fix the gen, so the fix speed can Adjust to 0.25~0.75c/s. downed survivor can not be heal up by ghost survivor.

    So the 'Ghost Survivor' can just focus on gens, which helps his living Survivors win. And the Killer can't stop them.

    Nope; Still a bad idea.

    so killer need smart hook or Sacrificed the survivors. not Brainless sacrifices.

    Essentially; You want to force Killers to 12 hook, or be punished by having invincible & unstoppable 'Ghost Survivors' working on gens.

    All because you dislike so-called 'tunneling', and 3 gen setups (that Survivors inflict on themselves, BTW).


    The idea is a broken mess that tips the game so far in Survivor's favor that it would become unplayable. All over this idea that Killers should be punished for trying to win without Survivor approval (What you call 'Brainless sacrifices'), and Survivors should be rewarded with literal immunity/immortality when they die.

  • So your 'fix' for tunneling and 3 genning is "Allow Survivors to keep trying to win after they have died, and the Killer has no counter to it"?

    And you don't see how this is broken and would kill the game on the spot? I can't tell if you just have 0 clue about game design, or are trolling.

  • So if Survivors are losing: Give them a boost.

    But if Killers are losing: Not everything is a 1:1 equivalent.

    What a biased take. Just perfectly shows why this game is a slog for Killers.

  • @ABAEX said:

    Survivor ghost

    when survivor Sacrificed, thier will be back to trial. Can only interact with generators by 0.75c/s.

    No.

    Survivors don't get rewarded with immunity and any form of repair speed after they've lost.

  • @Firellius said:

    Calling it 'gen tunnelling' is pretty disingenuous when survivors have literally nothing else to do. Killers have the option to not tunnel, but survivors can't do anything other than gens.

    It feels like every time survivors get nerfed, the crosshairs just move on to the next thing to point at and say 'this! This is why I lose all the time!'. But with every nerf, the bar just drops lower, and now we're at 'survivors were doing their objective at all' being the problem.

    Ah yes. The Survivors have nothing to do but gens (Not healing, or unhooking, or opening chests or doing totems..) but the poor, mean Killer can always just play badly and not tunnel, even if it's the optimal play!

    Just more 'The Killer is responsible for Survivor fun' while absolving Survivors of the reverse.

  • @Pluto_1 said:

    "Forcing" players to do anything is how you lose business.

    Allowing players to ragequit and ruin the match for everyone is how you lose business, too.

    If this mechanic had been in from the start, no one would claim it would drive players away.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648568#Comment_3648568

    Uh, yeah, because it's a subjective opinion. That's the whole point of an opinion.

    But they're not treating it like an opinion.

    They've decided tunneling means something different and, under their definition, everyone else is wrong to use 'tunneling gens' as an argument.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648556#Comment_3648556

    The killer's objective is not to kill "anyone", it is to kill the four survivors that are in the match.

    You have four objectives, and when you tunnel, you're focusing on one to the detriment of others. That's the whole idea of tunnelling- focus one guy down so the others are forced into a numerical disadvantage when the pressure rolls towards them. Tunnelling doesn't work as an idea without the reality of having those other objectives in mind-- or if it did, tunnelling would just be how you win, you'd kill that person and dust your hands off because you've killed "someone", ergo you've won.

    Survivors need to escape, that's their win condition. So when they push their objective aggressively to win, they're getting FIVE generators done very quickly, not one. One generator done is almost nothing, getting it done as quickly as possible does comparatively very little for them. To effectively play their objective aggressively, they have to split up and push pressure on multiple gens at once.

    That's why tunnelling generators doesn't exist, it's completely counterintuitive. If you applied the mechanics of tunnelling to generators, you'd basically be throwing the game. On the flipside, if you were to apply the mechanics of genrushing to the killer side, you'd be as far away from tunnelling as you can get because the requirement is to spread pressure, that's how genrushing works.

    Oh my god, you're arguing semantics.

    'Anyone' IS 'Anyone in the match' because the Killers don't EXIST outside the matches. 🤦‍♂️

    Your entire argument is 'But aksually, if we use MY definitions, then tunneling gens is fake!'

  • @TieBreaker said:

    It would be nice if there was something to give survivors some sort of boost if someone dies early. It's massively demotivating when someone gets tunneled out or just dies early on before much progress is made. I'd be happy if BHVR just made it harder to tunnel someone out before the match really gets started. Giving survivors a buff because someone decided to 4% on first hook seems somewhat unfair.

    I came up with a fix to people who try to 4% (Or ragequit on the hook):

    https://forums.bhvr.com/dead-by-daylight/discussion/405044/remove-killing-self-on-hook

  • Your entire argument hinges on a definition that adds caveats to it in order to be correct.

    And it's not correct.

    'Tunneling' is focusing on the injured Survivor to remove them as quickly as possible. It has nothing to do with 'one of four objectives to the detriment of others'. Because the Killer's objective is TO KILL. Anyone. You're adding some sort of extra definition to it so you can say 'They're wrong'.


    Survivors: Want to do gens & leave to win. They focus on already-worked-on gens to do it quicker. IE: Tunneling gens.

    Killer: Wants to kill to win. They focus on easier chases & weaker Survivors to do it quicker. IE: Tunneling.


    Claiming Tunneling HAS 'to be to the detriment of other objectives' is your own personal definition you added to muddle the subject and say "Because of this, tunneling gens does not exist!"

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648504#Comment_3648504

    Lolol. This sound like such a stupid, fun game. I mean, at some point the last survivor must have thought "ahhh f* it" and just went for it.

    Pretty much.

    The end game chat was just 'Lol' from all of them. I imagine they were facepalming pretty hard.

  • A Trapper match:

    • Match starts.
    • Picked up a trap. Placed it at Shack Window.
    • Picked up a trap. Placed at Shack Pallet. As I was walking away; It caught someone.
    • Hit them. Reset trap. Carried to Basement.
    • While they were screaming from being hooked; Pallet trap got someone else.
    • Hit them, reset trap, carried to Basement.
    • Even before I had them hooked; Someone got caught by the Shack Window.
    • Hit them. Reset trap. Carry to Basement.
    • Final player comes down the stairs. Sees me. Runs, vaults Shack Window; Caught by trap.

    It was the only time I had all 4 Survivors on basement hooks all at the same time. 😂

    Match took maybe 3-5 minutes?

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648156#Comment_3648156

    You are cherry picking the situation when this can occur. This mechanic gives free 10% regression for the killer, even if they don't do anything for it. It's literally because when you stop repairing to heal a teammate/go for the unhook that the prompt will consider this a failed skill check. This is a stupid mechanic that punishes survivor for being unlucky. Yes if we address the problem we will remove the failed skill check due to the direct pressure applied by the killer. With the recent changes on the gen kicking I think it's not a big deal.

    Or, instead of taking away a mechanic because Survivors are unhappy they can fail; You learn to hit a skillcheck before leaving a gen? 😁

    Because they never happen back-to-back without a Killer perk being involved.


    You're basically saying 'Bad luck is bad for Survivors. Who cares how it affects Killers.'

  • @kisfenkin said:

    This is a good idea! If one survivor dies before three gens are complete, remove 15 seconds from all gens like the brand new part game mechanic. This should only happen once with the first death.

    If they're down to two gens or less then a death should do nothing.

    Uhh...No?

    Survivors would just spread out gen repairs, someone dies, and then four gens that were 70% or higher insta-complete or go to 99%? And you don't see how that would be heinously OP?

    The Killer gets 1 kill & then the exit gates are powered. No way.

  • I don't like the idea because the Killer STARTS at a disadvantage; He can only be in 1 place, while Survivors can be in up to 4 places at once.

    This idea basically removes the entire point of the Killer getting hooks and kills; His momentum being built.

    Now, instead of slowing down gen speeds by causing Survivors to do other things; They either get faster, or break even (Depending on the speed buff via this idea) for the Survivors still doing gens.


    It misses the point that the Killer is supposed to build momentum by hooking survivors, and instead takes all that momentum away by removing the slowdown from Survivors as they are hooked/dead.

    Survivors should not get a 'reward' or 'buff' just because they are starting to lose the match, which is what this idea does.

  • Part of it is because playing Killer is horrid:

    • You do badly? Insults and ridicule.
    • You do well? Insults, threats, and ridicule.
    • You 4K? Insults, threats, and ridicule. Get accused of breaking some insipid 'rule' Survivors made up. (Seriously, I got accused of 'proxy camping' and 'tunneling' because I walked away from the hook, only to have the person rescued 5 seconds later. Having seen no one else; I returned to the hook. Where the unhooked proceeded to bodyblock me, then accuse me of 'tunneling' because I downed them and re-hooked them.) Also get told whatever Killer, perks, or map were used is 'crutch' and 'for noobs', and how you only won because of the hated Killer/perks/map.
    • You don't give hatch? Expect to be called a 'sweat' and how 'you don't need to try for the 4K'. (Though I've never seen a Survivor give me a kill if they are about to 4E. Apparently only Killers can try too hard. 🙄).

    It makes playing Killer a thankless job more than a fun game. Sometimes, I feel like the Survivors I play against see Killers as NPCs that exist for their fun instead of a human being trying to have fun & win, same as them.

  • @Adrien said:

    While I'm happy gen tapping got nerfed because it was time consuming for killer and easy for survivors to counter the kick, there is still a major problem :

    When a survivor leaves a generator, if a skill check event starts, it makes you automatically fail and you got a 10 % penalty.

    Suggestion : when you stop repairing a generator, the skill check event is cancelled if it's not due to a killer related perk (opression, overcharge, etc.).

    This would be a great QoL for all survivors. They shouldn't get a huge penalty like this just because of RNG.

    No.

    The whole point of the RNG is that it can screw Survivors if a Killer forces them off. It should not be removed just because Survivors think nothing in the game should ever be a threat to them.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647963#Comment_3647963

    Anti gen tap has been a killer complaint for years. Specifically because killers claim they 'can't keep up with gen speeds'. Same with increasing base kick damage.

    Asking the devs for help incessantly, and then getting it, with both of these features is the very definition of hand holding.

    If you think the 'anti gen tap' is somehow a survivor buff, then you are far, far too biased to continue to engage with. You can't be real.

    Sorry, I was sick yesterday, and thought 'anti gen tap' was the 'anti 3 gen' change.

    Anti gen tap was needed because Survivors could, literally, tap in a gen in less than a full 60 frames of animation. Less than one second.

    And since Devs had said, years ago, that 'Gen tapping is supposed to be a risk in a chase' (Paraphrasing); This was not so much a Killer hand hold as it was a bugfix. Because gen tapping as it was, was 0 risk and 100% reward.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647953#Comment_3647953

    I don't see a single hand-holding mechanic added for Killers.

    Because you aren't looking hard enough (at all). They just increased base kick damage to 5% and added an entire 'anti gen tap' mechanic in the last few weeks.

    Going back farther, they've also added features like changing tile weights to prevent 'tile chaining', removing pallet spawns and creating huge dead zones or flooding the pool with unsafe pallet options, added base gen damage to kicks at all, and even gave essentially 10% action speed to nearly every killer action. They even made endurance not stack for killers and reworked the hatch spawn entirely. All base kit, all free.

    And that's just 'mechanics', which doesn't even come close to covering the insane number of other things that have been nerfed at killer request in the past year or two: perks, PTB features nerfed into uselessness before going live, medkits and bnp gutted, entire map overhauls... All in large part due to 'community feedback'.

    The game is clearly Survivor-sided

    The available metrics disagree with this. Whether it's win rates or kill rates, the data points to killer already being the stronger role.

    They just increased base kick damage to 5%

    To counteract that deluge of repair speed perks.

    added an entire 'anti gen tap' mechanic

    That's a hand-holding mechanic for Survivors. Not Killers.


    The rest are literally balance changes, not pure hand-holding mechanics due to complaining.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647932#Comment_3647932

    Surely, the player named "I Tunnel" can be trusted for an unbiased take.

    So far as we know, the game is balanced and leaning towards Killer. Most SWF's simply aren't that much of a problem for the average player.

    Surely an ad hominem is the best way to make your own point. 😂

    The game is clearly Survivor-sided. I don't see a single hand-holding mechanic added for Killers. Yet every time Survivors complain; The devs add yet another basekit perk/mechanic to help Survivors or kneecap Killers.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647458#Comment_3647458

    Did you seriously call that a tactic? Like in strategy?

    People really need to stop normalising camping and tunneling.

    Tactic:

    tac·tic

    an action or strategy carefully planned to achieve a specific end.


    So yes; 'tunneling' someone out to achieve the 'specific end' of killing them/winning is a tactic.

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