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  • @Slaphappyhobbit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434216#Comment_3434216

    You seem to want the killer to be able to do absolutely nothing in this game based on your posts. You are missing a few key points in the posts you're making about wanting so many things nerfed for killers. The point of the game is one killer vs 4 survivors. The survivors are supposed to feel helpless. You aren't supposed to all escape every game. The devs have said as much multiple times. You constantly post about how everything the killers have should be nerfed, so what are killers supposed to do? Stand in a corner and let all 4 survivors out every single game, because that's where the game will end up if the devs listen to suggestions like these.

    Survivors are supposed to feel helpless?! No they don't

  • Why? There is an add-on for getting corrupt pool after each finished generator. Survivors are taking considerable risk already by not cleansing, even more so after DH nerf.

  • All of those perks are completely balanced. Adrenaline is so conditional and rewards good play. It sounds like you want to win more easy.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446016#Comment_3446016

    If the killer sucessfully downed all 4 at once.. then there must have been some severe misplays on the survivors' part

    Have you played against good nurse? Or infectious fright Oni in a swamp map?

    my solution would be that after recovering to max survivor can choose to crawl significantly faster at the cost of accelerated bleed out. Which would let you die in 30 sec if crawling in this new speed.

  • Because it doesnt hurt killer role thus - fine. Very easy.

  • @Huge_Bush said:

    In the QA, it was confirmed that the Devs have no plans to implement a base-kit Unbreakable.

    Good decision devs! Would have been a terrible experience.

    https://www.reddit.com/r/deadbydaylight/comments/143hwgo/comment/jnajiss/?utm_source=share&utm_medium=web2x&context=3

    I am 100% sure anti camping tech is going the same path because there is no way devs would hurt killers so much. Creating AI survivors had to be too resource demanding just so new killers could train. When most survivor players leave, there is an option for bots who will replace them and will never complain of OP killers.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393715#Comment_3393715

    I mean mostly i see Is these 4 perks. Adrealine, Dead Hard, Unbreakable and resilience or windows. These are the 4-5 perks i see mostly. So i wouldnt say survivors are using "many" interesting perks. I wish people would. I really do wish the game would allow both sides to use whatever they want to, but sad truth is killers need gen regression and survivors need perks to help with camping and tunneling.

    I just personally don't think this next patch is fair towards killer and keep in mind im mostly survivor player. SoloQ too or i play with my BF so duo. I hate matches that are too easy. i like challenge. I like endgames where both sides are fighting until the end.

    They should have kept the DH nerf and they should have kept the CoH nerf.

    Sweety you are killer main- stop pretending. This is getting old. Impersonating somekind Mother Fairest “survivor main”.

  • Let’s see how many survivors will be left after next update with dead hard and selfheal effectively killed. And then you can ask for next survivor nerfs.

  • Still as bad as first time. This perk has been effectively murdered by devs before you. Just let it RIP.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396485#Comment_3396485

    I’m not sure what your comment achieves apart from being derisive.

    Can you elaborate?

    Idea of nerfing even further selfcare and situational one time perk like unbreakable can only be object for ridicule.

  • @hailxsatanxeveryxday said:

    If there was one thing that might have salvaged this update even after the healing nerfs were reverted, it was the death of DH.

    Now that that's clear that that won't be happening ("a powerful reward for those who have earned it", they said), and it will instead be just as powerful as before, except that it can't be used during first chase, killers need a solution. Luckily, we have one:

    If you don't see an exhaustion perk during the first chase, proxy camp the hook and hit them as soon as they're unhooked.

    It's not ideal, but it still means that they can't use DH at pallets/windows later on in chase, and it's a legitimate counter. Ironically, BHVR's stated intention in buffing the perk was that killers would be less inclined to do this exact thing when it's the only counter, but hey.

    If it turns out they didn't have DH after all, at least you're going to get a survivor out of the game early, and it's still likely that they might not have enough time to get to a safe loop by the time they're downed again.

    (PR is still C-tier even at 25%; feel free to ask me why.)

    Devs are somehow brainwashed that killers develop these lame strats just because survivors force them to. When actually camping and tunneling is just easy and rewarding without any risk and they will play like that if they choose so. The very evidence to this is camping with the strongest killers in the game like nurse and blight.

  • @C3Tooth said:

    Just like how token perks work like Lucky break, flash bang….

    • Selfcare: starts with 0 charges, 1 sec of healing other earn 1 charges. With 24sec of healing other earn a self healing. Maximum stack 24 chagres.
    • Unbreakable: pick up a dying survivor earn a token. With token you can pick up yourself. Then the perk disable

    Just throwing ideas how survivors perk should be imo

    POV : tell me you are a baby killer main without actually telling that.

    sometimes this forum seems like satire

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396372#Comment_3396372

    It is challenging to use but I think that a killer shouldn't need hundreds of hours to get decent at, especially if the killer has the most punishing mechanic in the game.

    It is exactly what this gane is about. You play hundreds of hours and get better.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382492#Comment_3382492

    People always say this. That camping and tunnelling is inevitable because it offers a clear advantage over not tunnelling and camping, that it's simple maths.

    This is at odds with the reality that A. camping and tunnelling isn't universal in every single game and B. camping and tunnelling is worse than it used to be, which is evidence that the state of the game is an influence over killers decisions to camp and tunnel, that it's not the cold hard equation that sophists like to theorise about.

    Camping and tunnelling are costly for the killer. Camping alone can cost you two-three gens perk hook state, and tunnelling the wrong survivor risks an extended chase with second chances, dupes, bodyblocks and ultimately losing that survivor. And not least, they're boring for the killer. Most don't simply play to win at any cost, they play to have fun, otherwise everyone would just play Nurse.

    Do they need to be more costly? Absolutely, but they don't need to be so costly that it balances the mathematical equation these e-philosophers are using to argue that camping and tunnelling are inevitable.

    Not sure what is the message of this, but - ok.

  • @Seraphor said:

    You're not connecting the dots.

    Game balance in this game is broken due to power creep, both sides getting tools thst speed up their action, getting progressively more efficient. The result is that neither side has any options or variety to uow they complete their primary objective. Survivors have to genrush to mitigate oppressive gen regression, killers have to camp/tunnel to mitigate rapid healing. This needs to be reigned in, taken back to when the game was in a simpler state.

    Healing and gen regression/slowdown are two sides of the same coin, each slows down the opponents primary objective. A survivor gaining a health state is like a gen losing 25% progress.

    Nerfing healing and gen regession together is absolutely the smartest move, and it will slow down the game.

    Survivors will spend more time healing, which means less time on gens. This means it's in the killers best interest to pressure survivors by injuring and chasing them. It makes chasing and spreading pressure more effective at prolonging the game. If survivors choose to stay injured to rush gens, the killer can capitalise on that and kill them more easily, snowballing quickly.

    These changes will require both sides to adapt and stop relying on genrushing and tunneling.

    However in reality, killers camp and tunnel because it is rewarding and easy. The extra time with heals will only incentivise this because 60 sec per hook phase stays the same.

  • this is misleading. Though technically true, but time to find and cleanse totem, time while annoy your teammate to charge potential energy and transport to another gen is at least 44 seconds + nearly 30 sec to complete the actual gen. Plus you can only do it once and it takes all the perk slots. How can you perceive it as OP or unbalanced?

  • which perks and items allow to do a solo gen in 30 sec?

    But the answer to why is because it is easy, effective, allows to camp and fills whatever looping skill gap one may have. Same goes with tunneling.

  • They also nerfed healing, medkits and boon. Pretty much nothing is left to nerf.

  • Dead hard is a strong perk can't argue on that. However, using it effectively requires perfect timing and killer without lag. TBH it works maybe 50% of the time. Also it helps to some degree work around such never ending problems as hits through pallets, hits after landing on the other side of the window and last but not least -killers bloodlusting unsafe pallets.

  • @Devilishly_Rowdy said:

    This is what it has come to sadly, make the game a 3v1 asap or lose. Because no amount of downs or hooks are gonna matter IF the survivors are just efficient at gens. All the new information on the survivor hud is cool for solo survivors but has also massively boosted gen speeds. The gen regression perk nerfs have also encouraged killers to tunnel more, because why go for hooks and not even get rewarded for it? Some survivor mains think that killers are just vile disgusting players that just want cheap wins and thus tunnel, but that isn't true most of the time, tunneling is literally the only way to win against decent survivors. Otherwise, enjoy those t-bags at the exits.

    If they just balanced the maps instead of increasing gen speed, it would help massively, breaking like 40 pallets while other survivors sit on gens is the actual problem.

    I can agree that proxy camping hooked survivor (scourge if possible) in an area of 3-4 unfinished gens and then tunnel him to grave is META (plus foolproof). However, I completely disagree that you can"t win as a killer or have a decent outcome by not doing that. There are so many killer aura reading perks, gen regression perks that can buy time and find survivors. But if you cant finish chases soon enough to cash in on those it is a skill issue.

    Some Twitch streamers with 7k hours in the game may have given illusion that 4K is the normal outcome. It is not and shouldn't be like that.

  • Most survivor perks are situational garbage.

  • This perk is hot garbage. The amount of time(30% repair speed reduction+time to transport) and risk it requires to take is just ridiculous. Those who praise its value have absolutely no knowledge of DBD mechanics.

  • @GoodBoyKaru said:

    It's very impressive you've been playing with new DH for a year when it's only been out 6-7 months.

    it is always so funny when killer mains create these “perspective from survivor” posts and then burn on fact check.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324117#Comment_3324117

    Mate. The average survivor really doesn't care if they can't see auras for a little while. Especially considering every other status effect they could have gotten; increased healing time, getting slowed down, getting insta-downed, or not hearing the killer's terror radius.

    Please do not patronise me and claim that "Blindness is actually good. You just need 1-2K hours to realize that". You don't need even 10 hours to realise how weak it is! Try to actually counter my points instead of speaking nonsense.

    I write what I think is right. And you definetly not going to police what I am saying.

    Also never “claimed” what you wrote there.

    I wish for you to learn more skill and look back at this post and have a good laugh.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324086#Comment_3324086

    I've already addressed this. Being able to counter very specific survivor perks for at most a single minute is not very good. And even if you do manage to blind someone and shut down their WoO in a chase, you have no idea at the time. Blindness is such a poorly designed status effect that you have to look at the survivor's build after the game is already over to see if you got value out of it.

    It is your opinion which I suspect comes from some bad matches and NGL- inexperience. Killer knows what addons or perks he brings into match and what truggers it or how long its respective effect lasts. It really is the big difference between playing killer and survivor. Killers need to pay a LOT of attention to details, count hooks, time etc. After some 1-2k hours it sinks in but before that it can be overwhelming. However it can’t be fixed by breaking soloQ and creating covert slug fest.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323792#Comment_3323792

    You're being disingenuous.

    I wanted Blindness buffed because it's extremely week. I used the buff to Haemorrhage as an example of how a useless status effect was buffed to not only be useful, but also give a visual que when it's being useful. Something that Blindness also doesn't have.

    How is it ridiculous that a good status effect can be inflicted with an add-on? Literally every status effect in the game, including exposed, can be inflicted with specific add-ons. The buffs I suggested would not be too much. They would make blindness good on it's own and potentially really good in combination with other perks and add-ons. Which is exactly how it should be.

    Hiding auras for a set of time is strong enough because it negates many survivor perks - windows of opportunity, bond, kindred and some more. And it can signicantly affect their decisions. Not seeing HUD means soloq don’t even know if someone is downed and where (because of blindness). I do agree it would immensly help killers by beeing OP- zero skill, zero counter, maximum effect.

    Regarding exposed killer addons you mentioned- it is a questionable developer choice I hope they will rework some day and they are pink (ultra rare).

  • Rest assured most survivors think that it is the best time to cleanse totems and search chests.

  • @SirCracken said:

    Blindness is the weakest status effect in the game right now. Being able to hide auras from survivors is a very small effect that is impossible to notice in most games. Even if several survivors are running aura perks such as Bond and Kindred, there's no way to tell that their perks are being countered because Blindness doesn't have any visual tells. Outside of running a dedicated slugging build there's little to no benefit to making survivors blind.

    Haemorrhage was buffed to not only be significantly better but also causes survivors to bleed more visually if their healing is interrupted. I believe that Blindness should get a similar treatment. My recommendation for a buff is in three parts:

    1 - Blindness fully obscures the survivor HUD

    Survivor portraits and perks are now hidden for the duration of blindness. Preventing the afflicted survivor from seeing the status of their fellow survivors and if any of the perks they have equipped are active. Such as Spine Chill.

    2 - Other status effects are hidden as long as Blindness is active

    Any status effects that inflicts the blinded survivor are not shown to them. Allowing synergies with perks and add-ons that cause other powerful status effects such as Oblivious and Exposed. This would also include getting Marked by Ghostface, Condemned by Sadako, and infected by Wesker. Preventing the afflicted survivor from knowing how much any killer power is affecting them.

    3 - Blinded survivors have a unique icon next to their portrait as long as they are blinded

    This will let the killer know which survivors are blinded and for how long. Giving Blindness a much needed visual que and allowing the killer to capitalize when a survivor is blinded.

    Your logic is that if something was buffed then everything must be buffed.

    Considering many killers can inflict this status with a simple addon suggested effects are just way too much and borderline ridiculous.

  • @StupidBanana said:

    Hope deve will buff M1 killer like ( freddy , michael and trapper ) and nerf tool box and medkid. Increase gen time to 100 second.

    Nerf meta Gen rush ( hyperfocus )

    Current generator too faster.

    HAHAHAHA! This is a meme within a meme.

    Let's make gens 200 sek. Who bids more?

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314699#Comment_3314699

    I Know this is offtopic but:

    Yes, that teammate may be avoiding being placed on a Scourge Hook. However, if the teammate dc's the killer can immediately go forth towards the next survivor, and if the killer spotted a gen or survivor while attempting to hook, they are now going to die expeditiously. This is also for a Hook that may or may not be Scourged, because you typically will never use all 4 Scourge hooks in a match.

    Well, it is not advisable if someone is tanking hits :):)

  • @Nun_So_Vile said:

    It's ######### is what it is. On both sides. Once I started getting some really bullshit hits that shouldn't have ever hit on Dredge after patch, I knew exactly what was up. Now, I'm seeing other killers catching on and doing the same thing. Not even trying to hide the fact that it's more generous with hit detection than usual. It's actually hilarious because some of these hits i've seen even tonight are bonkers.

    Couldn’t agree more. Exact reason why I wasted time to create this post. There is at least a chance that BHVR will see it and try to fix it.

  • @ThanksForDaily said:

    Yeah. Killers were crying about it all over the forums and they turned it down. There is no validation anymore.

    that explains a lot

  • @usesPython said:

    For the Wesker clip, you only take damage from his power once you hit a wall. If you go through the video frame by frame you can see your endurance from DH runs out a few frames before you take damage from hitting the wall

    DH can only be triggered before hit, which was done perfectly. What should have happened is his viral bound giving me deep wound and I run away. I believe you havent used DH?

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315732#Comment_3315732

    It depends what it measures. Packet loss? Packet travel time? Both? Fluctuations of ... ?

    It's more difficult for me to notice a killer's lag that a survivor's. (Probably because as a survivor, I don't spend my time watching killers) There is funky stuff happening both sides though. How many times I think "I'm dead" ... and I'm not. Or "Safe!" only to go down. And same as killer.

    I'm guessing a bit of discrepancy from both the killer and the survivor side and even if none are lagging per-se, you get a lag.

    Well, I get these kinds of situations rather consistantly and definetly not ready to accept them as a norm.

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314699#Comment_3314699

    I Know this is offtopic but:

    Yes, that teammate may be avoiding being placed on a Scourge Hook. However, if the teammate dc's the killer can immediately go forth towards the next survivor, and if the killer spotted a gen or survivor while attempting to hook, they are now going to die expeditiously. This is also for a Hook that may or may not be Scourged, because you typically will never use all 4 Scourge hooks in a match.

    Well, it is not advisable if someone is tanking hits :):)

  • @PrincessCalla said:

    Yup, my ping is always the lowest at 30 or less and after I vault I'm suddenly dead very far from the window. Also palette drops don't work and I've actually stunned the killer yet somehow still died.

    This crap started happening after the patch. My bf watches me play a lot and notices it all the time. He always asks why we can't see the killers ping, it's ridiculous. It's made me play less and less as well. I don't have fun dying from nothing, when before I could lose chases and loop very well, now it's just die and go down from this random bs.

    Maybe BHVR will do at least something if speak about it more often. It has gotten worse since summer

  • @Nirgendwohin said:

    For this reason I recently asked whether the lag display in the game was switched off. it's just awful.

    It could never understand why survs are not informed of killers ping. Some vpn gamers will go away but it would be a huge quality of life change.

  • @HugTheHag said:

    Oh, those are nasty.

    Killer might be laggy. From my understanding of past discussions on the subject, any lag that isn't extremely severe will be to the benefit of killer in terms of hit validation. If the survivor is within range on their screen, doesn't matter if they're on the other side of a pallet or 3 feet away, the hit will count.

    Works that way because otherwise killer can't really guess where the survivor is leading them.

    Survivors shouldn’t just suck it up. There isnt much else survivors can do other than tight looping so someone can save hooked surv, heal, vaccinaet, repair 90 sek gen etc.

  • @notclaudette said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314794#Comment_3314794

    the saver will either take a hit and let their other teammate save, or take a hit and run straight to the gate. you arent getting that kill without facecamping, because its common even it soloq (in my experience) for everyone to rush the hook together eliminating all risk involved. just unhook and tank tank tank, no counterplay there.

    This implies that a killer somehow deserves to kill a hooked survivor after all gens are done. Not in my opinion.

    I would suggest you try save the best for last. Also if there are so many survivors alive in the endgame, you may need to improve on the skill side.

  • Here is an idea for the next discussion- a killer perk that makes a survivor start the trial on the hook. It could be named - Devour My *ss.

  • @notclaudette said:

    free escape. hooked near a gate because you were running to a 99? dontchu worry, your teammates dont even need to think or use their brains at all when saving you. they can just unhook and you'll be free. very fair and balanced. wasnt OTR and decisive changed for this exact reason?

    survivors need to face the fact that sometimes you need to tunnel if you want a kill. be annoyed all you want, wont change that its something you need to do sometimes. im not gonna ignore you if your injured and running to gate, are you stupid? thats just me throwing, but nooo im a tunneler for actually trying to do literally anything.

    basekit bt shouldnt work in endgame, at that point the entire f+cking team will just rush the hook and bodyblock you anyways, and you shouldnt have your third health state for a free escape. deal with it, stop crying that im tunneling and accept the fact I'm literally just going for the only person I could possibly hook. infuriating.

    TL;DR basekit bt in endgame is just as much a free escape as if OTR and decisive worked endgame.

    Survivors take a significant risk to break the camp. So, mate, even in the endgame BT should stay. Sometimes you just need to suck up that O K. Or here is an idea- go for the saver (shocked face).

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314595#Comment_3314595

    If you think Gens have long times then you need to look up all the Gen speed perks Survivors have to make them go quickly....a face camping Killer is a free Gen or two if done right.

    Without deadlock- maybe. However (and good campers know it), it takes a lot of valuable team's time to realize that a survivor is being camped, which long story short - 3k or 4k. Also experienced camp/tunnel meta users camp scourge hook for added value and around 3-4 grouped gens for the best results.

    Don't get me wrong - it is a strategy and it works miracles. However, I also believe BHVR has created a whole "generation" of killers unable to do much more.

    Kill rates altogether must be notably higher because the best teammates dc before last hook to avoid scourge hook penalty (if killer has the perk) and therefore match is dismissed from statistics.

  • @Leonardo1ita said:

    I'm a Pyramid head main with 3,6k hours, and I've been playing since jenuary 2017. I've always played both sides equally, and I main also Pinhead/Cenobite and Sadako, but also play a lot of other killer even if not so often.

    Since Deadlock was first announced, I knew it was gonna be a massive problem. It had to be nerfed/changed, it's just too strong if combined with other perks.

    Currently, with 90 second gens, imo the absolute best build you can bring is: Corrupt, Deadlock, Ruin, No Way Out. The idea of the build is to have as much passive pressure as possible, to do the thing Pyramid head is the best at sadly: tunneling.

    • Corrupt intervention is still the best early game slowdown perk, and makes some maps like Azarov a bottleneck. Competitive players always use it, for obvious reasons.
    • Deadlock is probably the strongest killer perk in the game right now, maybe even stronger than Eruption on all killers, but surely it is better on Pyramid head. It combines very well with the next perk:
    • Hex: Ruin. After the nerf, it's still strong and much more consistent than Scourge hook: Pain Resonance, which is very RNG based, especially on very big maps. It's very evil because: 1 if they leave a gen that got deadlocked it regresses 2 it can be tormented with your power, and if they try to cleanse it, even crouching, they get tormented 3 of they waste time bodyblocking the gens regress in the meantime 4 if they try to cleanse it/bless it easily game they waste massive time 5 if they try to find it, in the worst case scenario it buys you 20/30 seconds. + If one person disconnects because you're camping/tunneling them for example, the perk doesn't deactivate.
    • No Way Out: even 2 stacks give you 36 seconds of blocked gates, which are enough to camp the second person, when one gen is left and get a third kill, or if things go wrong and they have Adrenaline, to get 2k and tie.

    You might argue that perhaps Noed, Terminus, Dead Man's Switch, Pain Resonance, Pop, Call of Brine, Eruption or Lethal Pursuer are better than Ruin, but of all the perks I haven't had any that has provided such an insane passive regression, even if not a good perk on other killers.

    With these perks, the strategy is this:

    1. Try to torment someone in chase at any cost. If not, once they get hooked, place a torment wall 4 meters around the hook, so when they get unhooked they either die or get tormented.
    2. Try to hook someone close to a gen so Ruin regresses it as much as possible
    3. Be always close for the moment when someone gets unhooked: hit both the unhooker and the unhooked to immediately counter Off the record and Dead hard, and avoid Locker Decisive Strike:
    4. If they go in a locker, just wait out the 20 seconds mending timer. Watch our for Head On.
    5. Once downed, Cage immediately, and go to the furthest point on the map that contains a cage spawn. They will always be caged there, unless someone had died in a cage there previously.
    6. Kill. There's no Off The Record/Decisive Strike this time, even if you have to watch out because they still might have Decisive Strike from the previous unhook.
    7. Once the first person is dead, you might wanna change strategy and go for a 3 gen strat with Call of Brine and/or Eruption, but I think just repeating the process and tunneling another person out is the better strategy.

    Other tips:

    • Always hook if possible in the basement, because Reassurance cannot be used, and because you can hit the person in the back hook immediately after an M2 super fast. Try to hook not on 2 floors, and in areas where Reassurance is difficult to use.
    • Always hook first and cage only if you might suspect Deliverance. In some situations it's better to cage first, but very few ones, and hooking first always guarantees a stack of No Way Out.
    • Some survivors will heavily bodyblock you to delay the kill as much as possible, some even going down: if that's the case, sometimes waste 2/3 seconds to cage them, it will be very useful to create even more pressure, and especially because if you catch them later they're already second stage.

    I've done a 110+ games winstreak doing this, and it's just completely gross: I've beated or tied 3/4 competitive teams doing this, while using just the common add-ons.

    With no add-ons, Pyramid head is better than Spirit no add-ons, perhaps even stronger than Artist.

    Solo Q teams have NO CHANCE.

    I've gone against the most meta perks, medkits with Syringes and Styptics, BNPs, but nothing, it's basically impossible to lose with this strategy! Especially if you use Terminus to avoid Adrenaline.

    As even Otz has said, tunneling has become even MORE prominent.

    TUNNELING IS JUST OUT OF CONTROL WITH DEADLOCK AND PYRAMID, THERE HAS TO BE A FIX, AND FAST.

    It doesn't have any sense that I just win 110/120 games with no effort, and even in the worst case scenario against a competitive team where I ######### up massively I still "tie", aka 2k /6 stages.

    Tunnelling and camping is META regardless of perks (of course slowdowns are recommended). The comparatively short duration of a hook phase and long gen completion time has buffed this through the skies.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308116#Comment_3308116

    Until you ask yourself WHY it's easy and efficient. Because a freshly-unhooked survivor only has two health states at the most, and everyone else has a maximum of 3.

    Answer to WHY - because taking out one survivor early in the game gives a massive map pressure. Paired with slowdown perks even an average killer can guarantee 3-4k.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307027#Comment_3307027

    Dead Hard encourages tunneling. Why commit to a chase on someone else when they have a third health state and the guy who just got unhooked has two, tops (With Off the Record)?

    Killers tunnel because it is easy and efficient. DH has nothing to do with it.

  • With current killers playstyle every other match - camp/tunnel meta - that would be a hard NO.

  • @Blizwise said:

    Question for you killers. I know most don’t like tunnelling as a killer.

    But my question with the state of the game do you feel kinda forced to tunnel with health kits and circle of healing in almost ever game?

    I personally hate tunnelling but it seems like some games your forced to tunnel just to stay ahead of gens and healing even though killers are at a high of being strong.

    It is because BHVR has raised a generation of useless killers

  • Camping and tunneling is META. Easy as that.

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