Sluzzy
Sluzzy
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@[Deleted User] said:
It’s hilarious how survivors are resorting to the “mad cus bad” excuse, remember these are the people who stomped their feet, screamed and cried at the developers to remove months of animation work so that they could make 360 montages against rank 20 killers again.
Name another game where constantly 360’ing players is a thing? Its only a thing in DBD because the animations are horrendous and out of date. The rest of us normal people need to put up with 20+ year old animations all because you feel entitled to more second chances.
360ing only works on bad killers. Meanwhile, rank 1 killers are slaughtering.
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Gotta pressure gens more! Remember the first couple of gens normally go fairly quick but then it is common for the killer to make a comeback.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1956091#Comment_1956091
Oh you need to check again, there is no Killer aura rading perk anywhere near as close to power as Object is! Like, not even remotely close!
When a decent team uses Object there isn´t much a Killer can do, and Trapper might as well go afk and cwy in a corner lol
There is no risk to using it if you´re at least average at Survivor. You control 100% of the perk as of now despite the super busted effect. You need to look up the perk description again, the Killer does not control the reveal :)
Oh and most Killer perks are as bad as most Survivor perks, both sides have their handful of super busted stuff and not much going regarding the other 90% of perks other than meme potential haha
I don't think that is a fair comparison. BBQ gives killer immense map knowledge of where to go next so it gives him an upper hand. Killer perks shows survivor aura without survivor's consent. If 2 are on a gen and the other is crouched in the corner, he can go stop that gen instantly and then gen perks remove objective progress. He can know not to camp which is huge. But Object of Obsession shows the aura to each other so how can you say that is a huge advantage for the survivor. I see it as a fair trade. In theory, it's a lot more advantageous for killer to know where survivor is positioned.
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That will be hardly true. Survivors were dying in very large numbers even before the V-Sync issues. You are a new killer is all.
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Definitely not. Nerfs were totally unjustified.
Survivors are supposed to be helpless and have no fun....in a video game of all things.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1961497#Comment_1961497
Noo that´s just wrong! The OG Killer streamers have 5k hours+, its no suprise they stomp lobbys with less than 2k hrs combined lol.
You need to realise that if a team is decent they will win 9/10 times. That´s just facts!
It really doesn't take that long to get the perks and everything needed to win. Even killer mains with a few hundred hours can stomp survivor teams with a lot more hours. So much in a killer's favor. A really good SWF might actually win a lot, but that's only because most killers are bad. They just look really good and win so much because the game is killer sided.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1960654#Comment_1960654
Fine. Whatever. Believe what you want. I really don’t care. That’s not going to stop a high amount of survivor streams from occurring.
Based on my observations, a lot of survivor streamers have quit and for very good reasons. All of the killer streamers still playing never loses their matches. I took a look earlier and saw an Umbra playing, watched a couple of games and quit watching because it was just more annihilation and she wasn't even trying, laughing with zero effort in the game. It is mind blowing how bad the game is for survivors. So I would agree the game is slowly shifting into a killer-only game on Twitch.
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Since you said you are solo, there is no way the gates are going to be opened so it doesn't matter if you tried or not.
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They'll nerf dead hard if killers want it nerfed. Killers have to be spoon-fed and past history proves it with every nerf and patch.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1959712#Comment_1959712
Many people enjoy it still, it´s so much easier and chill than trying Killer lol. Before they fixed the maps it was literally impossible for most of the Killers to win unless the Survivor really were very unexperienced. I think it´s much more balanced now, but to be fair neither role is "hard".
Oh and the middle deadzone gens you should go for right at the start. If you get pushed off and can hold a chase longer than 10 seconds, that´s 3 gens the Killer loses guaranteed :)
I don't know how many enjoy it. If you are not on a team of four superstars, there is no way to get the gens done. Killer is too easy.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1959673#Comment_1959673
But Survivor is super fun! Try and use pallets and windows so it takes them super long to catch you. Most of them have to break them if you channel your inner girl and hug the loop real tight. When you got 2 people on gens at all times, no Killer can ever win.Spirit is rough though, she´s so nasty.
Not like it used to be. They've removed over half the pallets on the map, most of the time there is a literal gen in the middle of a gigantic deadzone making it actually impossible to work on if it is a leatherface, or any killer for that matter. Most matches end in a bloodbath and it is not very rewarding to play the survivor role anymore.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1942942#Comment_1942942
That's why it's no longer tunneling. If killer allowed you get saved, get healed and then had additional time to start working on a generator, this is no longer tunneling as you were given reasonable chance to survive and restart the chase. At that point you are just given free 40+ seconds of what you might have left DS immunity, it's just a crutch at that point
It's not even immunity, that's hyperbole. Killer has a weapon to down that person.
I know how killers play. A killer like Spirit makes it even harder to guess their intentions. Always phasing back to the area for a tunnel opportunity. They even fake it too. A survivor shouldn't have to sit around with their hands in their pocket for 40+ seconds because they are going to lose a perk. Making survivor side even more oppressed and less rewarding and fun to play.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1958083#Comment_1958083
https://youtu.be/UkUCmxo2oAk?t=1403
If the link doesn't work, the timestamp should be 23:25
1 survivor on hook about to die, 1 slugged, 1 OoO injured and too afraid to go for unhook, last survivor runs in for the farm.
Had the grab worked that would have been 1 survivor on hook dead, 2 incapacitated just leaving the OoO. Instead the grab cucks him and survivors get to reset the game and get all gens done.
That's been happening for YEARS now. It happens so often and it has a HUGE impact on how the games play out, as you can see from the video.
I'm sure survivors can put up with a few wonky looking hits for a week longer. Consider yourselves lucky that the developers take survivor gameplay as their utmost priority and not an afterthought like they do killers.
Thanks for proving survivors are very weak even before the update, a well coordinated SWF using OoO, which is claimed to be "so overpowered". Still gets a 3K, to end his 50K win streak. And this is on a map killers claim as survivor sided. Imagine if it was on a different map. It would have been another bloodbath.
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The data suggests killers are grossly overpowered.
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Console vs PC has had hate for one another way before DBD. It is the same thing between Mac fanboys and PC fanboys. Or even Android vs iPhone if you will. One side thinks their platform is always better.
PC seems to have an advantage of having much better superior hardware. Console thinks they are better for using controllers, yet it can be argued PC has better precision with a mouse. Either way, PC is getting a little more popular for gaming because of the hardware.
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You know all survivor perks are absolute trash when killers want a perk that doesn't even work properly to be nerfed.
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The idea of object of obsession is for the two to always see each other when looking in the same direction. Why change this perk after 3+ years? The current version I see nothing wrong with it as it fits its niche very well. A high risk high reward perk for good survivors. Once again, you are drastically weakening a perk because of killers view the perk as powerful when it is not. This change seems to once again be to appease killers with no benefit to survivor.
Instead of nerfing survivor perks, they should be buffed if anything. The state of the game is dismal for the survivor side. Killers have extremely powerful perks that tilt the game massively in their favor, most of which shows the auras of survivors constantly and you are nerfing a perk where the downside of using it is exactly the upside.
Don't change the perk.
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Killers have a compulsion to always 4K. Killers complain even when they 4K. The game is just fortunate to have an abundance of casual survivors to fill in and satisfy the egos of killers. Most of whom do not come to forums to complain. They either re-queue to lose again (be camped, tunneled, slugged, or killrushed) or they quit.
Survivors are more receptive of losing, killers are not.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1953879#Comment_1953879
No, it isn't- But a SWF has by far the most potential in this game. A co-ordinated SWF will win. Tournaments prove that.
But, that's not what this about. Most people aren't that level, but SWF is still at the top of the pecking order in potential.
The Devs themselves, multiple times, said stats were not to be looked at for balance, because at a glance it is impossible to say why those numbers are high.
Undying did not win games by having it equipped. To do that, everyone would die once it was put on. Stop exaggerating if you want to actually talk about balance. DS and Undying did the exact same thing- Put the other side at a disadvantage either way.
Undying, you either had to cleanse all five totems, or constantly get your aura revealed. The survivor is at a lose-lose.
With DS, Killer's can't do ######### against aggressive plays. A recently unhooked survivor runs to a gen, and does it in the face of the killer. The killer now has three options- Just let the survivor get free progression, down and slug the survivor, in which nine times out of ten that said something survivor has Unbreakable, negating any pressure the killer might've had. Or the killer picks them up, and takes a 5 second stun- Completely getting rid of their pressure.
Both perks deserved to be changed, because of what you mentioned- Fun. Old Ruin was changed primarily because it wasn't fun- It didn't do jack ######### against old players, and ruined new players experience. Undying was changed because it was to oppressive. DS was changed because Killer's that didn't tunnel would CONSTANTLY get hit with it, because they had to stop the survivors. It wasn't fun to go against. Yes, it isn't fun to get tunneled, which is why imo it should get buffed in it's anti-tunnel capabilities. If the change goes through.
Nerfing an entire side, as you so clearly want, wouldn't "make it fun for everyone". It'd make it funner for survivors, and only Survivors.
But I have a feeling you don't care about Killers fun, right?
In public matches, what are the chances of 4 tournament level survivors being in the same lobby? If a killer can beat that, which he still possibly can, then what does that say for everyone else that he versus? They lose.
Devs can say to ignore stats but they are still important.
That is an exaggeration you are making boldly about DS once again. "Killer can't do anything with DS". You are either tunneling or not keeping track of who you hooked. And if they used Unbreakable, then they the 1-time use perk is now gone. They are using two perks for that. Do you then think Devour Hope and Undying is fair? Survivors have to stop working on objectives to find another objective. Most killers that complain about this has actually won the match anyway.
Even at first glance I thought Ruin was nerfed but it seems to have been buffed because of how easy killers can apply pressure, you can get a lot of value from new Ruin. I can't count how many times I had a gen at 99% and a Freddy teleports to it with Tinkerer or any other killer for that matter and it totally reset. 1/5th of the survivor objective gone. And we are complaining about DS or Unbreakable giving a health state?
I'm not even for a huge nerf for killers, but there is a lot of little things that add up, particularly perks, perhaps relooking how maps are designed again to give survivors a little better chance. Killers don't necessarily have to 4K to have fun.
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@NomiNomad said:
Just gonna say- By making posts like these, all you're trying to do is ruin one entire side's fun.
Anyone with a brain can tell the hierarchy of the game is SWF>Killers>Solo Queue.
Yes, Solo ######### sucks. But I have survived plenty. In both SWF and Solo. The answer is to buff Solo, not nerf killers. That just ruins one entire side's fun it's so insanely obvious that you don't care about one side you aren't even trying.
We only need to nerf things that are TRULY problematic- Yes, including DS and Undying. Whenever you post you never talk about killers as if they are actually people- Just literal, unbeatable monsters.
A SWF is not automatically stronger than killer, that is a myth killers spread around.
I saw the stats and SWF was barely better than solo. Solo sucks because of balance changes over time making killers too overpowered. Undying tilted the game very massively in the favor making it impossible to cleanse Ruin. DS doesn't win a game by having it equipped, but Undying did. It still can actually. A second chance to a very powerful perk.
The goal is to improve the fun for everyone.
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@Mistercookie said:
I see you're not playing killer yourself.
Being against competent survivors is a pain, a total pain. You HAVE to be experienced and do a lot of multi-tasking as killer to do anything sometimes. Other times you go against potatoes and you can destroy them without even trying.
The real issue here is matchmaking, not the way the game is balanced. It IS easier to play survivor, unless it's pure solo queue.
Once again, not all survivors are potatoes and killers are skilled.
If competent survivors are a pain, then that might indicate your skill level is significantly less than. From what I see, even competent killers find competent survivors in a 4K. Balancing the game so medicore killers find competent survivors easy would make it even more lopsided.
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Teleporting to the survivor objective using auras, and then having no cooldown to stop loops is overkill. What really pushes him over the top is perks, perks like Tinkerer, BBQ, PGTW, and probably even Ruin shouldn't even exist when a killer like Freddy exists. It's an unfair advantage that doesn't take any skill. It's overpowered and its why it is so rare for a Freddy to lose, even a bad one.
They should revert Freddy completely, the old one required more skill and effort and he needed to put in some effort to pull people into sleep.
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The old map had rooms with not even a single pallet. They were many deadzones. It was literally no effort for the killer to down someone. On top of that, it was a small map so that didn't help either with the deadzones it had.
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They finally made it not so killer sided and a deadzone. You aren't really supposed to down someone within 10 secs everytime. It should take some effort.
Many other maps need more pallets because there is a lot of deadzones everywhere.
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If survivors wasn't nerfed so much, including perks and maps, spirit wouldn't need a nerf. But a lot of killers need nerfed. Spirit, Freddy, Huntress need them the most. When you are good at these killers you hardly ever lose unless you try to.
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@Shaped said:
How do you explain people beating spirit then?
The spirit was bad.
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Freddy. Too overpowered and too unfun to verse.
Freddy is what happens when the devs listens to killer mains. They become overbuffed.
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I was always a big supporter of NOED, but due to the weakness of survivors now, this perk is unnecessary. If a killer allows all 5 gens to get done, they don't deserve any help at the end because they clearly failed. Getting 5 gens completed should be all that survivors are expected to do, if they are even able. Killers have only one primary objective and it is not fair for the other side to have two. Nerf NOED and nerf the other meta killer perks while at it. Time for killers to show skill instead of having kills handed to them.
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That means it is closer to balanced. Previously, entire rooms did not have a single pallet.
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I think OP is saying it is too easy to play killer and he is right. I agree with this. I wouldn't doubt an 8 year could 4K a majority of games, it is that easy to play as killer. You can watch killer streams on twitch and they never lose. Anyone that denies this are out of touch with reality. Killer is too easy. And survivor is a miserable mess.
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The game is really no longer balanced for solos, unless you enjoy playing at near impossible odds. Killers are too map aware and their perks are too strong in stopping objectives, tracking, and all. All of these perks and abilities have been buffed or added overtime while survivors have been nerfed overtime.
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Sick of the constant nerfs.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1945728#Comment_1945728
but the killers objective is to actively hinder survivors from doing theirs.
do you really think a perk that allows survivors to work on their objective for 60 seconds after being unhooked without it being interruptable by the killer is fair?
for reference, thats 60 out of the needed 80 charges on a generator. on each survivor, twice a match - that has the potential to get very overpowering and very unfair for the killer very quickly.
not to mention that it would basically be a perk that punishes killers for doing their objective. its very similar to NOED in a way, if NOED hadnt gotten that Dull Totem requirement that allows survivors to get rid of it.
also, whether you're being tunneled or not, you asked why slugging wasnt seen as counterplay - and jumping in a locker hardcounters the slug counter, as it wont let the killer down you in the foist place. either they let you go or they eat the DS, slugging isnt an option in a lot of cases.
The killer has a weapon. You can interrupt the progress. Sprint Burst does the exact same thing, survivor waits until you are at the gen and sprints away unharmed.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1945322#Comment_1945322
slugging isnt seen as counterplay to the perk for two reasons:
1) the survivor can jump in lockers to avoid getting downed in the first place and "force" the DS on the killer
2) Unbreakable (and other perks) can pick them back up
"its a perk should be for to protect against going right back on the hook in a short period." - so basically you're saying that DS should NOT be an anti tunnel perk, but instead be one that grants you immunity for a certain time frame after each hook, is that correct?
or do you think that any time the killer tries to rehook you during this active time periode means the killer was automatically tunneling, therefore DS being an anti tunnel perk? in that case a debate would be quite pointless, as it would just boil down to the two of us having a very different understanding of the term "tunneling", therefore we probaply wont come to an agreement.
Whether it is hiding in a locker or purposely jumping in a locker, you are tunneling.
So Unbreakable counters slugging. In both cases, they are 1-time use perks to counter the killer. DS counters being put right back on the hook and Unbreakable counters slugging. I see nothing wrong there. The survivor is trying to do objective the same as killer. Killers are never shy about using perks to stop the objective.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1943726#Comment_1943726
quick question, just to make this clear:
is this, in your opinion, a tunneling scenario:
you are working on a gen and get roughly 70% done by the time the killer interveines and quickly downs you. you are now being hooked and your gen is being kicked (lets just assume there is no pop in play, so the gen stays around the 70%). a teammate is quick to rescue you, you havent been on the hook longer than maybe 20 seconds, your gen still being in the high 60% to low 70%. both of you waste no time on healing and immediately jump back on the generator to finish it, when all of a sudden the killer is back. He downs you again and injures your friend before picking you back up.
so: is this killer tunneling you?
note: to keep this fair i'd like to ask you to only reed the following after answering the question previously asked
here's my thoughts on this scenario:
as soon as you went back on the generator instead of leaving the dangerous area and healing back up, you made it quite clear that you think you're out of danger and that you feel confident enough to further progress your objective. at this point i would no longer speak of a killer "tunneling" you, but rather of a killer interrupting further progress on your objective.
you have proven to be the easiest target in this scenario, but you have also proven to be just as much of a threat to the killer as your healthy friend. therefore, the way i see it, it would be quite unlogical for the killer to just ignore you just because you've been the last one that was on a hook. the killer knows that, should he decide not to "tunnel" you and chase your friend instead, he is going to lose the generator you two have been on just now, as you will finish it.
if you had really cared about not being tunneled, you'd have left without jumping back on the gen.
therefore i do not think the killer is to blame / to punish for rehooking you in this case, as you willingly accepted the risks that came with you jumping back on the gen instead of stealthing away and healing up.
i asked you this, because i feel like this is where our definitions of "tunneling" go apart.
you say that its tunneling whenever the killer is going after you again in a short timeperiode after being unhooked. while i dont think this is necessarily a wrong approach, i think the actions the survivor performs after the unhook are to be taken into account aswell.
and i think that, whenever the survivor starts progressing their objective (= progeress bar actions, such as the gen in my scenario), they are no longer in the position to complain when they get targeted again by the killer.
Yes, that is definitely tunneling. He was rehooking the same person when there was in fact two. He focused on the person recently unhooked instead of hooking the other person. Whether that is the smartest thing for the killer or not, its a perk should be for to protect against going right back on the hook in a short period.
You could interrupt progress, slugging that survivor IF you are afraid of being DS'ed. Killers often slug even without DS why is that not reasonable counterplay?
All of the conditions can be exploited by killers. If they see the same person healing or doing whatever, they have the free pass to chase the same person because the perk is deactivated.
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Killers been loving the updates for a LONG time. Hitboxes was already killer sided they made them even moreso.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1942852#Comment_1942852
Nor should they be able to do anything to help the team while also being invincible in the process. DS will be there to stop a killer from tunneling. If you were working on your objective, in no way, shape or form, is it fair to say the killer "tunneled". Just no.
You can't work on your objective and then whine when the killer does theirs in turn.
Being "invincible" is a fictitious thing killers fabricated to persuade the devs to nerf it. IF killers are afraid of the stun they could have downed the person with their weapon. A slug is powerful because hell killers did it with or without DS. You can't tell me they are invincible. Is Sprint Burst nerfed next? They are working on a gen with a perk ready to sprint them away from it.
Killer didn't practice what they are preaching. They picked people up after unhooking people, getting hit with DS, and then cried to the devs. Apparently if a survivor perk requires a little forethought it is too much. But killer perks on the hand, we must stop doing the objective and look for secondary objectives simply because a killer decides to use a perk. And bettter yet, be punished for doing the objective (NOED, Tinkerer).
Double standards are real.
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The game is extremely killer sided at all ranks and all levels of play unless it is a 4 man coordinated team and the killer will feel some pressure. Assuming the killer knows what they are doing, he has all the tools, advantages, perks, and free mechanics in their favor to deny survivors the ability to have a chance to win. A survivor does not have this option. Free mechanics such as slugging, tunneling, and camping are all free. Only a 4 man coordinated team that know what they are doing can overcome these. I will also say only a few of the killers can handle a top SWF. But it raises the question: should killers expect and demand to win every game? The answer should be clearly no.
I played both sides since August 2016. Playing much less now and is mostly a critical observer waiting for a new game.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1943726#Comment_1943726
i see so once you are chased and hooked the killer can never chase you again. that is a great way for a killer to not gain any traction in ranking. great definition. the accepted definition is when a killer intentionally tunnels you after you are rescued from the hook. If the killer returns to the hook (hey another survivor is there) then that other survivor shouldn't disappear on you and take the chase, if there is no one but you to chase ??? why aren't you hiding? also if you leave a huge trail of scratch marks to you how is the killer supposed to know who they belong to? also if you are off the hook and they are hooking one or more others and you RUN into the killer, it's NOT tunneling for them to go after you. get over it and play or don't.
If you are following the scratch marks to where they are trying to heal, then you are tunneling. You just aren't making it obvious but you know what you are doing. If you aren't tunneling, you would be chasing one of the other 3.
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Sounds as though they actually made it more fair. This map was EXTREMELY killer sided before, so if they've added some more pallets or adjusted and reduced the deadzones then that is a first. Killers often used it as an offering it was so killer sided. Some rooms did not have a single pallet!
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1942852#Comment_1942852
i dont think you and i have the same definition of tunneling then.
because in the way i understant "tunneling", the Survivor doesnt have any time to start a progress bar action, as those require you to stand still to perform them, which is going to be relatively hard while in the middle of a chase...
My definition is chasing the same person again whether you pretend you are or not through proxy camping, leaving the hook and returning is still tunneling. You can't play much survivor if you don't see it because killers literally do this all the time, especially high mobility killers. Killers wanted this nerf so they can tunnel easier and tunneling will be running rampant. Being paralyzed from doing anything productive is not a perk.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1942942#Comment_1942942
Thats not tunneling. Also its the survivors fault for not healing.
Imagine the feeling when losing the perk when you heal and the killer returns to tunnel. Killers knows that so why would he not chase the same person? This is why decisive strike should not be exclusively anti-tunnel. It's a second chance perk molded into something killers want so they can abuse it. Killer will be tunneling easily and survivors will lose for trying to heal or help their team.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1942852#Comment_1942852
You aren't being tunneled if you have time to repair generators/ clean totems. Only thing you should be able to do is selfcare and get healed by other survivors.
Survivor with DS thinks they are safe, tries to heal or help the team by working on a gen, and the spirit returns to the area and tunnels. DS is deactivated. That is still tunneling but survivor was punished for playing the game normally and killer was rewarded.
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It was undoubtedly an unannounced killer buff. The devs believe hitboxes that favors killers are fair and want it that way in the game.
They tried to appease by announcing and turning on hit validation, but it either made no difference or gave an even better advantage to killer side. There's no way playtesters didn't notice it, they confirmed what they wanted to do.
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It really depends on which side you play. If you play killer and win almost every match then it's easy to be grateful so much has been handed in your favor. Killers have little to complain about while the devs continue to make the side so you don't have to worry or think about anything.
Also...
Survivors:. Hey devs, fix the hitboxes
Devs: Buffs hitboxes
Killers:. Be grateful
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It's a completely miserable side to sign up for and its only getting worse in coming patches. Constant nerfs, punishment for doing objectives, and gigantic hitboxes you couldn't counterplay.
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Overall killers have been megabuffed and survivors are meganerfed and there's a huge imbalance.
They'll probably add a 0.5 ms cooldown to Freddy's snares and he will still be just as oppressive.
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I'm calm, drinking my coffee watching the train wreck unfold.
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It looks like this map might actually be more fair now.