MechWarrior3
MechWarrior3
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996710#Comment_3996710
The pressure of slugging is not having one survivor on the ground per se, it is making another one stop repairing a gen to get him up while you chase another.
With the new anti-slugging, there is no need for that. The survivor on the ground can use his free Tenacity to get closer to a gen a survivor is repairing while building both recovery and the free Unbreakable.
If the survivor on the gen finishes before the survivor on the ground gets up, go to pick him up midway. If the survivor on the ground gets there before the gen is done, pick him up instantly and finish the gen together. If he gets the free Unbreakable, there is no need for anyone to pick him up anymore.
So no, you can't get true pressure for slugging anymore.
Bro not true. Survivor on the ground=no gen progress from him. Survivor goes to pick up=no gen progress, survivor in chase=no gen progress.
Not to mention if you cut the guy off who is going for pick up.
So yes you can’t slug endlessly and mindlessly like a slug bot but to say it CANNOT be used as a tool to slow gen speed or that it’s dead is false.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994909#Comment_3994909
You would be right if it wasn't because they get a 25% repair bonus for just a survivor dying. Without any condition on what part of the match this triggers, and even if the killer wasn't tunneling at all.
For instance, a 25% repair bonus means a base repair speed of 1.25 charges per second. That's one survivor repairing a gen in 72 seconds without taking into account any perk or item. Two survivors? 42.3 seconds, which is lower than 3 survivors on one gen without any progression bonus (42.8 seconds aprox).
Now, let's assume this situation:
- M1 killer with no mobility.
- Survivor A is hooked.
- Survivor B is hooked.
- Survivor A is hooked again.
- After a while, Survivor A makes a mistake and walks directly to the killer.
- 3 gens had been done in this time.
Now, the killer has these options:
- Ignore Survivor A and waste more time that he doesn't have finding, chasing, downing, and hooking another survivor.
- Slug Survivor A and, again, waste more time. Except this is no longer a viable option, as you now don't get any pressure from slugging.
- Down and hook Survivor A again. He just granted the other 3 survivors a 25% repair bonus and the ability to not regress or block the 2 gens left, completely denying any chance of a comeback at this point.
In other words, he was punished even when he wasn't tunneling and the survivor was the one making a mistake. It makes it so the killer is the one punished for survivors mistakes and prevents them from even trying to make a comeback mid to late game if their only option to have a chance was getting one survivor out of the game.
So again, these mechanics don't address tunneling. It's just another hand-holding, safe-net mechanic for survivors in disguise.
Just so we're clear on what we're talking about here, what do you think is the "disease" here?
In the core, gen times. On top of it, there are the multiple changes to healing, the amount of second-chance perks survivors can use to make chases longer, and all the basekit mechanics they implemented over the years that made the problem worse. To the point of making slugging survivors more viable than hooking.
And BHVR, instead of addressing the main issue before trying to fix the problems it caused, kept releasing hand-holding basekit mechanics one after the other to the point of literally letting survivors quit a lost match and count it as a win.
Now, this new patch that punishes those who don't even tunnel. Because again, nobody is saying they should not implement systems to prevent hard tunneling and slugging, but this is not it.
So, they either didn't even listen to what killers have been saying for years now, or they simply don't care about the killer experience at all. There is no other conclusion.
“Slug Survivor A and, again, waste more time. Except this is no longer a viable option, as you now don't get any pressure from slugging.”
This part is false. You do get pressure from slugging. They can’t get up instantly. That’s a whole person not on a gen right? Hence, pressure. Someone has to go get them up, more pressure.
(You have 90 seconds to play with that) -
@NotJared said:
On PC, I press Windows Key+R to bring up the Run command window, enter "appdata", open Local > DeadByDaylight > Saved > Logs > DeadByDaylight.log
thank you so much 🥰
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@NotJared said:
SUMMARY OF THE ISSUE:
I've found it very odd to see many players complaining that Intestinal Whip locks them into a straight line and asking for buffs to turning during the Whip.
It may turn out, this may partially be because of this bug that completely disables rotation if you're using controller!
When playing as Krasue on controller, you lose all ability to rotate the camera during an Intestinal Whip lunge and are locked into a straight line.
PLATFORM: PC (Steam)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- Play on controller
- Select Krasue
- Enter Head Form
- Attempt to use your Intestinal Whip and rotate the camera horizontally at the same time
VIDEO:
In this video, I try several whips. Twice with controller, and then you can see me change to Mouse & Keyboard for two more whips, and then back to Controller. When on Controller, I cannot turn, but M&K allows me to.
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/HT19RCSDMI29/deadbydaylight.log
Thank you for adding logs. I wish I knew how to do that. I appreciate you!
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@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996609#Comment_3996609
i care. everyone is turning into mindless drones!!! i look on the forums to see what people have to say! not to read AI slop! save it for facebook!
thank you very much!
Welcome to downvote central too. Same issue. “Wah! Downvoted!” Instead of just having a conversation.
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@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996557#Comment_3996557
copy and paste into ai detection tool, they aint slick 💀
Who cares my guy. Move on. If it’s inaccurate it’ll likely be deleted.
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@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995760#Comment_3995760
Still the main issue with Hawkins is the windows and falls. They suck. It's balanced landing/lithe heaven. I feel like the pallets wouldn't be such an issue if they weren't backed up by the windows. Especially that god window in portal room.
That too, but people underestimate the pallets on Hawkins. I agree though .
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@CompetitifDBD said:
Honestly, a feature to play old killer powers and builds would be really cool. But it'd be like a massive update.
I would love this truly.
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@Slan said:
Adding more pallets? Now survivors won't need to think as much during chases.
And still we got Gideon, don't forget, where is pallets on top of pallets.
Let’s not forget Hawkins. People seem to forget how many pallets are on that map. Most of them are decent too.
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@ChaosWam said:
Haddonfield I get.
Coldwind I get.
But the rest of these, what?!I agree! 💯
Like no no, please revert the others!
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@100PercentBPMain said:
it's a step in the right direction. I'm just keeping my head down for now since there's a lot
I’m right there with ya.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993848#Comment_3993848
I am not waiting for them to iron things out after a year. And by ironing out i mean barely changing it.
So many things are wrong with this update it's unreal.
You don't really have a choice in that matter. Your wait time is based on what they feel is best. That sucks to hear but it is what it is. Ryan is already collecting a lot of feedback as I am sure Mandy is too.
Keep putting your feedback in, keep playing the ptb. That's all you can do.
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Revert Autohaven, Prenn Asylum and any Mac Millan map that ISN'T Skull Merchant's map. The others are fine and understandable.
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Yeah the game should boot them and replace them with a bot after a certain amount of time. Thats not fair to you.
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They do play the game. Good lord. Lets be so for real. Lets also give the changes a chance. If they don't feel right or don't work out they can be changed, altered, reverted whatever.
Im not shocked about this doom post. Killers are flying off the handles right now, and I am literally a killer main. Just relax guys.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993596#Comment_3993596
yknow, I'm still waiting for Dog Lady to be in a decent state for long enough where I'll muster the courage to play her for a bit but I feel like that time is never here.
Its felt like that but I believe the time is near. Ryan has made that clear to me thankfully and communicated quite well on that topic. I assume in October when they start working on all of that her fixes will come :D
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To OG post. I mean, there is nothing wrong with going for the 4k.
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@jesterkind said:
With the latest dev update, people are buzzing about how Sadako may be hurt by the new six-hook threshold for avoiding a penalty. While I think this is premature and kind of disagree with the notion entirely, I do think it's a good springboard for talking about Condemned and how it can maybe be made more of a fair + useful tool than it is right now.
In order to do that, I want to talk about killers with alternate kill conditions. A killer that is capable of killing a survivor without putting them up on a hook for the third time (exempting the mori offering or Devour Hope obviously, looking at the powers here) will typically have that ability balanced in one of two ways.
The first is to have the ability build by being spaced out via hooks anyway, so it reasonably won't affect someone unless they'd die on their next down anyway. This is how Pyramid Head works, and how Myers is being suggested to work in this new update.
The second is to have the ability be completely, 100% avoidable by survivors, in exchange for them willingly slowing down the game to avoid it. This is how Pig is designed, and how I believe Sadako was probably intended to be designed too.
Now, the issue Sadako faces is that the ability to actually get someone fully Condemned is both not really in her hands and not really all that threatening if she isn't right on top of you when it happens. I don't have a fix for the second one, but I might have something in mind for the first one.
I'll frame my suggestion as two bullet points for ease of reading, then talk about it more beneath them.
- Condemned build up is kept slow across the board
- Hooking a survivor locks in three Condemned stacks, regardless of how many that survivor currently has
You can probably already see the shape of what I'm suggesting here, but what I think might be interesting to explore is the idea of shifting Sadako more towards the first camp, while keeping an element of "manage this status effect or you die" for survivors so them flat out ignoring her power is still very deadly.
With three stacks locked on per hook, someone on death hook only needs one full stack to be vulnerable to instant death. The actual mori itself wouldn't be as useful - in the Pyramid Head vein of saving time, rather than outright bypassing anything - but it'd be more of a presence in the game without making it frustrating or unfair.Similarly, even someone hooked once is at risk if they don't manage Condemned properly. It'd be an opt-in vulnerability like not acting on a Pig trap straight away, but it'd be there; Sadako could still punish poor management of her power by threatening a mori.
With this kind of design philosophy behind Sadako - and to be clear, I am not suggesting just making this change to her current power, it'd be the focus of an update that shuffles everything around to support it - Condemned moves further away from being a way to avoid hooking and becomes instead more of a reward for hooking, while still pushing survivors to manage tapes so they don't get too much build up too early.
This, I think, has her shine as the macro-focused juggling killer she's clearly designed to be. Hooking survivors makes them more vulnerable, keeping them off gens a little longer, leaving you time to keep spreading that vulnerability.What do we think? On the understanding that her whole power would be retooled to support this, would it be worth exploring?
Your thoughts are interesting but I would have to test this out to see how it would play out. As of right now, I don't know how I feel about this concept you designed here in the thread, respectfully.
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@100PercentBPMain said:
i buy all killers with shards but I'm a tad burned out. I'm still riding the high from fnaf that I dont really want much rn other than a stable game.
I agree. What's important to me rn is stability. I much prefer it over new content. Thankfully that is on the way my friend. Hopefully they keep it that way too.
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@XboxPlayur said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993237#Comment_3993237
no I mean, get off a gen and help your teammates. It’s a teamwork game, that’s why there are 4 survivors and 1 killer…. They’re taking all of the pressure to help your team out because solo queue survs are at a disadvantage. Duh, any multiplayer game ever is harder to play if you’re not talking to your teammates. Trying to balance for solo queue is going to ruin the game. Sorry you just want to do skill check simulator.
Love the assumptions. That always makes for a productive conversation.
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I wonder what her power is gonna beeeeeeeeeeeeeee :D
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Lights out was scary. It wasnt my favorite but they could still run the event mode even if its just for 5 days.
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@dgbug said:
Stop making Survivors feel bad to play. Stop making Killers lose all their strategies. Revert Clown, revert Fog Vials, don't push the anti-tunnel changes to live, and play your ######### game, BHVR! We don't want Walking Dead era BHVR anymore, give us something to be happy about.
Thanks!
They are already patching clown. As they should. He was too much. I do agree though. Fog Vials were nerfed too hard. 2 charges is silly. An increased cooldown would have been just fine or at least give 4 or 5 charges.
No comment on the Anti Tunnel changes as I want to fully try this out and see numbers before I say any further feedback than I already have.
However, you are right, I want to continue to push bug fixes for for the game, health/bug fixes for killer bugs and long term killer bugs. I really want to see more priority in making sure the game runs well. Killer tweaks, qol of killers and adjustments. I look forward to stuff like that. Perk Adjustments too
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@XboxPlayur said:
this! People keep saying that there’s no need to worry about the new patch because “it will be changed before live” but the fact that they would even consider pushing this out shows that the devs don’t play their own game. Yes killers have some powerful tools that can be abused, they’re the POWER role. Slugging helps to keep survivors busy doing something other than sitting on a gen. Tunneling usually happens if someone is playing extremely poorly or blantantly obnoxious. Sure these tools can be abused but there are already so many perks survivors can run to counter them. Just adding perk after perk after perk to base kit on both sides feels lazy, uninspired, and frankly is going to make the variety of builds on both sides boring. Why even have perks? Make everybody be able to do the same thing and be done with it.
"Slugging helps to keep survivors busy doing something other than sitting on a gen."
If you mean by eating dirt is doing something….yeah….sounds like a blast.
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@SoGo said:
The visual department created the perfect killer with the Krasue.
Beautiful on the outside, so cosmetics will sell easily, and horrifying on the inside, still retaining the horror this game is built on.
My thoughts exactly my friend. :)
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@HaliAndEx said:
Chapters like these are always my favorite. Anytime the devs add content from different culture it's always handled faithfully while also being done extremely well.
Yeah! For sure! She looks extremely creepy too. Like uhhhnnnn uhhhnnnn!… lol.
I am still glad they are slowing down the content though to focus on the game. Truly. That is what I am most excited for.
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@BulgarianPro29 said:
Boring
Your opinion. That’s how I felt about The Animatronic.
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@Coffee2Go said:
Soo uhh im not familiar with the folklore, will the head detatch and possess us attacking our own teammates? And floating head
I’m not sure how they are going about the power but I am excited to find out!
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@UnicornMedal said:
Sort of unrelated, but point 2 makes me wonder why they didn't add the ability to see how many hooks each Survivor has on Killer. It'd be a good QOL update for Killers that don't tunnel while also allowing those who do to be aware of the line. Although I guess seeing who you hooked last kind of gets the same point across.
It won’t let me edit my post on the phone. Anywho, yeah you’re right. It will get the point across pretty much in the same way plus with BBQ being basekit that’s basically the game telling you, “hey! Chase one of them!”
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@UnicornMedal said:
Sort of unrelated, but point 2 makes me wonder why they didn't add the ability to see how many hooks each Survivor has on Killer. It'd be a good QOL update for Killers that don't tunnel while also allowing those who do to be aware of the line. Although I guess seeing who you hooked last kind of gets the same point across.
I was told by a Community Manager in the past “We don’t want to incentive tunneling by killers being able to see individual hook states”
Which of course now after this update that won’t be an issue. -
@SoGo said:
I would rather see it made in a way where it punishes a true hardcore tunnel (so someone dead at 4 total hooks)
My thoughts exactly. 💯
When they are 1,2,3 out. Then sure. However, before the 6th hook? That’s half the hook count. 😅
I’m skeptical of the changes. Definitely I will need to test them.
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@IriChromatic said:
We do need a huge fix!!!
I’m looking forward to the bug fixes for killer more than anything. I love that in their patches now every update comes with killers being updated and perks being updated. That’s how it should be. ☺️
This is much needed. Fixing the game. One patch at a time. -
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989875#Comment_3989875
So you don’t want survivors to get…..anything?
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@Icaurs said:
Behaviour has tried so many times to discourage these strategies.
They are not fun to deal with and ruin the game. They kept doing these light changes and killers kept looking for a work around.
Now it has finally reached a boiling point. Survivor SUCKS, because these strategies are being used all the time. So GG to all the killers complaining about this. You did it.
Gen rushed and multiple second chance perks aren't exactly a blast either to be fair. I have no issues with these changes though. I need to test them.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991481#Comment_3991481
Tunneling has gotten worse because killers kept getting buffs and survivors kept getting nerfs. Look at fog vial, an item that actually helped counter tunneling and dead in less than a week. You need a stick approach sometimes to fix an issue. Anything else just ends with tunneling being more viable.
This is false. Tunneling has always been an issue. The faster gens go the faster hook states go. Thats the name of the game. Who can beat who.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991465#Comment_3991465
Myers has no need to lunge, to skate board, to dash like the Pig. DBD is obsessed with lunge, dash killers. It isn't needed, not sure who wanted it, he has been fine. As a Myers fan, movies etc I find it hilarious Myers just gets his skares on and lunge attacks.
He could do it in the movies. Why not?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991352#Comment_3991352
If that is their goal, is it really transparent to just double up on telling us what will happen two times within a weeks time?
I appreciate the info, info is nice, but half info which is in complete creates so much worry and questions.
Yes, I agree maybe they SHOULD hold their reactive feelings, but we are already getting calls for reworks of these new systems.So my point is, why not take the human into consideration here?
To be constructive, Im not a community manager nor trained in such. I think it would be much better to a dev update telling us for example. How big a problem tunneling is? The data guys MUST have had some data on this to show why this is important to fix. Once you laid the ground works for why there needs change in the game, then you can just put the patch notes on PTB day a week later.
What do you think, wouldn't that be more transparent?
I totally hear you and you make some great points truly!
I think your plan would also work quite well and give a nice layout for why and what’s to come, killing 2 birds with 1 stone. -
I think there goal here is “Transparency”.
They are simply trying to be informative. The reactions given based off information isn’t really in there control and to be fair people need to hold their reactive feelings UNTIL testing is open and available.
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If 3 gens pop on your first chase that’s a skill issue. That has nothing to do with the Anti Tunnel feature.
You would be tunneling because you misplayed. That’s not the survivors fault.
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I’m all for this, I still need to test it of course on the PTB as I mentioned earlier, but my feedback would be this. If these changes go through which is fine, they need to at least show us killers hook states so we can be more aware of who’s got what.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990854#Comment_3990854
Lol at you getting downvoted just for wanting to try the new thing.
Literally. How dare I want to test this on the PTB. lol.
To be fair I get downvoted for something as simple as wanting a new skin for Pirate Mommy 🤣
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@cogsturning said:
I play both roles.
I'm anti-tunneling so as killer I'm completely happy so far. Basekit is being buffed. I'm getting mini perks for free. I'm finally being rewarded for playing fair. I'll have to see how gameplay goes, but so far I see no negatives if you aren't using cheese tactics. I actually excited to play killer more now.
On the flipside, as survivor I'm getting the worst issues addressed: tunneling and slugging. BUT as a sneaky gen jockey, my own personal playstyle might be negatively affected. I might be forced to improve at chase. And I'm okay with that if I can avoid spending the game on the ground or getting stuck spectating with an 8k score.
I would agree with you 100%. I definitely want to see this on the PTB and test it :D
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Sadako is going to struggle even more. She needs fixes in her designs asap please. While I love the anti tunnel changes, this is bad news for Sadako.
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@THE_Crazy_Hyena said:
The animation bug is ever persistent I see.
Right lol…I would’ve tried to dodge if I could see he was point his gun at me and what direction xD
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@ragingshadowttv_30 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989712#Comment_3989712
not worth my time, just like this comment isn’t but hey, whatever makes you feel relevant 👍
Very immature response, but yet you took the time to respond in of engaging in the facts that were given to you.
Those are solid changes for Killer.
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I need to test it before I say anything.
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I love how OG post ignored your response entirely. lol.
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@SurpriseAL2 said:
Ah yes. Lets give survivors 5 new basekit perks and even hold information from them about hooks. Killers get uhh…yeah good luck!
And myers is now for some reason a dash killer. A chucky that can 1 shot at a loop. How to ruin an identity of an iconic killer.
AWFUL update.
Uhhh….you’re not being honest or you misread.
Killers get basekit BBQ Chili, Basekit Haste, Basekit mini pop.
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@MechaSandvich said:
Anti Tunneling sounded too good to be true, and it was because the ending, about punishments for "tunneling" these can't go through at all and if they do will make the killer experience miserable. Stopping gen regression for hooking the same survivor twice in a row is such an absurdly comically bad idea I genuinely don't know how it got past the drawing board. There's a lot of issues for this, first off, say the survivor gets off hook and decides to be aggressive with that, they can body block to take protection hits for their unhooker, forcing you in a lose lose scenario with no counterplay, as you can't cleanly get to the unhooker, but you also can't tunnel the bodyblocker (as this would be valid time to do so), as doing so removes your ability to regress gens all match. Even worse, there's no listed set amount of time this triggers for, so going off this we can assume this will happen even if you haven't hooked for over a minute at all and aren't tunneling, but just get your first hook since the last on the same survivor by chance.
The repair speed boost is also likely far too strong a punishment, especially when the criteria is a whole 6 total hook states to be in the clear. This is made even worse by the fact the killer no longer sees the hook progress, so a survivor could be on hook longer than the killer realizes, he goes to hook them again, and boom, survivors get a gen speed boost.I'd also argue that tunneling past a certain amount of gens is not an issue and that the system realistically should disable besides the standard elements you get at Endgame at either 2 gens or 1 gen left, but that's more debatable.
The other things brought in to address tunneling seem like enough on their own, there's no need to add extra punishments to it, especially when your rewarding not tunneling. These punishments for "tunneling" target far more than those who hard tunnel, and will only make the killer experience completely miserable.You can’t kick the gen or block IF the person you hooked is sacrificed. It didn’t say you can’t hook them.