Avatar

MoNosEmpire

MoNosEmpire

About

Username
MoNosEmpire
Joined
Visits
0
Last Active
—

Comments

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337830#Comment_3337830

    exactly. you never see 4 SBs or 4 Lithes in a match. You see 4 DHs in a match *all the time*. Let’s stop and think about why this is the case

    To be fair, regardless of what perk it is, if it's a struggle to handle people are going to complain, better the perk you know than the one you don't. Everyone is hating on dead hard but they will REALLY get annoyed after people start using smash hit. L and SB are OP but smash hit is on a whole different level.


    People will start complaining about the 7 second distance from stun + smash hit. I say we just keep DH how it is, it's still 50/50, just like pallets. I doubt any other change will be made to it.

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335367#Comment_3335367

    yes they do, lmao. they dont see the issue in it, or camping. dbd is the only game where people complain about dying first

    i had no idea how to loop when i first started and neither did my friends, i got battered the first month lol

  • @Bwsted said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335040#Comment_3335040

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335651#Comment_3335651

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334998#Comment_3334998

    I would argue that 7% is not a small chance at all, especially when that applies to 4 people independently.

    Also, default skill check chance is what? 8% ? That means you have essentially the same chance of getting an impossibile skill check when leaving as you do getting a nomal one when you stay on repair. Now, think about how many of those you get and the picture becomes clearer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335375#Comment_3335375

    That's very interesting. Thanks for sharing. Although, I'm not entirely sure I understand. Do you have that option enabled that you press the repair button to get on the gen and then you don't have to hold it down to repair? (I forget how it's called in the menu, action toggle or something).

    So, essentially, if you just press the repair button again you leave the gen preventing the skill check. Is that what you meant?


    Np, and yes I do have that setting on! Forgot all about it lol

  • @SkeletalElite said:

    I've tried to make this perk work for anti 3 gen

    but it just doesn't

    It's so bad.

    Even if you run into a 3 genning killer it just isn't good at its job at all. You have to repair for 30 seconds to get 20 seconds to dump on another gen. That means youre repairing at 66% speed with the perk equipped. You literally repair faster while affected by pentimento.

    Even if you spend all that time on a totally safe gen without being interrupted because youre CONFIDENT the killer is going to stick in the 3 gen, there's no guarantee that 20 tokens will be enough to make a significant impact. Like you spend all that time charging the perk up and you arrive to fight a 3 gen and put a gen that was at 15% progress, to 35% and then he kicks it again. It loses 15% in the time it takes you to your team to stop the regression. Then meg goes down it loses another 10% to eruption and youre put on 25 second time out while the gen loses another 5%

    For this perk to have any use:

    the killer has to be 3 genning so hard you can safely charge it without risk

    your team has to be fighting it without your help well enough that getting 20 charges actually puts a generator close to complete or completes it. Something that is often mutually exclusive with the previous point because if they can do this you likely didn't even need the perk to begin with

    When you arrive at the 3 gen you have to use it basically instantly or else you're just going to lose the progress and waste all that time you spent charging it at 66% speed. This is often times incompatible with the previous point since without you actively helping at a 3 gen it is difficult to get enough progress on the gen.

    If you want to run a perk that makes 3 genning harder, youre far better off running circle of healing, so your team can consistently heal to avoid getting destroyed by attrition. Alternatively, Prove thyself is a consistent increase in repair speed that will add up when fighting a 3 gen. It even helps a bit against eruption, since you can stand by a gen and let it be 1 man repaired by your teammate 15% faster and take over if they get erupted.

    There's so much baggage associated with this perk. There are several ways you can fix it, Ill write 3 ways I thought of. Please just let this perk be good at its niche of anti 3 gen, it just doesn't do that as is right now.

    If this perk had a much larger max number of tokens, it would still be risky because you can lose it but the progress gain provided after spending a long time "repairing slowly" would almost always be significant. If this was the only change made it would need to be at least doubled, maybe tripled.

    If it didn't have the condition of losing the tokens on being hit, you can get it on a safe gen and then save it for a key moment to break the 3 gen.

    If it wasn't actually any slower than repairing regularly, it still wouldn't be fantastic, but it would be better. Time spent getting charges off a safe gen is time that you're not preventing the killer from regressing the 3 gens. At least using it wouldn't just be hurting your team outright by slowing progress on the gens, and it can be used as a free head start on the 3 gen.

    It would probably be good with one of or a hybrid of these changes, but as is. I cannot recommend anyone use this perk as a counter to 3 gen for the reasons outlined in the begining of the post.

    I liked the idea of it at first and the cool animation when using it but when it took time away from doing one gen to do another I knew it would be bad. If the full squad used it it would be OP, but in it's current state you may as well just forget it, there's so many other better perks to use.

  • BHVR should add some sort of skill check minigame while we wait which gives us more BP, so survivors will be happy when killers have eruption lol

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334724#Comment_3334724

    I don't even know if you are trolling or giving genuine advice. So i will just say that it doesn't work like that and move on

    Na not here to troll or joke around, it does work just check out my comment ^, hopefully you understand it better.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334724#Comment_3334724

    it happens in both circumstances. Otzdarva made a video on this, although him claiming that these type of skillchecks only appear at around 7% is hillarious. It happens a lot more often, and it frustrates me every single time.

    Want to heal a teammate? Sure, boom, now the killer will come while we heal!

    No idea who Ortzdarva is, and I'm not too sure on how it's happening on PC but that's how I'm circumventing it on Console, works 100% of the time.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334724#Comment_3334724

    what on earth do you mean by this? what is "going off a gen like normal" and how does it differ from "sprinting off the gen"?

    do you think that last-second skill checks like, retroactively go back in time and blow up your gen if you press the shift key within a certain time frame of leaving the gen? that's the only thing i can possibly imagine you mean, but I also know you're not saying that because that would be ridiculous. please clarify what you mean

    So I play on console. I noticed a few days after the gen changes to 90s patch that because I had "auto sprint" on by default from the options menu, if I held L1 (My sprint button) to get off a gen, the gen would blow up like 90% of the time. So I looked for a solution to stop it cause it was really annoying me at the time, I then realised that if I just pressed Square (the same button to get onto the gen and where your animation is walking off the gen) it would never blow up.

    Hope I cleared up any confusion for anyone.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334683#Comment_3334683

    -"And FYI there is no such thing as "gen tunnelling" and there never will be"

    Then I refuse to acknowledge there is any tunneling in DBD. Survivors play efficient and do their objective as quickly as possible and so does the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335033#Comment_3335033

    -"Ok so what causes Tunneling? And why can one side get away with doing it but not the other???"

    Survivors don't get to interact with the killer if the killer tunnels. Killers don't get to have meaningful chases if the survivors tunnel generators.

    We need Basekit Deadlock with rollback protection. If two gens get finished at exactly the same time just roll one back to 99%. Make the perk of the same name extend the blockage for +30 seconds.

    It's called gen rushing not gen tunnelling.

    Here's an entire reddit post dedicated to it.

    https://www.reddit.com/r/deadbydaylight/comments/ttyqn8/what_is_gen_tunneling/

  • @RaSavage42 said:

    Ok so what causes Tunneling? And why can one side get away with doing it but not the other???

    Gens being done- that's a given... but it isn't the end of the world (is it worth more to lose a Gen or 2 at the start of the match or the last 2 Gens and the gates being at 99%)

    Bodyblocking- that's a choice made by the Survivor (whom just got unhooked)

    Quick Saves- that's a choice made by the Survivor (whom just got the save)

    MMR screw job- it could happen...

    SWF's- not so much... but the Killer can't see if it's true or not

    Map- sure why not... Maps are either Killer sided or Survivor sided not many that are truly balanced

    Now on the Survivors side... cause they do it as well... but it isn't brought up as much

    Early hooks- fair enough... A way to gain pressure

    Gen perks- ok... might as well finish a Gen before the Killer can get any regression on it

    Maps- same as I said before

    MMR screw job- it happens

    Killer camping- yes might as well get all of the Gens done that you can

    3 Genning- mostly Survivors fault... but a Killer can force it

    Start of the match- yes cause the Killer doesn't have any pressure... but chose wisely (see point above as to why)

    Gens being harder to do- that's a bit shaky but whatever

    The reason they do it is simple as explained by others above, at the start of the game they focus 1 person to force a 3v1, and because it's so easy to do and you don't get punished for it at all. All anti-tunnel perks got a heavy nerf so it's even easier now than it was pre-patch.

  • @TeabaggingGhostface said:

    Then you'll get more little shits trying to force tunnelling by standing in a doorway making you hit them to past

    Killers are already tunnelling regardless it makes no difference at this point. God forbid you're a TTV streamer you're always being selectively targeted instead of everyone else. And then BHVR added a function to hide your name, but oh yeah if you're on console and you activate it, on PC they still see your name as clear as day. Pointless.

  • @jinx3d said:

    this would be abusable asf, punish new players, and lead to even more 4 regression nurses

    New players don't even know how to loop let alone tunnel.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334616#Comment_3334616

    I literally told you in this comment why I disagree with your "solution" to tunneling and explained my solution to this problem. Rewarding instead of punishing. Your idea wouldn't work at all. Yes I was being sarcastic at parts but you know what? I also told you my point seriously. Isn't that part of a discussion? Telling you exactly why I disagree with you and proposing an actual solution?

    Regardless I'm not here for jokes.

  • @BrownEncrustedBoxers said:

    In most horror movies, the last survivor barely escapes but not before doing something that appears to KILL the killer. Wouldn't it be great if the survivor had the option to close the hatch themselves, but by doing so, is allowed to set a trap somewhere on the map to presumably kill the killer? A flame trap, a spear trap, an electrocution trap, something that provides a really cool "death" animation that automatically opens up the doors so the final survivor can escape.

    Thoughts?

    All survivors collect parts to craft a huge frying pan and then bash the killers head in with them by all pressing a button at the exact same time lol.

  • @BrownEncrustedBoxers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334033#Comment_3334033

    On the contrary, tunneling is a guaranteed way to lose "against survivors who have any skill". If you run into a killer who tunnels, not because they are just repaying toxicity with toxicity, but as an actual strategy, then they are usually low skill killers... which means that you get your best runner and loop him and distract him the whole match while everyone else pops gens. It's even EASIER now to do this with the HUD. If your losing to a killer who tunnels, it's simply because you suck.

    Not really, you can keep the killer busy all game and still not get +2 because you didn't get a chance to get on the gen or escape.

    You're saying its a low skill issue when it's abundance in all ranks is there. The higher you go up the more you see it.

  • I used to, I don't use it no more. It's good up until an extent.

  • @BlueHorkew said:

    Would it be possible to let survivors do the normal skill check when leaving a gen, similar to how overcharge works.

    Its really ######### to get hit with a penalty because of random bad luck with no fault of your own, and now potential energy got really hurt in the patch notes. A survivor can be loosing time, for an advantage that the killer can remove with just an M1, getting a random skill check when leaving the gen and loosing all of that progress is just the worst feeling possible.

    Just make regular skill checks like the overcharge, so at least you give survivors a chance to not get destroyed by bad luck.

    PLS

    To stop the skill check when leaving gens, don't sprint off the gen, just go off it like normal.

  • I've seen that if you aim the flashlight at the killers upper chest it seems to blind them more often than actually aiming at the face.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed

    Survivors tunnel Generators so killers respond by tunneling survivors. If we are going to address tunneling we need to address how it can be prevented for both sides or not at all.

    There needs to be a base mechanic where hooking three different people gives you more than just hooking one person three times.

    Deadlock needs to be base kit and have rollback protection so that even if computer bots finished 2 gens at the same time then one would get rolled back to 99% completion.

    Change Deadlock to just extend the timer by 30 seconds.

    I've already addressed half of this, read previous comments.

    And FYI there is no such thing as "gen tunnelling" and there never will be so please stop referring to it as that. Now if you mentioned Gen Rushing, that would make sense.

  • @Stroggz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed

    Try playing both sides of this game, you'll get a better perspective on that issue.

    1K hours ofc I've played both sides.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334627#Comment_3334627

    Oh they have some pretty good tools, but if you want to never have the Killer be a threat then they are bad tools indeed-

    However bHVR isnt working to eliminate the threat level of the Killer.

    So the question is, what would you consider a tool to work against tunneling?

    You say good tools yet their last change to reduce tunnelling has done nothing except make the killer count a rough timer and still continue you tunnel anyway. Touché.

  • @Emeal said:

    No, this is a very bad idea. Sometimes you have to tunnel. Give survivors anti tunnel tools instead.

    BHVR have been trying that and failing lol

  • @Thralfazuz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed

    How about instead of adding your idea, the perks that encourage going for diferent survivors get a buff, Forced penance, Pop goes the weasel, BBQ bloodpoints. BHVR said another perk update is coming in the roadmap

    But let's imagine your idea get's added, what if the killer is against all the same survivor swf, same outfit, hidden name, and he tunnels one by accident because they all look the same, so now what he get's punished for that

    I see another perk update coming, and SBMM would also circumvent that from happening.

    I've had the same killer like 4x in a row too so it would be nice.

    I'm more than happy for everyone to throw their two cents into this discussion about how we could change tunnelling as a whole but I do see limiting it to still specific perks forces killers to use select ones, which would be unhealthy for the game in the longrun, Unless it's base-kit in in some way.

  • @Veinslay said:

    Hello,

    I got home from another day at the office tonight, and I powered up my gaming console entertainment system to play some Dead by Daylight. I find out that I have an Oni daily to down four survivors while I'm in my power. Okay, no problem, I can do that. Now, I'm very not good mechanically at using Oni. I only play him for dailies or challenges. I'm also only an average killer player. For the very first game of the night, I get to enjoy this extremely fun game of Dead by Daylight.

    I implore you to watch the video of this match below. I would love to hear one compelling reason why this perk should continue to exist in its current form. Its absurd. It needs to be changed to do something completely different. Thanks for watching. I apologize for the jerky camera movement, I can't do anything about it. It's a combination of console camera movement and some stick drift on my joystick. I don't really notice it when I play, but I understand it's very noticeable in the video. And once again, I'd like to reiterate, yes I know I'm not good with Oni at all.

    https://youtu.be/WZ_6BDqD-OI

    I don't see dead hard being the issue here, I think you just need to mind game more. You know the survivors have it but you're swinging almost instantly every time. If you waited at least 2 seconds before swinging you would see them waste DH. It really is that simple.

    Your across map sprint ability, that's pretty easy to DH against because the killer is physically running to you, you can also mess it up too against a killer. It's still a 50/50 chance.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334611#Comment_3334611

    A bonsu like a semi Dying light effect

    Let's say i hook player A, as long i do not hook player A again before i have hooked player B, survivors receive a 5% gen speed penality. If i then hoob B the penality increae to 8% ( rough numbers, don't nitpink on those are just for example ). Then i stumbole on A, i hook him again but i do not lose any bonuses since both hooks were not directly one after the other. And so on.

    This is, by far, the best way to prevent tunneling

    I can get behind something like that, I think 4% is still too little though, I can also see the killer hooking A, then B, then slugging the rest. That would most likely be the new tactic with that. Could work though. But most killers would just ignore it I still think.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334047#Comment_3334047

    I was merely doing a joke. You literally said as a solution that you can't hit a survivor twice meaning that you can down NOBODY so you can't do your objective. And yes you do the gens by holding m1 obviously but you know there is that thing called loadout. And there are those perks that are being called gen progression perks. And those are fairly common nowadays, might I say way too common. What I'm trying to say is that survivors are focusing more and more on gen efficiency. BNPs are not a rarity anymore and quite few survivors run almost 4 gen perks. And that is obviously okay. It's their objective thus it's in their interest to get it done quickly. Instead of being altruisic and more focused on chases survivors are leaning more and more to sticking to gens just like killers are tunneling more commonly. Both sides want to be efficient doing their objective and that is fine.

    But hey if you are really against tunneling I have an amazing idea that couldn't be abused by survivors: BP incentives for fair play. Why shoud we always punish for being a naughty player when we can reward the good ones instead? Maybe make the now patched out BBQ stacks basekit? And to incentivize survivors to be more altruistic we can make the former WGLF BP stacks basekit as well. That sounds like the way to go for me.

    I'm honestly just going to stop replying to you. OF COURSE I know what perks are when I have over 1,000 Hours in the game. If I wanted jokes or sarcasm I would join a circus. I'm here for DISCUSSIONS. Either keep to the topic or don't comment at all. THANKS.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334225#Comment_3334225

    "the same way that you're getting mad that survivors are teabagging."

    Could you please stop assuming things about me since we don't know each other? Because, i know that's shocking, i don't care if they teabag me or call me names in end game chat or write -rep on my steam page, really i couldn't care less

    "And then the killer will just tunnel AND do whatever has a higher value."

    And nope, the bonus persist as long you don't hook twice the same survivor, if you decide to hook twice then you loose the value, your choice

    My mistake the second part of that sentence was for brown, no idea why it was mixed up in your reply. Easy to do with me replying to multiple convo's in here.

    What bonus are you talking about exactly? I for one would care less if it was just a flat XP or Bloodpoint bonus.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334024#Comment_3334024

    "You want SWF bully squads addressed yes'?"

    not really, no i don't care.

    "Not ruin the fun for 1 person"

    Not my concern if you are having fun or not, i want to win and, that's the best tactic so far

    The whole point of the game is to have fun, t he same way that you're getting mad that survivors are teabagging.


    "You don't need any nerfs, you need to give the killers something that has a higher value than tunneling."

    And then the killer will just tunnel AND do whatever has a higher value. Regardless tunnelling does need to be addressed. There's no doubt about that. It's easy mode killer season right now and the game in its current state is a joke.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334033#Comment_3334033

    But that's the thing, it is harder to win against survivors with any game sense if you don't employ these tactics. So instead of promoting punishing the player maybe promote for BHVR to look at ways to make getting 12 hooks viable.

    That's another thing I noticed, it's waay too easy to get 4k as a killer. I believe that's another reason why there's bully SWF squads, also because of the huge influx of tunnelling from killers, and survivors naturally want their revenge.

    I do think new objectives do need to be added to the game for both sides to make it more interesting.

  • @FMG15 said:

    This is how genrushing should be nerfed

    Its clear that genrushing will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see.

    I propose a cap on genrushing. How it would work would be by the following;

    • If survivor is genrushing to win in a game
    • The next 2 games the survivor will be unable to work on a gen
    • If the survivor rage quits/dc's in any of these two games, it will add +1 to the genrushing cooldown timer

    This would not only make the game fun again, it would make the game fluid again too!

    See how ridiculous that sounds if you flip the coin? Getting a survivor out of the game quickly or being efficient on gens are valid strategys (yes it IS a strategy even though you don't like to admit that given that you put quotation marks on strategy) to win the game. It is in the best interest of both sides to beat the other that's how the game works. If you don't like getting tunelled maybe play another game because it makes no sense whatsoever to "balance" it. A 3v1 is much easier to deal with thatn a 4v1.

    Please can you not comment if you're going to propose something which makes 0 sense, you can only repair a gen, you can't repair a gen 3 different ways.

    And by the way my issue isn't with tunnelling, its that tunnelling is too common for a game that is supposed to have multiple strategies to win.

    And I did stop playing, I deleted the game for a while, but now that I'm back it's the same thing.

  • @HardhatKrugerer said:

    Being able to loop killer for eternity is great way how to win the game. I have two builds what are absolutely perfect for looping and being a support. I´m looking for them most of the time. Its amazing practicing to find the killer. Give him straght and norrow sight at you and then start with chase. Lithe, Windows of Oportunity, Inner Healing and Small game/Counterforce. And second buld is We´ll make it, Botany Knowledge and 150% healing speed is atrociously hilarious, Prove Thyself, Bond/Empathy. Thats how I climbed to the high level. With these builds its very easy to practice game from both sides of objectives. Especially that heal build. Imagine speed of healing while We´ll make it, Prove Thyself and Botany Knowledge are in game at one time. Its really. REALLY hilarious how fast you can heal as survivor.

    Healing builds are ridiculously fun. My go to at one point was, Autodidact, WGLF, Stake out and Botany Knowledge, picked up someone at the gate in under 6s or something stupid after he got knocked lol.

    I'm fine with chases but I'm just completely sick and tired of there being no other strategy that's dominant. If stats showed that it was split 33% each for tunnelling/camping/slugging I'd honestly be fine with it. Hook camping has kind of completely gone now though, I hardly see it except for the escape phase.

    And as for your reply above, they need to add more objectives in general, it's too easy to reach end game phase with just 5 gens, we need another incentive, more gens, different types of objectives, and an abundance of ideas need to be added to the game to expand it's playerbase.

    I feel like the amount of perks we're able to equip should increase too, we should be able to have 5 equip-able perks for survivors and 6 for killers, as well as more gens to do in general, or maybe the survivors have to find a pipe that's below the ground on the map to activate all the generators, which the killer is unable to see and the spawn point is random, that would instantly slow the game down. What do you think?

  • @Distortion_Enjoyer said:

    extremely doubtful, killer mains would have a meltdown if bhvr tried to fix tunneling, tunneling is the easiest and most effective way to win, the community has been begging for mercy from camping and tunelling for years so......

    You said it yourself buddy, tunnelling is easy mode for killers, it should be harder than that to win.

  • @BrownEncrustedBoxers said:

    No. When I play killer, the only time I tunnel is when I encounter a teabagging tryhard who thinks they are a clever "runner/looper" for their team. Teabag me after a failed pallet stun or a clean vault? Tunnel until death. Taunt me with the flashlight? Tunnel until death. I no longer care about the other 3 survivors until that first lucky winner of stupid prizes for playing stupid games is dead. No, don't take away my toxic revenge for toxic behaviour. You're basically asking for Behavior to ban the ability to be toxic on one side... nope... sorry kiddo.

    Also, if you're getting tunnelled 9 out of 10 games, you really need to start evaluating your game play. If you were good at the game, you'd know that being tunnelled isn't necessarily a bad thing as you could keep the killer busy while your team pops gens and you all escape happy. So, it sounds like you aren't good at running. Also, if it's occurring 9 out of 10 times, this also means that you're terrible at stealth as you seem to be getting caught... a lot. Basically, people who post stuff like this need to look in the mirror and come to grips with the fact that they need to get better at the game instead of looking for participation awards.

    Ah yes, the "you're being tunnelled almost every game so you must definitely be teabagging the killer, it must not have anything to do with the fact that you have TTV in your name" argument. I didn't know that your reasons of why you tunnel people accounts for the other 99% of killers.

    I should not need to sweat hard enough that it'll fill up the entire ocean every single game, I should not be forced to run the same boring 4 perks when there's an entire catalogue of perks in the game, I should not need to be tunnelled every game AND left on the hook at the end of it while my teammates gen rush and leave me to die on the hook.

    Maybe just stop and actually think about what you've wrote. I have over 7K hours in the game, I know how to take chase, that's not the point here, the point of this post isn't about my skill issue, it's about TUNNELLING, Stick to it or don't post please, thanks.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed

    You can make it so that the killer cannot pick up the survivor if he was only unhooked within 3 minutes

    Good idea but 3 minutes is too long, it would become an issue instantly. Especially since gens take 90s to do without any perks/toolboxes.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333507#Comment_3333507

    So ?

    As long as tunneling is the best tactic in play to be able to win, it is obvious that it will happen more and more often.

    You don't need any nerfs, you need to give the killers something that has a higher value than tunneling.

    For example a version of dyling light or tanatophobia as a basekit, the more hooks the killer makes the more malus the survivors have to repair the generators, in this way a killer want to do less tunnel and more hooks.

    What do you mean SO?

    Its just like what's happening in call of duty right now, SO MANY WEAPONS and everyone in the BR is choosing LMG's, which is the next nerf that's about to be dished out for the next season.

    Just because its a tactic doesn't mean it should be in 90 PERCENT + of games. That's abysmal stats for a game that boasts about having "multiple strategies" to win.

    Everyone here complaining that tunnelling should not be nerfed are the main reason why it needs to be nerfed, so they're forced to learn how to play the game and not ruin the fun for 1 person. You want SWF bully squads addressed yes? Then I want Tunnelling addressed.

  • @FellowKillerMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333488#Comment_3333488

    It was a joke to illustrate that the post is just as "out there". They're both pertaining to completing objectives. The circumstance you use doesn't happen every time, and doesn't happen to every survivor, nor every game. That circumstance could be given a killer spin too, "Killing the survivors is the objective, not selectively picking one generator because you don't like the speed or working alone, or you decided that because it took you more than 2 minutes to finish the first gen it's time to tunnel just that one gen and completely forget about the other gens."

    See that's where you're wrong, today I've had about 10 or so games where the killer has tunnelled just me but it's not been too bad, but every single other time I've played since the DH, BO, and DS nerf, either myself or someone else has been tunnelled. It's happening a lot more than you're making it out to be. If need be I will screen shot and post EVERY single game I play from this point onwards to prove it.

  • I also already proposed that more gens should be added, along with a complete overhaul of a lot of things, I don't believe it got any traction on the forums and just got ignored by everyone anyway. If anyone is interested, here is the link.


    https://forums.bhvr.com/dead-by-daylight/discussion/360031/how-i-think-dead-by-daylight-should-be-overhauled#latest

  • @FellowKillerMain said:

    Let me put a killer spin on that:

    "Its clear that finishing gens will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see."

    Your reply makes 0 sense. Doing gens is the objective, not selectively picking one survivor because you don't like the fact that he has TTV in his name or you decided that because it took you more than 2 minutes to get the knock its time to tunnel just him and completely blank everyone else, that's a killer issue and not a survivor issue.

    The only way to fix tunnelling would be to put a cap on it, it would force killers to actually learn how to play the game. It would also hit the root cause of tunnelling, which is the fact that it is way too common for a game that's supposed to have multiple strats when you only see 1 of the so called "strats" in 90% of your games. LIKE WHAT??

  • @DBD78 said:

    If killer chase me of a gen I'm tunneling that gen going back to it instead of starting another one. How will you punish survivor for gen tunneling? Both sides tunnel and both strategies makes the other side lose. It is what it is.

    There's no such thing as gen tunnelling, please have a look what tunnelling means.

  • @HardhatKrugerer said:

    I have one question for you. Do you think that its normal to have 3 gens done in two minutes? And its not something heroic. Its possible with good coordination and now with all that info uts possible even more. I have as a survivor gen done in One minute. With toolbox. Beng... gen is done and few seconds after BANG... another gen is done. Then two minutes after BANG another gen is done. So its 4 minutes and 3 gens. And mostly only with one hook. You can see as a killer if they are organized or not. So if they are organized you must choose the weakest part of their team and eliminate it. Then its 3 people but even then. With good coordination if you don´t have Bubba or Infinite Myers its very difficult to defend hook against players what now what to do. Even as a solo I saw incredible combacks where killer ended with two hooks only no matter how much tunneling or camping he was. Thats reason why tunneling and camping is a thing. Its not for no reason, but beccause survivors forced him to do it. For example in the last game I made a chase where I was chased for 4 gens. Then killer got me and then it was obvious enough that if I will be unhooked and gens will not be completed then that killer will tunnel me as hell. But when my teammates were good. More than good, then we ended match and I escaped. I´m planning to start with survivors videos where I will show people how it looks like when you know how to loop and super powerful tool is Windows of oportunity. which is perfect tool for avoiding tunneling. If you are able to be chased for long enough time, then you will be rewarded with pip even if you don´t escape. But most of the time I have that experience that we are winning against tunnelers.

    3 gens done in under 2 minutes means your first chase is taking way too long to do, skill issue. You need to be faster. Read other posts of mine for an answer to the rest.

  • @Crowman said:

    The killer should never be forced to go after another survivor. There's nothing wrong with tunneling and the killer should be able to focus a survivor out of the game since that is their only objective.

    The issue here isn't tunnelling itself, it's the fact that tunnelling is ALL I SEE. It needs changing because of that. No other strategy exists at this point.

  • @Kaffry said:

    Why do we need to change tunneling again?

    Because its not a strategy at this point, you may as well call it base-game kit you see it so many times.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332929#Comment_3332929

    • The next 2 games the killer will be unable to hit the same player twice

    the survivor will get hit and bodyblock the killer

    That's a simple fix, all the coders have to do is set a parameter where if the survivor is X amount of distance in front of you and there is another survivor X amount of distance in front of them it cancels out the change.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed

    what should the killer do if the survivor will just run and bb the killer?

    even now many survivors abuse free time and body block, imagine if they could do this indefinitely it would be absolutely stupid

    and hey, have you ever wondered why killers tunnel? maybe if we start treating the disease and not the symptom it will make the game better for everyone side

    I don't understand how your first two sentences have any relevance to tunnelling. Elaborate?

    I am trying to suggest a potential fix for tunnelling without having it removed from the game completely, this is the most logical suggestion and it would be for the overall benefit of the game.

  • @Distortion_Enjoyer said:

    i do think they should give survivors being tunneled more, like base kit boil over and a faster wiggle, just so they cannot be tunnel out but don't hold your breath for them to do anything about it this decade

    I thought about that too but then it would make survivors want to be tunnelled, it would be better to just put a cap on tunnelling for killers so they're forced to play differently for 2/3 games.

  • @HardhatKrugerer said:

    Ok. Fine. Its fair if survivor is doing only gens and will not doing totems and heals as well then next 2 games he should not repair the gens or do anything what he did not in the last match. So if you´re gen rushing you will be in next match able to just heal, do totems, unhook teammates. If you were not doing gens and you were healing or farming unhook points then next time you should not be allowed to do it but the rest of it you would be allowed. Fair, huh?

    I kind of see what you're trying to say but the way you kill a survivor isn't the objective. So what you're implying doesn't make sense.

  • @Gandor said:

    I am certain that tunneling should get addressed. This is not the way to go.

    As of now I think the best way would be to revert DS nerf, but that might be lack of my imagination. Anyway OP's suggestion is not the way to go. Previous games should not limit you in what you can and can't do IMO

    I disagree, especially if it's so common now that you just expect it in almost every single game you play. It has taken out killer playstyle variety.

  • @Bran said:

    Tunneling is usually defined as a toxic trait rather than the killer "just playing the game" and so this solution in this context just doesn't make sense.

    Even if it's just the context is the killer just playing the game, there are so many different situations that you cannot just say "this" and make it work like that in terms of who the killer goes after.

    At one point in time tunnelling was a toxic trait yes, but when it's in 9/10 of my games every day this clearly shows that its evolved into more than just a trait. This is why I would like it addressed.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332729#Comment_3332729

    On the contrary, tunneling is the last line of defense against DH. If someone truly excels at using it, your best bet is to smack them right off the hook before they can heal so you aren't dealing with three health states again.

    An analogous killer perk would be one where I hit M2 near a pallet, and if the survivor guesses wrong, they're instadowned as soon as they drop it, and then it recharges again in 40 seconds.

    Almost all of the decent killer perks were nerfed into the ground, and now Eruption has been comfirmed for a nerf. Which is fine, but DH needs one, too.

    If thats the case then DH needs reworking again, boil over needs re working (even with the buff its useless), DS needs reworking too because every anti tunnelling perk feels useless in their current state.

  • @Johnagon_Infinity said:

    I'll preface the whole thing by saying I have about 6.5k hours in the game. Most of those hours have been on killer, most of those hours have been on the Hillbilly. I play on NA West servers at nighttime, which is referred to as the "demon hours" or "juicer-hours".

    For those unfamiliar, it's when all the sweaty SWFs, God-tier solo-queue survivors and literal comp teams get on to destroy late-night killers. I have a few problems with Dead Hard. Firstly, I will address: yes, Dead Hard was nerfed for bad/average players. The people who used E for distance promptly dropped this perk and picked up something that was easier to get value out of. But for those who always used DH for the ability to dodge attacks, this perk HASN'T changed.

    Some of the issues I have with the perk are: the passive deterrence it grants, the fact it's now the obvious choice for an exhaustion perk again, the immense value one-usage of Dead Hard can grant, and the fact it is ping-reliant. When I know a player has Dead Hard, I now have to play around it when it comes to pallets/windows. This means this survivor now gets even more time before I can lunge at them when they are looping structures. The standard lunge-distance is effectively shortened against anyone who is using DH. This is a passive deterrence that the existence of DH has on the game.

    Having Dead Hard will indefinitely grant you maybe an extra half second or so around EVERY pallet or window. This effect is exaggerated if the survivor is using resilience or doesn't have an item (watching an item disappear when a survivor commits to a vault is how you can be certain to swing at a survivor and avoid their DH.)

    If a survivor is looping a pallet, they are able to, rather easily, time their DH effectively enough to where you either hit their DH, and they get to run off to the next tile. Or if you don't swing, they get to pallet stun you. In these situations, survivors can be exceptionally greedy with little repercussions. They can choose to pretend to drop the pallet, and you respect it, now they get even more distance for perhaps another loop. Or they do a spin, run right at you, but you wait it out, and then they do it once more, but this time they actually use their DH. Either way, this enables the survivor to get an extra couple loops out of a strong pallet.

    It is also now the obvious choice perk all over again. DbD has tons of perks where the option is "I can bring this off meta, kind of niche perk that could be super handy, or I could bring the safe perk that always gets value." Because Dead Hard is the best exhaustion in the game, the other exhaustion perks don't matter. Kind of like how Deadlock is a fine slowdown all on its own, but doesn't compare to eruption/brine combo.

    When I go up against the God-squad Seal Team SWF who I know is here to ruin my night, do gens in 5 minutes and leave, you bet your ass 3 out of 4 -- if not all 4 -- of those survivors going to be bringing Dead Hard. I don't mean guys with 1.5k hours, I mean literal 3-6k hour survivor-mains who are deadly with Dead Hard. Those guys will very likely get value at least once -- if not multiple times -- every game.

    As a killer, there are few things more miserable than when EVERY survivor in a match is running DH. I will pull off some crazy-bump logic on Blight that took my hundreds of hours to master. I'll line up everything beautifully and the survivor presses E and it doesn't matter that I landed a frame-perfect hit on them. Or if I managed to land a sick chainsaw curve on a survivor, they'll just tank it and keep running while I sit there fatigued.

    Another issue is that some killers Dead Hard will work nearly all the time on, because their attacks are predictable. Plague's red vomit, Trickster's knives, Huntresses' hatchets, Blight's rushes, Nurses blinks, Oni's kanabo, etc. This is honestly one of the biggest issues with the game I can think of right now. As a killer, the meta of the game encourages you to whiff attacks on survivors. As Blight, I have to rush past them the first time, to bait out their DH. As Oni, I have to glide off of them, stop, turn around and slam, as plague I have to fake a puke. The list goes on. Dead Hard encourages killers to not use their power. If you're thinking about Legion/Slinger, okay. There are two killers in this game -- 3 if you include Pinhead with Original Pain -- who can completely ignore Dead Hard. That's 3 killers out of 30.

    And now let's get into the biggest issue: dead hard is now even stronger than before when activated. Old Dead Hard got consistent value. New Dead Hard gets less consistent value, but when activated is FAR more useful than any other exhaustion perk in the game. One usage of Dead Hard easily outweighs whatever 3 Lithes, Sprint Bursts or Balanced landings might buy you. The killer is now forced to sit through a weapon-hit animation, slowed down movement, while the survivor gets an maneuverable boost of speed in ANY direction they'd like, not just one straight line like old DH.

    If I could pick any one perk on the survivor-side I'd like to see get re-worked, I would pick Dead Hard again. I hate Hyperfocus /stakeout as much as the next killer-main. And those do need to be addressed, but DH is still the best exhaustion perk in the game. I'd definitely take an eruption nerf in trade for a DH nerf.

    Ping is also an issue with Dead Hard. If you have high ping, or the killer has high ping, your perk is now useless. That's not a good design and it rewards those who have low ping -- something the game already does naturally with vaults. The argument that "Well, I suck with it anyway. I can never get it to activate." is not useful to the conversation. I'm bad at Nurse, she still got nerfed.

    What's my solution? No more third health stage. DbD has come a long way in the last 6 years and the community has gotten good enough where having a third health-stage on command is too much. It's not viable, it doesn't need to be in the game. People have had 6 years to master this game, they have THOUSANDS of hours invested in it. If you set a new level of mastery for them, they will reach it eventually. Ex. Nurse.

    I have some ideas on possible rework ideas, but I know they'd not be a compelling alternative to how strong Dead Hard already is, and it would just anger those reading, so I'll leave them out of this post. I've heard a common complaint that feels necessary with new STBFL in the game, and if it would make the transition easier, I'd be all for a nerf on STBFL. Dead Hard is a problem for the meta of the game, and it has been a problem since its release. If you'd like to post your ideas for a rework, I'd gladly read them. If you want to share your opinions, I'd gladly read those , too.

    I mean.. if you're able to master killer and their perks then why aren't survivors able to master dead hard? I mess up dead hard often but it's still on the killer if he swings too early. It seems from your description that you are swinging almost instantly. When I come up against survivors with DH it's a 50/50. The perk doesn't last long at all and you can easily mind game for it.

    When killers tunnel Dead Hard really is the last line of defence since killers complaining has killed every other perk.

1 … 8 9 10 11 12