Massquwatt
Massquwatt
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- Massquwatt
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Seems like Plaything has a few neat combos to go with it which is nice because it lets me experiment with the hex perks I normally don't use.
Hex Plaything/Thrill of the hunt that lets you keep tabs on whenever someone is trying to cleanse their own totem
Hex Plaything/Retribution to get free aura reading whenever someone cleanses their own totem
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I think Pinhead has pretty good natural slowdown and it only gets better when there's less survivors. I suppose a good example is a match I had in Haddonfield. There were 2 gens left, all of them localized on one end of the map and 3 survivors left. The game managed to get dragged out for a seriously long time because one survivor would have to find the box, take it to the other side of the map where nothing's there , solve it then run all the way back to whatever they're doing. That by itself can be pretty strong and wastes a tonne of time but like pig it isn't perfect and it really depends on the survivors and their level of team cordination.
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Just make the chains not break on Pinhead himself, that's all I want honestly.
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They've fixed the issues with his chains and I like his innate slow-down with the box so he isn't quite bad. Just fine for the most part really. The only complaint I have about him is how much a pain in the ass it is to land chains but that comes down to more practice than anything else I guess. All of his perks are surprisingly decent and I can't wait to unlock them on other killers.
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You can't see your MMR anyway so you won't really know if you're actually in high ranks or not. If you play the game with a casual mindset like you normally do then your MMR is going to mostly reflect that and if you think you're getting too many sweaties, just lose a few games and bump your MMR down, it isn't that different to what people are doing now with depipping into low ranks to get easier matches. The whole idea behind MMR is to make matches a little more even and while I can't provide hard data since only BHVR knows that I can say my experience with SBMM definitely felt more fair.
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@HaunterofShadows said:
Maybe as an overcharge skill check
I'm on board with this idea. Give yellow glyph skillchecks for overcharge and it'll just actually be like the name of the perk, overcharging the hell out of the generator, it'll make the perk more attractive to take along and give it a bit of identity away from oppression too.
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Yeah watching the video and that's pretty goddamn bad, I hope at some point it gets worked out of the game because it's really unfair whenever each side uses it. What really confuses me are the people who played stretched rez, have completely blown out gamma and colour saturation settings and before modding support was removed, survivor skins that'd just make them glow like crazy. It's like how can you even play a game like that without your eyes melting from how awful things look? WHY would you want your game to look that awful?
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Standard matches in DBD don't go very long, can be anywhere between 5-15 minutes long. A forfeit option is really unecessary for the game anyway and putting it in will just make matches even shorter because you'll just have survivors and killers immediately giving up when something doesn't go their way and is that what you really want? You can already forfeit without the need to disconnect anyway, either suicide on the hook as survivor or stand in the corner as killer and tab out until the match is over.
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I dunno the map allows for some pretty funny stuff for killer. Run Trapper with some extra traps and the automatic reset addons and laugh all the way to the bank as you can effectively close off one half of the map.
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There's really not much wrong with RPD once you learn the layouts, the map being too dark on medium and lower graphic settings is a problem but outside of that I got no problems with the map. I gotta put up with people playing Haddonfield offerings all the time but god forbid I want to go to RPD and suddenly I'm the bad guy and it's fair game that everyone should be able to suicide/disconnect on the map. Maybe I should do the same thing whenever somebody starts playing haddonfield.
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They've gone on to state that they'll never remove the speed boost on contamination and at this point it doesn't really bother me all that much anymore. The extra speed on Tier III is nice whoever the one thing that should defnitely be changed is Licker's Tongue, it's a useless addon that doesn't benefit you at all. Remove the extra hindered duration and replace it with something else entirely. I don't know what exactly but anything's better than 0.25 hindered duration.
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People seem to have this weird mindset when it comes to EGC. For a lot end game collapse seems to be a victory march of sorts where the game is over and you have to let everyone out instead of it just being another phase of the match. I think NOED can easily be reworked into something that punishes genrushing while still having counterplay at all phases of the game and this is my proposed idea.
NOED now works off how many totems there are left in the match. The activation conditions are still the same however, whenever you hit a survivor with NOED active it destroys a totem, once all the totems in the match are destroyed NOED deactivates. So if there's 5 totems in the end game then you get 5 free hits, if there's only 1 totem left in the match then you get one free hit. This keeps the original function of NOED intact while giving a little more leeway for survivors since destroying totems throughout the match can reduce the effectiveness of the perk no matter what phase of the match you're at and encourages spending time to totem hunt a little more.
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Eh yay. While it's nice getting head pops with it I wouldn't say it's totally reliable. Just like the rest of pig's RBT's it all comes down to luck mostly. By the time the hat activates some people will already be half way searching through their boxes, sometimes it'll kill them because they didn't have the time that they otherwise would have. Maybe when Pig gets her power reworked tampered timer will get changed but as it currently stands I don't really have a problem with it just because the extreme rng nature of her power helps keep it in check.
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One less map in the game is always a bad thing. Good or bad having one less of it isn't something to be celebrated, besides I'd rather get stuff like Hawkin's, the game and even the RPD over azeroth's for the 20 millionth goddamn time. I'm hoping they're able to repurpose the map into something else for the future.
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Face camping is generally a waste of time since good survivors will just smash out generators so I usually avoid that practice. However, if somebody gets unhooked near me and the rescuer does nothing to protect the unhooked then I'm probably going to punish that by knocking down the unhooked again. There's being fair and there's being nice, being fair doesn't mean you have to deliberately overlook bad plays being made by Survivors or Killers.
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I blame Call of Duty for giving people this idea that 'Casual play = stomping on noobs' or something. There's still nothing stopping you from just playing casually though, SBMM or not since it just mostly comes down to personal mindset. Will you still get potatoes and tryhards? Probably but that's just how all games are. At the end of the day though Dead by Daylight is by DESIGN a stressful game, from everything to the loud chase music, heartbeats, sitting on hooks, the crunch of having to do gens hooks before the gates open, the incosistant scoring system. The whole game is made to make your blood boil. It's neither a casual or tourny game, it's like a....rage inducing game. So go in with the mindset of it being casual fun and brush off your losses, take some breaks and the SBMM will seem like nothing. Although throwing my two cents in I do kinda like the hidden ranks at the end of the match now, I have a habit of comparing myself to others at the end of the match and the removal of ranks helps me let go of that. Once ranks are moved more towards a reward based system I think we'll be pretty good there.
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I'm pretty fine with it. I don't really like doing stomps and I've been getting matched up with a lot of newbies lately and it's just not fun and nobody learns anything from it. I'd rather be going against people closer to my level anyway. Also getting matched with ultra sweaties and tryhards is something that 90% of us here won't have to worry about honestly. Top % play being the way it currently is because of poor game design which needs to be addressed at some point, it's got nothing to do with ranks or tryhards.
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A lot of the issues regarding camping/tunneling can be boiled down to the fact that ouside of chases survivors have nothing else to do other than gens. You could go around and look for totems or chests but why would you? It's just a waste of time mostly because that's just the time not being spent on gens. The game desperately needs a secondary objective that both the killer and survivors can play around to progress/impede the flow of the match. That's why Pig, while generally considered not a very good killer statistically has the highest kill rate in the game because her power FORCES survivors to do other objectives giving her time to do her job and kill. As the game is currently designed right now it's basically a speedrun on who can get all the kills/generators because what else is there to do outside of that? Create new secondary objectives for both sides and the whole issue of tunneling and camping calms down.
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Nah, people just need to play it more often to learn the layout more. Once you know your way around it you're pretty good to go. The only things that need to be fixed on it are the lighting issues on lower graphics settings, seriously the map is DARK on medium and make hatch spawns more consistent. I enjoy the map more on killer because killers like Pig and Trapper get surprisingly good use out of it if you bring in the right addons and stealth killers get to shine on it too. RCPD isn't everyone's cup of tea but I always welcome maps that shake up the formula a bit, I'd rather be getting that than autohaven for the 20 millionth time.
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Just run iri stone trapper on RPD and it becomes one of the most hilarious maps in the game.
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Like a lot of people say they're pretty RNG however from my point of view I do get quite a bit of good use out of them. The good thing about them is that nobody really pays attention to them during a chase which is pretty deadly in indoor maps, I've even had matches where they get multiple downs for me although I've also had matches where they just spend the whole match stuck in a corner (I'm looking at you red forest). Although my rule of thumb to get the most outta your zombies is to use detection addons for outdoor maps and speed addons for indoor maps. Detection is good for outdoors because it keeps them lingering around more important areas and speed is better for indoor maps so they can patrol quicker.
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The only two things that need fixed on Nemesis are zombies getting stuck on everything and Iri Umbrella badge. Umbrella badge just needs to be changed to something entirely more useful. I think the simpliest way to go about it is change Iri umbrella badge so that one of the vaccines is just a dud and doesn't cure you, it'll work great with cut coin only giving survivors 2 vaccines to work with, simple but effective. As for Nemmy himself I'd say he's a solid B, the sprint burst on contamination doesn't annoy me as much anymore especially when you start to be more aggressive with it. The best advice I can give is to start learning what you can and can't whip over, always try to strafe whip since there's a 0.5 lingering hitbox when you move left/right and not to chase the first person you find. Infect the first person you see and chase a second because it only takes two contaminations to get to level 2 which is majorly important early game, that and you should only really be going for m1's when you either can't whip them reliably or survivors are far too close to you and try to juke your whip.
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Deathslinger is in a pretty great spot honestly. His perks are pretty bad, his addons are mostly crap and no gen pressure but his chase potentional is amazing. It all kinda balances out in a weird way. Is he annoying to face against? Yeah but you could say that with at least half the killer roster in this game. He's just too much fun when playing him because NOBODY can deny how satisfying it is when you land a shot through weird angles or long distances, that's pretty much the whole appeal behind him. He's an old cowboy dude with a bum leg that waddles around and shoots you right in the stomach at the drop of a hat and I wouldn't want it any other way.
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Honestly the only thing I want fixed is the lighting in lower graphics settings. I run the game on medium and the RCPD is so dark it's almost unreal.
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I play him a lot personally however I don't know if it's just me but since this patch zombies seem to have more pathing issues than normal? It's happening to me A LOT more but zombies are just getting themselves stuck on things way too much now, especially on the red forests map where they'll get themselves almost stuck immediately on spawn.
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I feel like Trickster still basically plays the same now except his strengths and weaknesses are seriously magnified. Survivors caught out in the open with Trickster are dead men walking but for harder loops like the homes in Haddonfield you'll lose half your lacerations before you even get a good angle to hit them again, it's pretty crazy.
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Once you get used to the layout of the map it honestly isn't that bad. Although I've played the RE titles a lot so I'm used to it already. The only issue I have with it are the gen placements on the survivor side, I end up running around the map trying to find gens more than anything else. I want to play it more to get a better idea of where everything spawns but it's pretty rare to get the map anyway so until then I'm gonna be running around like a headless chook looking for those gens.
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He's got some pretty simple counter measures you can take against him. Getting infected by his tentacle is a free sprint burst and as long as you know where you're going you can gain considerable distance and time against him. When dealing with the tentacle attack itself you wanna try and use some of PH's stategies too, stuff like double backing pallets after going past them to stun him works pretty well, obscuring line of sight to make it harder to land shots and bluffing at windows to bait out the attack or force him to put it away which takes a while, even things like tightly hugging walls can make whips a bit trickier thanks to its wonky hitbox works too.
Although the best counter I find is you can find a zombie at the start of the match and purposely infect yourself and hold back on the vaccines until your death hook or all the gens are done. Zombies grant NO infection points to Nemesis and unless he's using infection rate addons you're going to cripple Nemesis for a VERY large part of the trial. He either whips infected people and gains a fraction of the infection that he normally gets or he's forced to eat zombies to get it which again, without the addons is a very, very slow process. The longer he goes without tier 2 the more crippling it is for Nemesis. Hell I've even seen clever people get smacked by zombies in a chase when they're injured because they're not infected and get a free speed boost away from you.
Take it all from a dude who plays a lot of Nemesis. Denying infection is probably the most infuriating thing you can do to me because it slows down your power like crazy and have to waste time to hunt down zombies for infection.
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There's only two zombies at any given time so they're really a non-issue for the majority of the game except for Hawkin's and Midwich. Like people have said before there's ways to deal with them, pallets, head on, flashlight, having one person lure it away. The zombies should also stay lethal because well, they're lethal. They aren't going to give you hugs or slap you across the face, they want your brains and by god they're gonna get them. The zombies are already a free sprint burst and infection denial if you play cards right anyway, there's no need to lobotomize them any further given how much they get stuck on geometry too.
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I think he's pretty fine for the most part and in the context of the game his power is good but just needs a few tweaks to make him a little better during the chase. However I can't help but to feel the zombie AI was somewhat lobotomized from PTB? I guess it's really hard to measure that sorta thing but it feels like the PTB zombies were way more alert and I kinda hope they'll fix a lot of the problems with them, having better zombies and improving his whip will really make him go a long way.
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I feel like people just need to learn to share hooks more with their teammates. There's too many instances that I see in matches where survivors will just sit on gens all match and will never move off them even when half their team are sitting on their death hooks while themselves haven't been hooked once. If your teammates are seriously struggling against the killer then it's usually a good idea to throw yourself on the hook and give them time to live a little bit longer. It is a team game after all so you're expected to throw yourself into the lion's mouth every now and then for the sake of your teammates unless you just play for hatch every match or something.
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The perk is quite fine as it is really. The blind and stun are fairly short and buy maybe 10 seconds at most. Really I think it's utility lies in the fact that you can highlight the gen and tell everyone else to stay the hell away from you and not lead the killer over there.
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I think the problem is really more fundamental than just holding W in a chase. It all mostly comes down to how the survivor objective works, generators. You only need one survivor to keep the killer preoccupied while everyone else smashes out gens, any competent group of survivors will know which gens to target first, know when to greed them, etc, etc. Because at the end of the day as a survivor there's only really two things you're doing, getting chased or holding m1 at a gen, everything else just serves to waste your time and lower your chances of escape. The whole game is basically boiled down to time management between the killer and survivors and to fix the flow of the game the objective of the generators themselves need to be reworked. I'm not gonna pretend that I have all the answers but I do have a suggestion and that's generators should have a second condition to activate them. First you complete the generator normally by repairing it but before it can be powered up survivors have to feed them fuel canisters that are randomly scattered on the map. Killers will get to know the location of these canisters so they can defend them if they wish and survivors drop canisters when they're downed. In my mind at least I feel like having it like this splits up the focus of survivors so while you'll have people doing still smashing gens but now you'll have others that will have to risk themselves to search out for fuel to finish the gens off and gives a secondary objective for both survivors and killers to work with. But anyway if anyone has better ideas I'd like to hear them but I just wanted to highlight the real issue with the game really is the generators.
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Pointless? Probably but the worst? Nah. STARS combat manual just has a pretty lame effect but it isn't a detriment or anything of the sorts. There's far worse out there like Myer's vanity mirror which is a vastly inferior version of the scratched mirror.
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For the most part I think Nemesis is pretty balanced and the only change he needs is that infecting survivors shouldn't give them the speed boost. It's really weird how infecting them is supposed to give hindered but it's completely negated by the speed boost as if they've been hit?
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Honestly I think distortion could use a rework of sorts. Instead of it completely preventing the killer from seeing your aura, your aura specifically is obscured making it harder to see. Imagine like back when the new auras were first put into the game and everyone had a hard time making them out, that's what distortion could do.
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Current iri head is in a pretty good spot I'd say. You only get one before you reload and I feel that's pretty fair. High risk for high reward. The problem with making it into a range requirement is that good huntresses can still get multiple downs pretty easy with it, especially on open maps like the cornfield.
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What instead of the usual throwing of his knives they give him a directional dash that launches a flurry of 3 or so knives where he's looking? So you can dash left or right, foward or backward and whatever direction you're looking at is where the knives will go flying. It'd certainly make him feel a little more tricky and make high wall loops a little more interesting.
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The female Zombie already has an official name, Capcom named her Misty. As for the male zombie I don't know what his name is.
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Like many said the perks are additive. Honestly both really need a slight rework in their descriptions. Drop the % because it only confuses people and instead just measure it by "points" or something to that effect.
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I've been playing tricky boi for the past few days and I didn't even know that. Now I feel dumb for using M&A in the first place. That being said they REALLY should remove one bounce from trick blades and put it on as default. Make him a LITTLE tricky like his name implies at least. This is just mostly for flavour but whenever you land a supreme combo there really should be some kind of map wide demonic applause. It doesn't do anything but it would fit in style of his character? Plus it'd just make you feel good knowing that you lodged all your gamer blades into their backs in one go.
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Honestly no. The best you could do is to make some minor changes towards some of her more annoying addons like mint rag + rusted shackles but her base kit should not be a changed at all because looking over some of the changes people want with them will just straight up ruin her. Is she annoying? Yeah but some of these changes will just turn her into another billy situation and I don't think we need that. She fills a niche and that's fine by me.
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Honestly I think the zombies are a fantastic addition to the game. The zombies combined with the vaccine system gives survivors quite a lot to do during their downtime so you aren't just stuck repairing generators until the next chase starts.
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@Steel_Eyed said:
Because the devs don’t want Twin players using Victor for mass slugging. His power is incapacitating and snitching out other survivors. Many of the addons cause effects when removing Victor.
Use Charlotte more.
I'm not really compelled to believe that since downing survivors as Victor earns you more points and the Twins daily requires you to down players as Victor anyway. If anything the game is telling me what I should be doing is downing people with Victor. But in all seriousness they could've buffed those other aspects about Victor to incentivize in using him that way.
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I understand that the slowdown addons had to go but their replacements seem pretty mediocre overall. Like an addon that makes gen repairing louder? Sure, I mean it's not bad but not particularly worth going out of my way to use. Louder footsteps? That's nice too but it's not exactly very exciting stuff and doesn't really change up your playstyle. Black box? I don't know what the hell was the logic behind that one, an addon that nobody complained about got changed into an extremely situational addon that has a single one-time use at the very end of the game but only if survivors meet the condition of being asleep and that you're close enough to make use of the window of 15 whole seconds. This is all assuming you don't just kill everyone before they open the generators either. I don't get it.
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Again, I'm not sure where the "widen the window for counterplay" comes from with these patches. Survivors who know to stick together will still do that and kick victor appropriately when he downs and the survivors that don't know what to do will continue to just run away except now every time you're eating a DS whenever you aren't kicked. The only thing that's really changed that you're being punished more for playing the Twins.
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See the problem with these nerfs is that it doesn't really address the issue of slugging at all. Survivors who stick together and know to kick Victor immediately will do just that without issue and the survivors who don't know that you're supposed to kick victor will still get slugged by him. The complaints of leaving Victor at the hook aren't addressed either so really in the end all these changes do is just make the Twins even more tedious to play as and nothing on the survivor's end changes all that much either. If BHVR want to discourage the slug/camping style of the Twins that's fine but they really need to incentivize new ways to actually playing the Twins because simply nerfing their only means of getting momentum just means, well they stop getting momentum altogether. Maybe have Victor actively attacking survivors while he's on their backs and the longer they hold onto them the more aggressive penalties they suffer for it, hell I'll be fine with them removing Victor's ability to down survivors altogether if it meant you can get instantaneous switching between Victor and Charlotte so that way you can use them both to set up big brain plays at loops.
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I'm surprised nobody's upset at how they completely gutted black box for Freddy. They turned a decent addon into an extremely situational blood warden. It literally only works at the end of the game when the gates are open but it only affects SLEEPING survivors and if all those conditions are met it prevent from escaping for......10 whole second. I don't know about you guys but that's utter madness and Black Box is quickly going to turn into the worst addon in the game because christ, nobody ever complained about it before the change.
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I really don't like that Black Box change. Having the exit blocked for 10 seconds for sleeping survivors seems EXTREMELY situational at best and the fact that it literally only works at the very end of the match just doesn't seem worth using at all. They should just keep the old one.
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I've been doing lots of rounds of survivor lately and I can confidently say that 90% of the times I've been tunnelled is soley because my teammates insist on unhooking me infront of the killer without BT and they just down me immediately afterwards. Very rarely does the killer go out of their way to actually tunnel me out of the game. When I started using DS again that issue mostly corrected itself and in the situation they tunneled me after the DS I was able to buy enough time for several generators to be completed anyway. Take it with a grain of salt but I think DS is still pretty fine and does it's job when it needs to and that being tunneled is almost always the result of idiot teammates making really dumb plays for the killer to capitalize on, if anything the lesson is this: Bring your Borrowed Time people.