Neaxolotl
Neaxolotl
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756188#Comment_3756188
What? That would be huge nerf (use longest distance)
Effect on wiggling is exactly same like it was now.
This would get it closer to PH's cage. I can either hook you myself in secured area or do it faster but I risk you getting directly next to another survivor.
You can still hook nearby with normal hooks, and now you have the choice to circumvent wiggling mechanics and hook in a place somewhere you can't reach
It's better
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@Blueberry said:
Do you feel survivor has a ton of issues that need addressing but aren’t? I mean survivor basically just has the tunneling issue and matchmaking problems. Bad matchmaking is a current necessary evil as it covers up the games balance problems. Both sides have tons of bad perks. So really tunneling is about it.
But then "tunneling" is only a problem in a community, this is quite obvious BHVR is trying to design the game with tunneling aspect at the very least
It's not too hard to remove it altogether anyway
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756239#Comment_3756239
As in DCing/unaliving yourself on hook? Like you'd like to see that as an agreed upon standard?
I'm fine as long as people stop acting like preventing it with mechanics is "pointless" and it is somehow related to game balance or something
Honestly, killers 8 hooking then letting people go is equally bad too, but at least they aren't the team and most survivors doesn't seems to care much when it happens
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At least we should stop pretending throwing the game is somehow fine, it's stupid
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@Devil_hit11 said:
waterlog shoe hag.
Honestly, she can be 115% without any problem if waterlog bodyblock hag is allowed
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game is unbelievably fair compared to past stupidness, I definitely do not think it is broken
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@TheSubstitute said:
It could be knee jerk inertia for some. For most of it's lifespan DbD was leaning survivor sided and now it's leaning Killer sided. There doesn't seem to be wide spread recognition of that on the forums and people tend to knee jerk reactions (instead of realizing that this is the best it has been for Killers overall and that puts a greater weight on dealing with issues for survivors that are caused by Killers).
Some of it, as well, is people not accepting that more than one thing can need changing at the same time and that it is possible for both roles to have issues that need fixing at the same time.
"best" is overstatement, it's obviously better than past, but it will be same for survivors
Game has become fair, not exactly "leaning killer side" nowadays
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Chucky too high
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@C3Tooth said:
You can always tell there will be a drawing in the post just by reading my name.
I don't think it's always, most of time sure
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They has big issue, but it's quite obvious they have far less issues than any time at the past
Also this kind of useless us vs them pops up every now and then from either side, so I wouldn't really call this forum whatever sided
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Visible hooks will help people NOT to tunnel, and tunnelers will not be affected because they only needs to memorize hook state of a single person
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756115#Comment_3756115
they're more likely to tunnel if they see it visibly attractive. With no UI, they might forget to tunnel.
Those who forget to tunnel is never a hardcore tunneler and non issue anyway, incompetent tunneler is never a problem
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@YuffieGreatestWaifu said:
The remote hook should have been the longest distance hook away from you penalizing you for using it giving survivors ample time to get to the person.
That will actually makes wiggling irrelevant, because with this kind of mechanics remote hook allows you to hook a person somewhere you can't reach
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755823#Comment_3755823
the strength is that it could be stacked with agitation to send everyone into the basement. that was actually my event build for all killers. it was just run iron grasp+agitation, walk half the map away and then press remote hook at last second to send everyone into the basement. What a strategy….
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755030#Comment_3755030
so why do survivor instantly complete the generator after finishing the 90 charges? They should need spend 10 second to start-up generator after fully repairing it. that is like close equivalent to carrying people to a hook. If the killer interrupts survivor before they start-up gen, they reduce drastically reduce charges of a gen from a kick. maybe pop goes weasel as a perk no longer affects normal kicks but increases # of charges when a generator is fully repaired. You know.. like killer version of sabotage. This is just an idea. once this happens, the gen is blocked/cannot be regressed.
Could be good game-delay tactic idea for killer.
If you gonna take graso+agitation, I highly doubt there is a big difference between remote hooks and not
time saved is not small, but largely outweighed by two perk slot anyway, I doubt it is stronger than simply using it as quick hook
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Honestly, just remove hooks, let entity consume survivors, and let survivors respawn up to two times
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@NODD3RS said:
if a killer chooses to tunnel me i just give up and go next, i dont really care enough to go against a sweat lord for 5 minutes when I can just go to the next match, especially in soloqueue. If there's like 3 gens left ill try to play it out. Also i havent gone against a slugging bleed out killer in awhile thank god
Appreciate you for making the community worse, making solo queue miserable, and ultimately increasing kill rates
Sarcasm, obviously
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Overcoming fears or something, we really don't have any sensible lore in him anyway…
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@Dream_Whisper said:
The problem with a Reconnecting feature, especially as killer; is that the match would be over or already Endgame at the point you tried to Reconnecting to the match.
Typical games can last between 10 to 20 minutes; shorter if the killer is able to slug everyone with no unbreakable (because of aultrism bad plays on survivors end) or longer if the Survivors play hide and seek and refuse to do any generators and just wait out until they are the last one and get hatch or exit gates as soon as possible.
It would be kinda pointless to be able to Reconnect and have some match time in order to have a regular game
It solely depends on how long you can get your game up, I don't think it will be useless in majority of situations
And, at least you can avoid getting penalty
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@mecca said:
With how the game is now, killers are too effective and survivor is error prone and sensitive to rng. A killer that has experience allows no mistakes for survivor and can snowball very effective. A major flaw plaguing survivors is they have no way to recover from slow start for their objective. Killers have the game design heavily in their favor: they can slug, use powerful endgame perks, or trick survivors to recover and win at the end even if they didn't get a single hook.
Survivors need incentives to stay. Why do gens still repair slowly when someone dies with many gens remaining? Why can the hatch not be a way to escape using a key? If someone dies, gens could repair 33% faster for example. Why not give survivors basekit unbreakable if a killer slugs unnecessarily such as abusing and denying the hatch escape. There is so many things that can be done.
Denying the hatch escape is somehow unnecessary huh, I didn't know actually going for the best result will be considered unnecessary in the PvP games
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@Yoshirama said:
The perk doesn’t need a nerf, the synergy with Franklin’s does.
Without franklin, perk might as well not even exists
That's really a ridiculous take
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@Shuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754343#Comment_3754343
In games that are balanced correctly, this rarely happens.
But you have a game where a 4 year old can get a 4k with a killer. Killer is way way easier and more rewarding than survivor. If both roles required the same skill level, it wouldn’t be a problem. Every killer added makes the game even harder for survivor because it’s a whole new set of rules you have to memorize. Killer, just requires you to know one killer.
Wrong, balance doesn't matter, the reason why it happens a lot is game is fundamentally flawed and hook suicide is completely free
The only way to fix giving up is literally removing the capability to give up, this is an objective fact
Stop making literally everything a killer problem
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This has been asked for every years and I can't believe why they aren't doing it yet
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@GolbezGarlandGabrant said:
I used to be that person that would farm points because as someone stated above the killer could be afk somewhere but then I realized maybe it's better to just finish the gens and leave because whoever does get caught is going to be camped/tunneled and I don't want that to be me.
Not to mention hidden risk of game afoot and rancor
Even afk killers can kill you, at the end
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This seems to have better visibility than what we have now…
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755068#Comment_3755068
I know how to "counter" weave, but it's not as easy you say
An area of 24 meters where your aura is revealed to the killer without cooldown, it's insanely huge
Add this than with this perk, you got two bug, first one, some chest and some first item who get drop let the area of the perk permanent (so even if the survivor take back his item, the effect is always there) and, strangely enough, the aura of the item dropped by franklin are not showed to the survivor
So, even if you get some map like the game or whatever, a ground without grass or ######### like the swamp, you can alway find easily the item, but otherwise, no
And it's just blatant lying from you to say that "this perk is bad" you know how it is powerfull to always getting an big area where you can always see the aura, a zone where survivor cannot hide, where in some map, it's practically 1/4 of the map itself, and where you can see on different floor the aura
Knowing where you can find instantly a survivor, is one of the best regression perk, because you are always chasing, always making pressure, and if you got (not really) lucky, you can mindgame pretty easily the survivor who CANNOT mindgame you, because is aura is always seen by the killer
Playing with wallhack on all the game, it's all it isIt's only an wallhacks when survivor makes it to be, you are so biased and intentionally ignoring the important fact, I don't even know what to say when you don't know the fact it's all in survivor's control
All that things doesn't matter when survivors can literally disable perks within at least 20 seconds from the start of the match, "it is pretty strong when it works best" is stupidest take for every perks
Devour hopes can mori survivors, with your logic that perk is most broken perk ever and should be scrapped already
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754612#Comment_3754612
1: They completely gut her power with a series of huge nerfs. Nobody will be happy with this; people who like her get their killer ruined, and the people who hate her aren't going to suddenly reverse course because she's a bad killer now.
not sure how true that is. if a killer is really bad and you escape every time you play vs them. you're more likely to have less d/c because it is free win. free win for survivor == fun/bully material. The issue is that if killer is so bad, nobody will play skull merchant. If the killer has like 0.1% pick-rate than the character is effectively deleted from the game and that exactly what these d/c people want from that complaint. her deleted from the game. childish behaviour if you ask me.
It wouldn't matter, she is already a pretty weak killer yet survivors still keep giving up against her for some reason, even if she become lot weaker she would still have super high killrates thanks to all those strange survivors
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This never happened in my games, literally never, whether killer or survivor
it's either one of survivors not doing gens at all from the start, or survivors do gens without hesitation till the very end
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@SleepyLunatic said:
getting to p3 really doesnt take long lol nowdays, especially since it also auto unlocks all their perks for everyone else.
getting to p3 still takes long enough without doubt, it is certainly overwhelming for newer players
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754981#Comment_3754981
Nurse and Spirit are strong mobility killers.
Not so much for nurse, she is equivalent to 4.6 killer who can ignore walls, her mobility only works in double floor maps
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754933#Comment_3754933
You are so biaised… It work with franklin and work with every add-on who force the item drop… Or, you never try it, or you know the effect but you don't want your toy beeing touched
Force drop addon is not that common and you are still wasting addon slot just to use a perk
It's pretty good against those who don't know anything or don't care (pro tip: literally everything is pretty good against those people), it literally is an waste of perk slot for those who know what they are doing
Perhaps you don't know the fact countering it is easiest of all perks, I guess
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Pretty nice noobstomper, probably even needs a full rework, not a buff, not a nerf
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754894#Comment_3754894
The killer should not get insta hooks right after downing people. If they wanted that they wouldn’t have put in any wiggle mechanic at all or perks to help with it. Not to mention as others have said how it also negated DS, flash saves and power struggle. It was clearly an OP ability.
Insta hooks only allows you to hook nearby, which is the same hooks you can reach by walking into
Wiggle mechanics are never meant to allow you to wiggle out, even with perks or anything it is still true, and all that save or whatever things are just lag issue
I never said anything related to strength of it, just noted that your idea of wiggling is incorrect
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@Oh_deer said:
weave attunement gives the killer several permanent "kindreds" around the map. this is overpowered in itself regardless if those kindreds are in the corner or not.
but the real problem is when this kindred occurs in chase around a loop. it completely nullifies any opportunity for mind games in the loop because the killer has perfect vision. the survivor thus is forced to hold w and leave. either the killer gets an easy down in the loop or the survivor is chased far away from the dropped item. thus even when they return to the item they're spending a lot of time.
and let's not even discuss the differences between the perk being used on the swamp (where to be honest most items are hard to find yet the size of the map nullifies much of the perk's power) and the perk being used on an indoor map where this perk basically just reveals every survivor's location for the entire match.
It is useless when it's on corner, there is no loop and there is no reason to go there
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@lettuchia said:
I mean, nurse, spirit, slinger, artist, etc exist with no mobility and theyre still quite strong
Calling spirit no mobility honestly feels strange
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754891#Comment_3754891
Kinda have to disagree, I really can't think of any situation where forcing the 3v1 ASAP isn't the most efficient play the killer can make. It's the dominant strat to counter genrush and it's also the dominant strat to win… basically anything else? When tunneling fails, it's usually because you pursued the wrong survivor (and if all of them would have been bad choices, then that team would have won anyway, you're just outmatched.)
Like, tunneling can be made harder with DS and OTR, but DS and OTR aren't helping them that much unless they've got good loops to run to, and if you weren't tunneling then you'd be chasing a healthy (or freshly injured) survivor through those instead.
Unless what you're saying is that doing nothing but tunneling will catapult you to high MMR and eventually give you survivors that are too good for you to deal with, in which case yeah. But high skill killer tunneling against high skill survivors is still lethal and it's only when both players are at the very top level of the game where this nears parity.
forcing the 3v1 asap is efficient play, but hard tunneling will not grants you quickest kill against competent survivors, since it basically forces you to play a game with proxy camping, which will be hard countered by "just doing gens" or reassurance
But then, if you leave hooks and allow survivors to get saved without staying close to them, it's not really an "efficient" tunneling, at least you should be able to hit them off hooks, that's impossible while patrolling anywhere
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Considering he is a 4.4 killer, he seems to be extremely undertuned
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754607#Comment_3754607
I really don't think Hens should be held up as the standard at all. I would expect people to be good at their job - especially after spending years at it. He literally makes his living playing DBD. He's a comp player. He is the exception, not the rule. As I said earlier, I agree that tunnelling isn't as frequent as most people claim it is but it just kind of grinds my gears seeing a "professional" DBD player being held as evidence to countering it lol like, if I had a water leak at my house of course the plumber could fix it. I wouldn't expect an electrician to get the same results.
"just being better than the killer" isn't really that difficult against average killers, though
They are also just as bad as common players
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754896#Comment_3754896
thats kinda telling that new killers need 1 main powers and 2 side powers just to keep up in current dbd
And I definitely won't deny it, considering all that new killers, pretty much all of them have 2 or 3 powers with their main power
Also pretty much all of them has to be 4.6, too
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@Crowman said:
if sloppy got made infinite again I could understand needing perks to counter sloppy, but that's no longer the case. Resurgence is getting a good buff already that will make it better into sloppy.
More like sloppy hard countering those perks than anything else, to be honest
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I don't even understand why a trash perk with easiest counter has to be nerfed tbh, and it doesn't even work without franklin's
But oh well, since this perk is so bad no one would even care if it gets nerfed
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@100PercentBPMain said:
Skull Merchant, the 0 mobility Super Saiyan m1 killer says hi.
She is nowhere near viable, just a noobstomper
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754884#Comment_3754884
I agree slowdown powers are also pretty good. If we look besides performance wise tho, mobility powers nowadays are just copies of each other with just a different visual to it. It's a lack of creativity, I wish we got more slowdown Killers instead of the simple teleport ones.
I mean, we have ranged killers with teleport like unknown and alien, weird anti loop killers with teleport/fast moving like liches and dredge, camera killers with teleport like singularity, stealth killers with mobility is a onryo/wraith,
I don't think they are just copies of each other, I just think most new killers will get a power AND mobility nowadays
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Considering the purpose of "wiggle mechanics" is to stop killers from hooking you far far away, even with remote hooks it doesn't really "negate" wiggle mechanic, you still don't get a hook farther away
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@rvzrvzrvz said:
cope, killers with very high winrates are using same strat 9/10 times, hard tunneling 1 player as quickly as humanly possible, lot of them even stream on twitch or post their xxx winstreak on youtube, it's not a debate it's fact
yes you can choose to play suboptimally, no tunnel, 12 hooks, be nice and so on.. it doesn't change anything, 1 player hard tunneling every game will win more games by default that's what matters
Tunneling is not what grants you winstreak though, it's good as long as it works, but it will fall off quickly the better survivors get thanks to sheer amount of counter perks which coincidentally also helps against camping, and also extreme gen efficiency that will finish a match within 4 minutes if killer is mediocre
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You don't always need a strong mobiliy, all that slowdown powers are also pretty good
@AggressiveFTW said:
In high level gameplay where the Survivors are both good at looping and be efficient on gens, playing Killers without mobility built-in is very difficult to get a win with. It's sad that we no longer seem to be able to make new Killers without some form of teleport, or fast speed ability to get across the map, to be viable in high level gameplay. Because gens fly by so fast, really no matter if the Killer is efficient in pressure and chases.
It's been like this for a long time, but the game keeps getting more competitive and sweaty for each new year. And that means this problem will get bigger and bigger.
This makes coming up with unique Killer designs more and more restrictive, because you always gotta keep that in mind.
I think we will no longer see type of Killers like Trapper, Clown, Bubba, Deathslinger, Huntress, Trickster and Ghostface. Which might be good because today's standard is different and has to be met with different solutions. But many people like to play with simple powers and not have that many things in your kit. If you are a high level player you can't really play with those simple powers if you want to win.
But it's insane how much this game has changed over the years. I don't think the game should be balanced around high level gameplay, I think it should somehow be balanced so everyone can play and have a good time. But we can't forget the players who play at a high level, where seconds spent doing something can be the reason you lost.
I'm not really sure what I really wanted to say with this thread but yeah. Just some random thoughts.
I mean, you'll just get all those killers with mobility or teleport, or maybe pinhead box
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754548#Comment_3754548
That weighs on your teammates, though. If you're being chased and looping the Killer, and teammates aren't doing gens, you lose, no matter how good you are at the game.
But there is literally nothing you can counter without help of teammates, simply because this game is a team game
If "just being good" from everyone's perspective is the counter, there is nothing easier than tunneling to counter, no comms needed, no perks needed, just play good and that's it
Not to mention that doing generators hardly require any skills from the beginning, especially when you don't get chased
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He is not fast or reliable, he can onehit here and there but it's very unlikely he is anywhere near strong
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754524#Comment_3754524
Unfortunately, it's not as simple as "being better at the game." Even if you loop the Killer well, it all hinges on how fast your teammates can get the gens done. In most cases, they won't. Many will try to protect the person being tunneled, which only slows down gen progress and delays the inevitable (that being the death of the person being tunneled).
But whatever the case, looping the Killer well doesn't make being tunneled any more fun.
Isn't doing the gens efficiently still just "being better at the game", though
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I like pallet
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@Dwight_Fairfield said:
I will happily wait til next year if the changes turn that horrendous killer into something decent.
Or they may make horrendous killer into something even worse, the evil incarnate merchant
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754415#Comment_3754415
Did you watch the video linked in the OP? Because there is a definition of tunnelling laid out in the video, "…going after the same person until they die.". If any definition is going to be used, it should probably that one.
I don't think anyone is moving the goalposts or gaslighting by sticking to the original definition that was in the OP. It also isn't gaslighting to say someone wasn't tunnelled if they show videos of them not getting tunnelled according to the definition in the video.I think he is trying to gaslight others by calling others gaslighting, heh