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Nicholas

Nicholas

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Nicholas
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  • @DoritoHead said:

    it deactivates when you're not being tunneled

    or do you mean it's just deactivating at random?

    Let's be more accurate and clear, it deactivates after 60 seconds or whenever you perform certain actions whichever comes first. It has nothing to do with tunneling.

  • When I first started playing and my friend explained The Nightmare to me, I imagined something entirely different. I thought your character's body would fall asleep on the actual map and you would awaken in the Dream World and have to navigate the labyrinth to find the exit and awaken yourself and return to the actual map or if another Survivor found your body sleeping and woke you up. So when the Dream World was just a filtered version of the existing map, it was a big disappointment. This is what I thought going into the Dream World was gonna be!

    651287-nightmare04l.jpg


  • @Ghoste said:

    Deliverance + DS is why the last Survivor doesn't get to attempt to escape.

    If you find yourself dying on 1st hook often, you should probably play more aggressively to take some aggro off your teammates. Your hook states are a resource to delay your team from dying, so if you often make it to endgame without being hooked, you've effectively sandbagged your team if you think about it. Everyone needs to take turns on the hook if you want to win.

    I do agree with your point on the merits. I have seen this happen, sometimes even when the gates are powered and someone gets hooked for the first time. I'm usually super altruistic so will try to rescue, it has gotten me killed at times but I like the rush and uncertainty of at least trying.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120719#Comment_2120719

    When's the last time a killer perk was this problematic?

    Spoiler: Never.

    That's subjective, yet you make it seem like your answer is a fact. Fyi, it isn't. This topic is about Breakdown so if you want to discuss bugged killer perks, start a topic and I might engage it.

  • @ShamelessPigMain said:

    It seems weird to me that "anti-tunnel" perks like DS and "anti-camping" perks like BT don't actually prevent what people purport they prevent. Rather, they punish killers for doing those actions, but it won't actually stop tunneling and camping. Stabbing your pursuer won't make them not tunnel you and getting an extra health state after you get unhooked won't help you get unhooked. These are after-the-fact perks that hand out retribution in the form of a big, giant middle finger for playing scummy, but don't work to preemptively to prevent camping and tunneling

    So, is this intentional, or should "anti-x" perks actually prevent what they are ostensibly counters to?

    You're right these perks provide little relief and are super easy to circumvent, so even when they do provide utility it really only is a chase extender imo. And in the case of DS is limited to one-time use. They are never going to make perks that definitively protect against these things, it would be too strong. However, the game fails to discourage the behavior. Currently, tunneling, slugging, and camping can be powerful and effective so it is common.

    I remember watching a development insight vlog of another major game I play and they provided an internal perspective of dealing with highly effective behavior from one role that is frustrating to players of another role and it might apply to DbD. Basically, the issue they were faced with was a large percentage of players in certain roles would engage in specific behaviors that were too difficult to balance, easy to do, and highly effective at winning against other roles in the game. They tried adding new mechanics for the other roles and they helped but players felt it was unfair, boring, and frustrating that they always needed to always do the same tactics, use specific roles and classes just to have a chance at winning. So the devs implemented what they called "soft-punishments" to tell players that "what you're doing is less than optimal and you should stop bc the game will set you back if you continue doing this." The idea was to allow it but introduce a high cost that forced players to choose. And as a result, a significant dip in the behavior as the in-game punishments that occurred in real-time during the match would increment and be too costly.

    I'm not sure what that would look like in DbD but perhaps this is the approach Bhvr should explore.

  • When there's no Obsession, I'm seeing more targeting of the rescued versus the rescuer and in many cases, The Killer will insta-grab you from the ground. When there is an Obsession, they are more likely to slug the rescued and then chase the rescuer. However, I am seeing a larger percentage of killers that don't care and will grab the rescued, and sadly for those people, they often lack DS. DS is still too easy to circumvent even in cases where are you tunneled.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140667#Comment_2140667

    About "fake hits", the only time I've seen it happen was when playing on EU while being in NA East, meaning I have 90-110ms ping. On NA East I have about 40ping and it's so ######### rare when a hit is kinda far yet still hit me. The thing is weapon hit box are bigger than the weapon & survivor hit box are bigger than survivor skin misleading many survivor main to think hit shouldn't connect.

    I usually get 15 to 20, but the fake hits have nothing to do with the hit boxes. Devs have said it has to do with the latency, specifically what The Killer sees and what you actually see and the discrepancy between the two. From what I understand and remember about it, if The Killer strikes and on their screen you're still in the middle of the vault animation, the hit will connect even when the survivor sees they've already successfully completed the vault. They call it favor the killer. Otherwise you would see killers complaining that they're physically striking a survivor and the hit connects but it doesn't actually do anything. Which is what happens to a lot of survivors, you get struck even when you're too far away or already completed the animation safely. Hit validation is supposed to mitigate this, especially people with significant ping but it still doesn't close the gap enough. Imo The Killer is still favored too heavily, I don't think validation is strict enough. I think they went from allowing killers with 500+ ms ping to always prevail with hits, to limiting that to maybe 300? Whatever the figure is, it's still too generous.

  • At least this doesn't happen with every grab, imagine getting denied something (nearly) every single time aka fake hits on a Survivor. It does suck as The Killer, I've seen my killer grab and even the scream go off but then it pauses and they start running off. I could be very wrong but I remember reading that basic and special attacks are killer sided but all other interactions like grabs are server-sided. If that's accurate, then it's the same pain as Survivors getting fake hits. The game already favors The Killer's perspective and actions in hits, it doesn't also have to with grabs. Imagine all of the fake grabs and how painful that would be for Survivors. In fact, I have experienced some sus grabs from miles away, like vaulting and landing and sprinting then your character teleports back to the pallet to get grabbed lol

  • @jeffypeffy said:

    Yes but my point is why doesn't it just do the next occasion you enter the dying state?

    Yeah, it really should just protect you from any state.

  • The game needs console-only Cross-Play, like (nearly?) every other major game has. More choices is good. I actually play with a friend that has it disabled on PSN and we find matches very quickly. And when we don't? Time to get off dbd.

  • @ILikeBonez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126413#Comment_2126413

    Ah, I see. Well, BL takes a while to actually build up and the devs can't really implement a "time frame" of what is tunneling and what isn't without it turning into a situation of just 'forcing killers to disengage their victim' after a certain time passes. I think the removal of tracking mechanisms would help a lot with helping to end the chase and get to safety after the stun.

    Tunneling needs to remain viable though - it should be viable to make sure and guarantee you remove a Survivor from the opponent team as quickly as possible.

    The alternative is taking heavy swings at the multitude of Survivor second-chance perks to compensate so that when you do engage a Survivor, you can reliably take them out without needing to focus them down or tunnel them. Or, buffing killer movement speeds across the board so that engaging with them is a losing battle and not a game of stall-them-out while your team fixes gens.

    We don't know what is possible but it probably isn't with the existing engine. Probably the best solution is the removal of tracking at some cost to the Survivor. I used to run Q&Q, Lithe, Dance with Me with DS and this would almost always guarantee a successful escape if a window was near. I look forward to the next balance pass on DS and hope it doesn't take years.

  • @ILikeBonez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126391#Comment_2126391

    Blood lust is needed. Survivors can tunnel and loop too easily on many maps still, so the Blood Lust is needed to end chases instead of just 'forcing' Killers to leave them and go find someone else. The 'drawback' is less points anyway because they spend so much time focusing on one person that they lose out on the others.

    Tunneling has its drawbacks - the problem is that it will always be unfun for the victim, just by its very nature.

    I meant BL during tunneling, specifically after getting stunned with DS. Imo the current drawback isn't enough which is why tunneling is common. It's still too easy and viable to tunnel and the only perk that helps with it is easy to circumvent altogether.

  • This is a tough one, also applies to some perks like Kindred, Aftercare, Bond, and Empathy. You run into trolls that abuse the info and it sucks. I sometimes wish you could toggle your Aura not to be shown in a match when you're dealing with trolls. Then people might just disable the aura even if you're not a troll and then a useless perk.

  • @Kirkylad said:

    God no, I need to know if I'm going against or in a team with a TTV so I can immediately dodge lol.

    I actually miss seeing Ranks in the lobby. It was nice to see 1-19-20 and know to leave.

  • @ILikeBonez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126335#Comment_2126335

    True - but to be fair, they did keep DS active by letting Survivors utilize their other anti-tunneling option to force trigger: jumping into a locker and forcing the killer to either wait it out or pull them out and eat the DS. They backpedaled on having lockers remove DS because they wanted it to synergize with them instead, as a means to end a tunnel or delay it Lett's face it, even with a stun if a killer wants to tunnel you he will still tunnel you even after the stun.

    If they truly tried to balance it to 'end tunnels' it would be a nightmare and it would have to be heavily balanced and have heavy costs to make it fair and not just a heavy-handed Survivor tool.

    They could have it stun the killer for a full 8-10 seconds - plenty of time to escape the area; alternatively - it should remove blood stains and scratch marks during the stun duration - so you can get into a hiding spot and the killer can't just pick up your trail and continue.

    In exchange though, it would need to have some other drawback besides only being used once a match -- something like, causing Broken status for 15 or so seconds; just to make the Survivor have to be a little more cautious and wait before patching themselves up or having a teammate do so. I'd go so far as to say it needed to cause Exhaustion/refresh Exhaustion too, but that is probably too far.

    I like your ideas, and points. Every version I have envisioned has problems and it is hard to design a balanced perk around tunneling. It can't guarantee an escape and The Killer should have the freedom to tunnel but the current price isn't high enough imo. DS could get a slight adjustment to provide greater relief to the Survivor. I like the idea of suppressing some tracking abilities after a successful stun with a good drawback attached to it. Maybe the game should intrinsically discourage tunneling? No Blood Lust, reduction in points, etc?

  • Saboteur sounds good, the only thing I would change is that you cannot be interrupted while sabotaging a hook when the killer is carrying someone. It sucks when you commit and you take a hit and then it resets the progress but now the perk is on CD.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122775#Comment_2122775

    but also on playstation you an just see everyone who's playing with you (if their account isn't private) by going to the quick menu, so killer name should appear

    That doesn't work on PS5, and I believe it no longer works on PS4 because now everything is on the server. If you're referring to the players met, that is really hit or miss. It's really inconsistent and then there's the issue if people are appearing offline then you see nothing.

  • @ILikeBonez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125664#Comment_2125664

    If the Killer is taking a full 60 seconds to tunnel you, and your team isn't doing anything to progress objectives during that time, there isn't a perk out there that would help you, honestly. The change was a good thing and took one meta-perk off the table for many builds, letting killers breathe a little bit easier and forcing those that still use it to have to use it more strategically now instead of as an invulnerability window. It was never going to stop 'hyper-vigilant' tunnelers from tunneling you down the entire duration or slugging you to avoid it if they think you have it.

    I agree with the first part, as painful as it is there isn't anything you can do about that. And I've been there many times, I get down and I look around and no one is doing anything. I agree that it was too offensive, but I understand where that offensive usage came from. However the issue with the current iteration is that it doesn't go far enough to provide enough relief for one of the two times you can be tunneled. When discussing balance, people often want to go to the extreme involving the segment of players that were very offensive with it but no one ever really wants to talk about the heart of the issue itself.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125664#Comment_2125664

    Bring Unbreakable, either way the Killer either lets you go or wastes their time.

    Yes, and if they hover, I guess I should also bring Soul Guard, etc.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125664#Comment_2125664

    60 seconds is a long time in dbd. If you are able to keep the killer busy for over 60 seconds, then you are already doing your team a huge favor as they can get gens done without pressure. If you really want to use your DS, you can always hop in a locker or go down intentionally.

    If the killer does slug you, your teammates can pick you up and you get to live longer without being hooked again.

    True, hopefully, they are doing things tho lol Some killers will wait it out but I guess according to some you "won" that interaction despite getting tunneled and thrown right back on the Hook about a minute after being rescued. My point was really that tunneling for the purposes of DS is a very specific and limited version. I wish it provided greater relief especially since it is one-time use and most killers circumvent it or just eat it.

  • I agree, The Killer doesn't need to see your platform/network ID. The same excuses why Survivor players can't see The Killer's ID applies in the reverse.

  • @OMagic_ManO said:

    It's a anti tunneling perk, not am immunity perk.

    Once you are available to touch an objective, you aren't being tunneled through your own choice to deactivate the perk.

    Just so long your tunnel session doesn't exceed 60s and/or The Killer slugs you beyond 60s. If the tunnel session falls within this narrow criteria, then yes it is "anti-tunnel."

  • Yes an add-on, I believe they did the same thing with The Legion. However when killer perks have been problematic, I don't remember them issuing any bans? It seems to be they only bans for add-ons versus perks.

  • They aren't going to patch this today or tomorrow, so idk why people are proliferating this info so MORE people bring Breakdown. And it won't be bannable, at least not until they announce using it as of that point is an offense. They aren't going to retroactively ban people for simply using a perk.

  • @JimbusCrimbus said:

    Remember when Legion's double blade combo was made bannable?

    Breakdown is okay though. It's a survivor thing. It's just a tech.

    Breakdown tech.

    Afaik they didn't ban people for the bugged Sloppy Butcher and Tinkerer on The Wraith? Legion's exploit was deliberate and obvious, using Wake-up or Breakdown can be incidental by fans of those perks. I remember being accused of exploits when I ran Wake-up during the bugged window and had no idea there was an issue with it. I used it alongside NOLB, Hope, and that other end-game perk so it was obvious yet still got hatemail.

  • A data pad that allows you to open the exit gates without triggering the progression lights.

  • Who would kidnap a baby? Don't get me wrong I love babysitting Victor so I agree with you. If you kidnap the baby, no pallets. However if you're just babysitting, you should still be able to drop pallets.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098703#Comment_2098703

    You you say so; me, I think if you need more than (60) seconds to slip the Killer, you clearly don't have the chops to slip the Killer.

    You're confused, and haven't addressed anything I said so I'm not even sure why you're still responding. Tunneling can exceed 60 seconds, I don't see any comment that refutes that.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098716#Comment_2098716

    So DS isn't completely foolproof and doesn't work indefinitely, so it's not an anti-tunnel perk? Because it has limits, it's useless?

    Is Borrowed Time completely ineffective as well because the Endurance doesn't last 15 minutes?

    Are Dead Hard and Head On useless because they trigger Exhaustion?

    I never said DS has to be indefinite or that it has to be completely foolproof. However just because a perk is declared to remedy a situation and has limits, it doesn't mean that it's effective at relieving that situation or that the limits are reasonable.

    I also never said anything about that, I was very specific that tunneling isn't defined by 60 seconds. I don't see you arguing otherwise. Are you saying that getting tunneled for more than 60 seconds is now something else?

    All of your examples can be applied to every single perk, a lot of perks with limitations but sometimes those limitations make sense. The game has evolved over the years because sometimes the limits are too great or insufficient. Are we precluded from discussing that same idea for DS just because some people think it's in a great place?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098703#Comment_2098703

    The only exception to what Moundshroud said if you were tunnelled and downed within 60 seconds but the killer slugged you.

    If more than 60 seconds elapses (I'd argue less even but that's the given duration on DS) the killer was obviously doing something OTHER than go after you, which means they weren't tunnelling.

    My example was to illustrate that you can still be actively tunneled beyond 60 seconds. So for people to act like DS is this compelling anti-tunnel perk is laughable. I've had killers instantly return back to the hook and my chase ended outside of 60 seconds. This doesn't signify that I wasn't being tunneled. For the purposes of DS, tunneling is a very specific and limited one-time experience. That's just a fact, there's no disputing that.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092362#Comment_2092362

    This is the silliest post I've read in a long time. If you haven't been picked up in (60) seconds, you weren't being tunneled.

    You need to get out more. This is one of the dumbest replies I've read in a long time. The only thing silly is the fact that you replied. Don't quote me with nonsense.

  • @KIKI_ said:

    I got hit when already on the other side of the pallet, at least once in pretty much every match I have had so far. They weren't even close to being dubious hits. Literally on the other side with almost 0.5 seconds of advantage. I checked my ping everytime it happend. 25ms. Hitboxes are messed up again.

    It's one of the principal reasons why I hardly play anymore. It's really tiring and unfun, match after match where you're getting hit from incredible distances. I understand how the servers work and hit validation and some of the issues they face with this unique game where one player is running away from the other but there has to be some kind of resolution. Some kind of middle ground, something other than the killer is always favored. I don't think hit validation goes far enough in remedying this ongoing issue. Yes I suppose killers with 800 ping are no longer getting hits but what about the killers with 350 ping? I've seen killers by watching their streams after the match and it's incredible the disconnect between what I see and what they see. Sometimes they even see that the survivor is too far for hit but somehow it connects anyway.

  • @RoboMojo thanks for the info

    @Echorion yeah I'm used to that already, including getting vacuumed from a mile away. I just knew something was up with the stuns, so ig the best thing to do is just drop a little early? Thanks

  • @Pukenplag said:

    So everyone has been complaining how tunneling has increased after the ds nerf. But then run ds, no? Well, not exactly. And here is why:

    Since ds is no longer God Mode, people run it less, so the killer sees there is no obsession so he tunnels. Then you take ds but now he sees the obsession and no longer tunnels. Now ds is a useless perk slot, since you will never get to use it as you are not tunneled.

    See what I mean? TL;DR : No obsession, no ds so tunnel. You have ds, there is an obession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot.

    The usefulness of DS has been reduced, and that's fine. However it's effectiveness at dealing with tunneling is still almost non-existent. The only kind of tunneling it can provide some relief is a very specific kind, specifically you have to go down and be picked up within 60 seconds and it's only good one time. So it doesn't matter if your tunnel exceeds 60 seconds, the killer slugs you, or on your second tunnel, the perk provides absolutely nothing under these common circumstances. The real issue with DS and why I think most people would try to get a redemption out of it, is because killers would often actually tunnel you but then go out of their way to circumvent getting struck. So it makes sense that survivors would go out of their way to get some utility out of the one-time use perk, when the very thing it is supposed to provide relief for was easily circumvented.

  • It doesn't need a buff or reversal, it needs to actually deal with tunneling. I'm not sure what that looks like but I can tell you being tunnelled can sometimes exceed 60 seconds, just because you're slugged and not picked up within 60 seconds doesn't mean anything and tunneling isn't limited to once per match.

  • Or just a link to the video, I'm curious. When I read your reply, I immediately thought of that scene in The Incredibles on the plane.

  • What's the summary? 13 min is too long atm but curious what this is about.

  • @cburton311 said:

    There is a solution to facecamping. Give 10% buff to all progress of generators while the killer is within some distance of a hooked survivor. Put a big fat debuff icon on the killers screen showing why he is losing time on generators and let the killers learn it doesn't profit anymore.

    I agree that an intrinsic deterrent would be good, but knowing BVHR this would be a perk that works one-time, makes you the Obsession and Exposed, and reveals your Aura to The Killer.

  • @Pulsar said:

    Idk why people aren't running DS. It's almost like people only abused it or something.

    it's core functionality of discouraging tunneling is still intact.

    The issue is that people heard, "DS nerf" and decided the perk was dead.

    That's easy because it was never really useful at dealing with tunneling. The big difference is you could do plays (or abuse) with it, like finish a gen or rescue someone (especially during EGC) and still retain DS. Now that's all gone, the perk is just a one-time use chase extender with some conditions like making sure go down within 60s of being rescued, AND that The Killer actually grabs you within the allocated time. Outside of that precise circumstance, DS does nothing. It doesn't matter when you're tunneled on your second rescue, that your chase exceeds 60s and/or The Killer slugs. None of that is tunneling, a tunnel is exclusively for situations where all those conditions are aligned within precisely 60s and even after you use it, the tunnel can (and usually does) continue. Not to mention the best tunnel of the match, the second tunnel where you have nothing.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064977#Comment_2064977

    Your argument was you should be able to have ds and progress the game, my argument was that was exactly what you shouldn't be able to do while being tunneled, your response was turtle and claim everything thats not your argument is wrong. Still haven't addressed the point that ds shouldn't be able to progress the state of the game even while being tunneled.

    You set up a straw man, I never said you should be able to do those things and retain DS. I pointed out that you can in fact still do things during the tunnel but I never said you should be able to. In fact I stated that this is the nerf we needed from the killer's perspective, I was pointing out that this change doesn't take into account anything from the survivor's perspective. Namely the examples I outlined in my reply. Now that the abusive aspects of the perk is gone, the next iteration should involve some improvements from the survivor side of the experience.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064877#Comment_2064877

    If your only rational decision when a counter is posed to your argument to deny it and deny to elaborate further as a reaction maybe you just had a bad argument.

    You would first have to make an argument, let alone a compelling or rational one. in light of the fact that you fail to do so, there's nothing really for me to reply to.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062907#Comment_2062907

    So you are complaining that while being tunneled you get punished for progressing the state of the game. Thats what the nerf was for. Its an anti tunnel perk and nothing more.

    Wrong but you clearly didn't read and I'm not going to explain it further.

  • Actually that's really stupid, it only works one time so why waste it when someone else can come pick you up? It only works one time so why waste it when someone else can come pick you up? Ig it's okay if we're talking about the last generator. Either way, it's a one-time use perk, and it only works if you the killer allows it to. There's a risk with slugging, that risk is someone might have soul guard and or unbreakable. You have to make decisions and choices.

  • Imo we need an amazing beautiful stunning new realm to coincide with the fifth anniversary. For me that's a major expectation. It's been too long since we've gotten a new realm let alone a new map. what I don't want, is another anniversary of promises of what is forthcoming over the course of the next year. I'm tired of hearing stay tuned we're working on it, five years into the game we should be seeing major improvements and the implementation of exciting changes.

  • @bjorksnas said:

    Counterpoint, Ds nerf is exactly what we needed since no one can get off hook and onto a gen for 60 seconds while invulnerable and if a killer doesn't tunnel and allows this to play out on both hooks bought a team the 480 cumulative seconds of free gen time

    The nerf is exactly what we needed from The Killer's perspective but the developers have not yet addressed the experience from the survivors' perspective. I can heal myself and tap a gen to protect its progress or even activate Repressed Alliance while I'm being tunnelled not to mention tunneling can happen twice, tunneling isn't limited to 60 seconds, tunneling doesn't end because you're slugged, etc. The real issue with this perk is that it's still easily circumvented. Imo It doesn't advance the stated goal in a compelling way. Instead the perk can provide very limited relief in a very specific and narrow circumstance with a list of conditions that have to be met.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057830#Comment_2057830

    Give me one good tactical reason why you should not tunnel a Survivor.

    I never said you shouldn't, I said you didn't need to. Doing something and it being necessary are two different things. I can just see the distinction between the two but I'm okay if people choose to tunnel, I've always been of the position that it should be a choice for the killer.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055840#Comment_2055840

    Generators regress and make progress.

    Survivors lose Health states and get healed.

    Same difference.

    Nope. The point we're discussing is whether it's necessary to tunnel a survivor. It is not. You try to conflate the issue of "tunneling" a generator, I clearly outlined the difference. A survivor's sacrificial progress isn't regressed, so you don't have to tunnel a survivor. Generators can roll back to 0% from 99%, a survivor cannot go from two hook states to zero.

  • @EvanSnowWolf said:

    I also hate tunnelers at red ranks.

    They get on a gen, and tunnel it until it is done.

    Unlike a killer's investment in a survivor's sacrificial progress, generators can be regressed so it makes sense that survivors will, according to you, "tunnel" a generator. obviously this mechanic helps The Killer, because he can periodically go back to a generator that has a lot of progress investment.

  • DBD is the only game I know of where DLC releases are sometimes not even known until a few hours before release. We also never know anything about the Chapter in advance until the PTB, then we know everything. Most other games build momentum and teasers leading up to the full reveal. It's such a strange system.

  • I have to agree with OP, the perk was definitely nerfed to placate killers specifically streamers that were crying all the time. What's funny is that a lot of these streamers would openly tunnel and slug and joke about it but then those incidents where they got hit unexpectedly by DS, suddenly it was so strong and unfair. Killers often go out of their way to tunnel and circumvent DS so it makes sense that survivors would go out of their way to redeem the one-time use perk. People say it's anti tunnel, if you were doing anything but running away you weren't being tunneled. Okay that's fine, but as soon as you point out the very narrow and limited circumstance of the tunnel that needs to take place in order for DS to provide some relief, then it's oh well that's okay because if the tunnel exceeds 60 seconds you already won. It's not tunneling anymore. If you get slugged and picked up 61 plus seconds after, that's also not tunneling anymore. So tunneling is a very strict, narrow and limited window of the killer downing you and picking you up within 60 seconds but exceed that? And it's no longer considered tunneling thus the perk no longer works. Imo that's the heart of the problem.

  • @blue4zion said:

    It's not about having the exclusives, it's about getting them for MUCH cheaper.

    People will buy the premium pass for many reasons. This topic is not about those reasons. Besides all of the marketing isn't touting that, it's focused on exclusive time limited content. Otherwise the marketing would say, get $50 worth of skins for the price of the pass! Get early access to skins before they're released in the store!

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