Kaitsja
Kaitsja
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- Kaitsja
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@dspaceman20 said:
I'm annoyed by all the speculation at this point. Can't they just tell us already?
Even if they can't tell us when it is, they can at least tell us whether or not it's this week.
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@Canas said:
Yes, that's right. However if some of the killers did spend tons of bp on perk tiers already then they will reach p3 automatically. You'd need 170 perk tiers in total to do that, better go count them. One page of purple perks equals 45 perk tiers.
Thank you for this. I really didn't want to try to do the math, and you just saved me the migraine of figuring that out.
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Camping needs to be less rewarding, and one such way we can achieve this is by making it so a healthy survivor can't be grabbed during a rescue. This encourages trades and makes the game more interactive for survivors who are being camped.
At the end of the day, camping is a valid strategy that isn't going anywhere. Rather than trying to remove it, changes should be made that encourage interaction rather than just sitting there waiting for survivors to be altruistic.
Changes that should be avoided are ones that would make it even more boring for the survivor being camped. Extending or pausing the hook timer is an example of this.
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Wait, it's a rabbit. Bonnie from FNAF is a rabbit animatronic. FNAF CONFIRMED?!
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3067869#Comment_3067869
Voice comms clearly aren't cheating per BHVR, but they are hella unbalanced, and I don't feel like it's in the spirit of the game (or does the entity provided walkies so survs can communicate cross map?).
And while comms are most powerful in the hands of good-great survivors, they confer an advantage to any team using them, from potatoes on up.
Information is power in DbD, and even poor players will play better with context. Even the noobiest noobs can call out basic things like the killer's location, what they are doing at a given moment, etc., and even that much info confers a nice advantage.
But comms aren't going anywhere regardless, as BHVR has no way to police that even if they wanted to, short of disallowing SWF play (which they will never do). So these discussions are largely academic.
Yes, comms are inherently advantageous to any team and anyone can communicate what they're doing and what the killer is doing, but an individual's ability to make use of that information is a different story. A noob, for example, is not going to be able to loop the killer long enough for their team to pop the final gen.
Sometimes they also refuse to do gens inside a terror radius despite knowing that the killer is being looped, so a 60+ second chase ends up with no payoff.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3067703#Comment_3067703
"Just stop arguing and making sense"*LMAO*. How old are you friend?I don't like to repeat myself but I will do it:
Why is it not cheating exactly? Because someone says is on a stream?
Ask yourself: do you nullify killers and their perks? do you gain free perks and better coordination using voice comms than without it? Do you get free information on what the killer is doing and where he is?
If yes -> you re pretty much cheating, use whatever other word you like. Though.
You may as well then run a soft hack, stretched resolution, etc.
Comms are not cheating, period. If it is intended gameplay, which it is, then it isn't cheating. Whether or not it's balanced is an entirely separate matter. The game also not having built-in voice chat is also an entirely separate matter.
The thing about information is that it's only useful in the hands of survivors who are good at the game. If you're bad at the game, then all the information in the world isn't going to fix that. Solos could be better coordinated with informational perks made basekit, but they'd also have to know what to do with that information.
Stretched Res, on the other hand, is an exploit that provides an unfair advantage. Voice comms are intentional.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3067682#Comment_3067682
https://forum.deadbydaylight.com/en/discussion/comment/3067674#Comment_3067674
Again, they never had a say about expectations. People were to use voice comms if they wanted.
They just said the only thing they could say. What did you expect them to say?
"Hey folks, play with friends, although don't use Discord that's too unfair."
That argument of yours is just childish.
You don't make the rules, BHVR does. BHVR says it's not cheating. Ergo, comms are not cheating. When you start making the rules, then you'll have a leg to stand on but until then, please, stop arguing.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3067659#Comment_3067659
Why is not cheating? Because someone says is on a stream?
Ask yourself: do you nullify killers and their perks? do you gain free perks and better coordination using voice comms than without it? Do you get free information on what the killer is doing and where he is?
If yes -> you re pretty much cheating, use whatever other word you like. Though.
You may as well then run a soft hack, stretched resolution, etc.
It's not cheating. BHVR determines what is cheating, and they have determined that comms are not cheating.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3065713#Comment_3065713
I don´t Know, let me think.....
The fact that this game is not balanced around playing with comms? The fact that you can decide map + build + perks according to that map and win 95% of games abusing of information? The fact that you can coordinate for everything? The fact that SWF was released without testing it just because DBD was a failure at release and they needed players without looking the consequences that It could carry to the future and never balanced around that?
Just Maybe.
https://forum.deadbydaylight.com/en/discussion/comment/3065721#Comment_3065721
When you have a disease like C... you remove the infested organ with the idea of saving the rest of the body from a certain death, the same goes for SWF.
Likening SWF to a disease that affects hundreds of thousands of people is not cool. Don't do that. Also, removing SWF would actually kill the game, not save it.
There's this misguided notion that all SWFs are boosted death squads out to destroy the killer and they win more games than they lose. This is simply not the case. You have the bully squads who make up less than 1% of all SWFs, then you have the casual players who are just looking to have fun playing a game with their friends and are usually of varying degrees of skill.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3065556#Comment_3065556
That is going to be literally every patch, ever. I mean, what kind of patch would ONLY benefit Solo and nerf SWF? How would that even work?
Giving solos basic information SWFs already get. This benefits solos without actually benefiting SWF.
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The problem with Spine Chill is that it prevents stealth killers from using their power. The action speed bonus nobody cares about. The vault speed bonus is a biggie. The counterplay to spine chill is to avoid looking at the gen/survivor.
Can't count the number of times I've approached a gen as Ghostface only to watch the survivors sprint burst away.
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Not playing until the update, period
Low hour survivors / tunneling killers. Just a bad time overall.
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I think the meta change was necessary, but some of the killer perk buffs were unnecessary, namely Thana.
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Never played around BBQ. As soon as someone goes down, I immediately start making my way in their general direction to get the save.
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@Mazoobi said:
Map offerings should just go entirely.
Disagree. Map offerings are not always exclusively used to bully the killer. Sometimes you're just sick of getting the same map.
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The change to the portraits looks great, I can't deny that. I'll take the red background over the gold sparkles any day of the week.
That being said, though, the crux of the issue has always been that only you can see it. Other players can't see it. A unique prestige icon for those who P3'd prior to the update would accomplish this without being "Legacy 2.0". It's simple, easy to do, isn't a cosmetic or a charm and it's something other players can see.
I'm not unhappy about what they have changed, I just wish that they had considered that players might want to actually have something to show for their efforts that they and others can see.
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You can only chase one survivor at a time. From an efficiency standpoint, it's less efficient for the survivor not being chased to go start a new gen. Why let the gen regress when they know you have to choose between dropping chase or protecting the gen?
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The survivor wanted your attention, they got it. Not tunneling.
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@S4ShadowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3054820#Comment_3054820
If you don't play slinger, how can anyone describe the clunky feeling? You won't have a point of reference.
I don't play Slinger doesn't mean I never played him. Played him when he was released and just didn't vibe with his kit.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3054823#Comment_3054823
What if it was a custom only feature?
Custom only feature would be fine. I think it'd be more beneficial for public games to display information via the hud with distinct icons for different actions.
I'm sure the "self-care in a corner" Claudette mains wouldn't appreciate that, but it'd be beneficial for solos and have no benefits for SWFs.
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This community lacks the maturity and is far too toxic for VC. I can already see people being abused in chat for not wanting to mic up, and I can see people throwing because one or more survivors won't mic up.
Also, there are literal children who play this game. I don't want to deal with that.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3054733#Comment_3054733
Nothing else would necessarily make him more fun since the main part feels clunky.
I don't play Deathslinger so I'd have no idea how to fix that. In the spirit of discussion, however, I'd like to know specifically what about it makes it feel clunky.
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@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3053645#Comment_3053645
trust me, you'd be surprised with the amount of people who do totems instead of doing gens for no reason. Those are the survivors I go against at least. But you might be right too, If I don't bring Pentimento, It will either be replaced with the other perks I mentioned, like overcharge or Call Of Brine. or Eruption
Had a survivor game where a Nancy went around breaking all the dull totems. Killer had pentimento and got all 5 stacks. 💀
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@cluxdx said:
Wraith's Lightburn is a massively outdated mechanic IMO and should just be removed. Also unnerf his uncloak please.
Wraith needs buffs, but this ain't it.
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As I recall, you have to put in a serious amount of effort to get the chainsaw to overheat. Either way though, I think it wouldn't make any difference if it were removed.
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Deathslinger needed the nerf. Quickscoping constantly was unfair and created a lose-lose scenario for survivors. It was the same reason for Pyramid Head being nerfed.
As for his TR nerf, I think it was necessary due to Slinger approaching from blindspots and using his M1 to injure you first, then shoot you after his attack cooldown.
That being said, I think Slinger could use tweaks in other areas to make him more fun to play while also making him a stronger pick than he currently is.
Twins I have no comment on. Don't much care for Twins.
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@INoLuv said:
No need to change that, is a strat about rushing the killer objective, killers need addons added to basekit and QoL changes on pyramid and trickstet
As it stands, even with the coming changes, camping needs to be addressed in a way that not only provides incentives for the killer to leave the hook, but also provides disincentives for staying within the hooked survivor's radius.
Camping is a legitimate and valid strategy, but that doesn't mean it shouldn't be changed to only be rewarding when used correctly.
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@Ayamir said:
Nah most of the time it's a sweaty Nurse player who hasn't showered in weeks running double range add-ons and tunneling the first survivor off the hook...
They're playing pubs like it's a comp tournament so cringe Jesus.
Most SWFs send me to Eyrie of crows or the Game with 2 Prove thyself + stacked toolboxes it's literally gg if I am not playing Blight/Nurse or If I don't get a early hit at 5 gens with Oni.
Maps offerings should be removed from the game imo.
On map offerings being removed, I disagree. I despise getting the same map 5 times in a row.
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Basekit Kindred, increase survivor repair speed by X% after 30 seconds of the killer remaining within Xm of a hooked survivor outside of chase, healthy survivors can't be grabbed during the unhook action.
Pausing or slowing the hook timer doesn't seem universally fair. It's still a valid strategy that is the correct choice in the right scenario. You don't want to needlessly punish those who are using it to generate pressure, or lock down an area. You also don't want to needlessly punish EGC camping.
I think it's best to avoid any sweeping changes that needlessly punish the majority. There is no way to outright stop camping without removing camping as a strategy altogether.
I have used X% and Xm because I'd rather leave the numbers up to people who have a better idea on what would be reasonable.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3045472#Comment_3045472
Even if this were the case, the SWF would first have to lose a pallet to Dissolution and the killer would actually get some value out of the perk.
As it is, Dissolution barely works because survivors are forewarned not to do the thing it does anything about.
https://forum.deadbydaylight.com/en/discussion/comment/3047062#Comment_3047062
Starstruck still does something to you whether you like it or not. You can try to hide or run away, but you'll still get Exposed and the killer can potentially work with that.
I've gotten value out of dissolution all of once. Even without the notification, the perk would still be fairly useless.
Playing as survivor, I never even noticed the notification and just assumed it was in play. I find that I rarely need to vault a dropped pallet and can usually mindgame long enough for dissolution to deactivate.
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I understand the reasoning behind not having legacy 2.0, but I wanted something that could be seen by other players, even if only in the tally screen. A sparkle effect on the character portrait that only you can see, and only when you open the character screen is hardly a fitting reward for prestiging before the update.
Even just a different prestige border for those who P3'd prior to the update would be better than the sparkle effect.
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Nerf? I wouldn't. I would rework her from the ground up. I don't know what changes I'd make, but there's no way to make unrestricted teleporting fair. Her entire kit would have to be thrown out.
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@GreenDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3049861#Comment_3049861
"Life would be dream" if solo que worked like that. But overall yeah, what you said.
"Learn, adapt, overcome" xp
If only solo queue worked like that. Sadly that's probably asking too much. 😂
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Hawkins wasn't just bad because of its size. Hawkins had a terrible layout with most of the pallets being worthless and almost all of the vaults also being worthless unless you happened to be running Balanced Landing, which almost nobody used outside of pairing it with an offering for Haddonfield.
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@GreenDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3049474#Comment_3049474
Yeah. But sadly not everyone is a god looper :(
You don't have to be a god looper, you just need to know how to run and chain tiles together, mindgame and pallet stun to break bloodlust. All these are the hallmarks of a strong survivor, but it's important for your team to stay on gens.
If you can loop for 2 gens before your first hook, then loop for another 2 before your second hook, you've basically got a guaranteed 3E, possibly 4E if someone takes a hook state for you.
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Good survivor gameplay makes tunneling a lost cause. Killer walks away with a 1k if they tried tunneling a strong survivor.
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@lauraa said:
From my experience, the people who immediately unhook me and immediately get upset the killer is "camping" hook or tunneling are people who've never played killer.
My friends are all like this and I scream internally constantly.
Hook stages are a resource!! They are meant to be managed! You cant take being left on hook personally
If I get left until just shy of death and not a single gen has been done, I'm taking it personally.
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I think that Nurse needs a full ground-up rework, if only because then we can get smaller maps.
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Spine Chill is one of those perks where no matter how you nerfed it, it'd be garbage. After all, the only reason people ran it was either due to the lack of accessibility options for hearing (those of whom are a minority for this game), to hard-counter stealth killers or for a vault speed build.
Iron Will needed a small nerf, and the exhaustion side of it just seems silly. It would've been fine to just reduce it to 95%, which would've effectively been silent but still allowed Spirit to actually be playable.
Self-care didn't need to be gutted like that, and now it's only encouraged people to substitute it with CoH or Medkits. The item efficiency could've been removed and nobody would bat an eye, but to completely gut the perk was just needless.
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Patch will drop in the mid-chapter update which will be some time after the PTB. No exact date.
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@Tostapane said:
as i said before, they should give free ebony memento mori prenerf when you are aganist a swf... if they want to play with broken stuff, killers should have a counter for that too... i'm tired of those teams, the only thing that they actually fear/can't counter is bubba cause it's virtually impossible to do a save if he choose to camp, but i'm tired to play the same killer again and again in order to make them pay for their toxic behavior... coming from a player who play both sides and DESPISE swf with a burning passion (yes, even when i'm playing as survivor)
This is punishing people for playing with their friends. It does more harm than it does good.
@Tostapane said:
as i said before, they should give free ebony memento mori prenerf when you are aganist a swf... if they want to play with broken stuff, killers should have a counter for that too... i'm tired of those teams, the only thing that they actually fear/can't counter is bubba cause it's virtually impossible to do a save if he choose to camp, but i'm tired to play the same killer again and again in order to make them pay for their toxic behavior... coming from a player who play both sides and DESPISE swf with a burning passion (yes, even when i'm playing as survivor)
This would only cause more problems than it'd solve and do more harm than good.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3041763#Comment_3041763
- I disagree: SWF is not healthy in its current state, and certainly not in map balance.
- I also didn't say that SWF should be abolished, but that the game should be made more difficult for them because they have advantages.
- It doesn't make sense atm to buff solo survivors to the point of immeasurability, because that would make the game even harder for killers.
- This has nothing to do with punishment and is an excuse.
https://forum.deadbydaylight.com/en/discussion/comment/3042127#Comment_3042127
Here, too, I disagree. I only play solo and I can assure you. A large percentage of survivors exaggerate and exacerbate solo Q for no reason. There are good rounds and there are bad rounds, we know that. If in your case it was more bad rounds, then I'm sorry for you. But it's not like that with me, quite the opposite.
You shouldn't always point fingers at other players, but have the courage to take a look at your own nose. I like the feeling of playing the way you want, so this experience is a positive one for me. Campers and tunnelers aren't unique to Solo Q, and that's pulling your hair out. LOL doesn't get you anywhere there either.
I won't deny that it's more difficult in the solo Q, but On the subject of Solo Q Pain, it really sounds like a trend.
Sry
How would you make the game more difficult for SWF without punishing them for playing with their friends? Bear in mind that not all SWFs are death squads out to ruin the killer's day, most are just out to have a bit of casual fun with friends.
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Yes, but only after getting the same killer back to back 3 times.
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@Ksekwlothreftis said:
https://forum.deadbydaylight.com/en/discussion/comment/3045081#Comment_3045081
I agree with u. Positioning does matter and u shouldnt always proxy camp. I was just saying that its a valid tactic that shouldnt get that much hate
Eh, you should play how you want but always expect salt from the opposition. It's part and parcel of online gaming.
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So much for understanding why these perks were popular. Was the stun duration on DS too long? Not really when killers like Nurse, Blight, Billy and Spirit all basically just shrug it off and down you again shortly after anyway.
Did self-care really need a nerf? Definitely not. Self-care was popular because of it being reliable and available at any time provided you're injured. The item usage efficiency could've been removed and nobody would've cared.
Did Corrupt need such a ridiculous nerf? Absolutely not. It's supposed to be early-game slowdown. Similarly, Ruin didn't need to be nerfed. Who even uses Ruin anymore, anyway?
So many nerfs that just feel like they understood the assignment and just elected to ignore it instead.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3045081#Comment_3045081
I think the original poster is saying they don't understand why survivors think Proxy Camping is somehow unfair or toxic, for example. (And I agree, there's absolutely nothing ethically wrong with so-called Proxy Camping, it's just another name for zone defense.)
If that's what they're getting at then I agree. It's boring, but still a legitimate and valid tactic all the same.
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You do understand that proxying is only a smart move when you have a survivor hooked between a cluster of gens, allowing you to patrol that area and essentially lock it down.
Hanging back and waiting to spot someone going for the unhook isn't exactly a wise choice. Proxy camping is a valid tactic, but used incorrectly it will cost you the game.
You have one person on hook, and three healthy survivors who haven't been hooked yet. You're not pressuring them; the timer is. Pressure does not passively apply to the survivors if you're not doing anything.
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/3044903#Comment_3044903
Shelter Woods is just one huge dead zone. The only thing that survivors can really do is hold w and hope the killer is not a mobile one.
I actually like playing against Blight/Billy on Shelter Woods. Lots of space for them to use their power predictably, allowing me to dodge. I can't 360 to save my life, so I prefer killers with mobility on maps like Shelter Woods.
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I like the Artist one, dislike the Yui one. Basically just slapped a Nea cosmetic on Yui and called it a day. Vastly prefer this one as it looks like a Yui cosmetic and not just Asian Nea.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3044804#Comment_3044804
So "protection hits" instead of body blocking or lurking around the hook is just right but going for a kill as killer is tunneling.
Ok, well, make it so the Killer has to touch a wall and count to 10 before it can attack, maybe next patch.
Deliberately targeting the person fresh off the hook, knowing full well they've just been unhooked, with the intention of hooking them again is tunneling.
Simply chasing and downing survivors as part of normal, expected gameplay is not tunneling. Similarly, sitting at the hook just for the sake of sitting at the hook is camping.
Tunneling and camping are valid, albeit boring, strategies. It sounds to me like you're shaming yourself for using these strategies and you're being defensive about it for absolutely no reason. Play how you want, but don't pretend that changing what you call these strategies magically erases them from existence.
