xltechno
xltechno
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If you want to reprint Lights Out, there's no need to make it custom-only. Players who don't want to do it won't do it. Even if it were misused, it wouldn't be a problem because everyone who thought it had been exploited would stop right there.
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lol
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In the first chase, Bright tries to hit Nea before she can get past the window even though she can't get past it. The content of the video is not a reference as it was the result of a difference in skill between the two. This technique may be effective in very localized.
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If you run out onto the road, you can't complain even if you get hit by a car. Survivors who don't learn how Billy can or cannot run will forever be hit by cars.
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If the things that disappear depending on the distance do not change, it may be a good idea to include it as a setting option.
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Since the OC Singularity can destroy the pallets that hit it, it would be good for Nemesis to do the same.
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This result shows that there is a lack of map knowledge on the part of the survivors, and that even 4 survivors do not know or have the skills to implement tactics to shake up the killer in an attempt to complete both ends of the 3gens.
No matter how bad MMR works, this is terrible. Theory was thrown out the window.
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Those who know the killer's vision will agree with your opinion. But you also know that that's not all. Good luck.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663873#Comment_3663873
I would like to but it’s a non reportable offense yeah?
It means that we will make a request to the management to make it possible.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665126#Comment_3665126
So what do you propose some sort of separation of players who just want a casual experience and those who want to take this game as a serious competition or do you just want everyone to take this game as a comp?
Even if you are not serious about the game, you can still learn the rules. And it is possible to learn theory to some extent. Rather, it would be more difficult to be completely indifferent to such advantageous information.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665131#Comment_3665131
The reason why crouching the drone is not mentioned as counterplay is because it is not counterplay, its loosing distance. Loops are nowadays designed that you have to play it close to perfect to not get hit.
Geting stuck on a tile for 0,2 seconds or crouching for that time (its longer then that, especially when you go with it clockwise) is a hit or down for the killer.
Leaving a loop and then crouching the scan is the same story. Distance has to be timed usually (against M1 killer) perfectly. We are not in 2016 anymore where you get every 8 meter a playable pallet. You can not affort any shenanigans during chase anymore. Especially on a killer that just gained haste.
Crouching only works on certaint tiles, on McMillian for example (long junk tile comes to mind), but the majority of structures is not.. "crouchable".
Yes, i tried it out. Playing a lot of 1v1s, and also against some of the best SM in the world. Said that, chating with them on how to avoid hits is basically the same answre: You dont.
As a game system, the purpose of Survivor's chase is not to escape indefinitely. The main purpose is to earn time for other survivors to completing gen. Even if the Killer eventually takes the survivor down, the Survivor wins the chase if they buy enough time to completing gen.
Therefore, the killer's ability exists primarily to shorten chase time. There is an element of tactics involved, and as a survivor, it is enough to earn about 40 seconds per chase. Serious survivors can complete 5gen by repeating this process.
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This problem will not be resolved unless there is a change in consciousness on the part of survivors.
People who look forward to chases but complain about the lack of safe loops aren't really enjoying chases in the first place. As survivors, the best part of chases is figuring out how to interact with the killer in unsafe loops. If survivors throw it away, there's no way he's enjoying the chase.
Most of the people who say they can't completing gen haven't even touched gen properly. People who criticize tunnels don't use tactics to force the killer into difficult situations beforehand, and only complain after they get into trouble.
It's okay to aim for the flashlight, but you don't realize that it's a mistake to waste time endlessly chasing the killer's ass without touching the gen at all.
Even though it is possible to try not to crowd 3 gens even in soloQ, they try to complete the gen in front of they without thinking about it.
These "basic tactics" are the minimum requirements and must be possessed in order to call self an expert. But anyone can pretend to be an expert by talking about the premise as if it never existed in the first place.
What about this forum? Certain people leave the topic when it comes to theoretical topics, and when they discover a new topic that is more advantageous to them, they jump on it and say, ``As an expert survivor, I advise a killer to be considerate of a novice''
I don't know how many times I've said it all over this forum, but I'll say it again. I hate sophistry.
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I would welcome it if a 30% debuff was given to all survivors who completinge gen during that time.
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@Yharwick said:
I'm relatively content with survivor at least when it comes to how the devs are treating the role, I do wish devs were bolder with their perk design if every perk was like a boon, invocation or trap and then pushed to actually be good I think the game would be a lot more interesting for survivor.
I think a lot of my frustration comes from other survivors, lately the amount of times I will take the killer on a minute plus chase and we still don't win because my teammates last 15 seconds in chase, die purposefully on hook, refuse to touch a gen, or sandbag me both accidentally and on purpose to get me killed is incredible.
If these people spent half the time getting good at survivor as they do complaining about survivor being too weak soloQ would be a much better place.
The biggest tragedy is that the truth doesn't reach their eyes or ears, and they keep "complaining loops". Any survivors that it would be better to practice using "palette loops" are welcome.
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Yes, I agree too. However, it is also true that survivor was a very unpopular game because it was a game with a huge disadvantage.
A few tweaks and changes like allowing only one perk will can needed.
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Yes, your opinion is very valid and true. However, every time you say this, you are exposed to backlash. This is because many survivors hate learning, and no matter how many theories are established, they ignore them and start playing in the sand.
And in that state, survivors demand base-kits because they are at a disadvantage against killers, at least for them.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665123#Comment_3665123
This!
Seems like the only sane comment.
Survivor is excessively easy when played accordingly. Thing is: a very big chunk of the dbd community are mid to low skilled, casual survivors that dont understand how to play the game right (or dont want to, bcs goofing around is more fun).
Survivor is so freakin incomplex it is insane. The Game is still balanced heavily towards survs, which is proven by most swfs.
Yet ppl still demand to do challenges, goof around while listening to music, not caring much abt the gameplay and still escape every trial bcs they are "good players"... which they are not...
Looking at play styles international as an Asian player, I was able to understand why selfcare botany is highly valued in Asia, but self-care alone is still adopted and poorly rated international. This is because most survivors commit DC or suicide before they are faced with the need for selfcare botany, and end the game without realizing its usefulness.
It's true that matches are often one-sided for either the survivor or the killer. However, ``long-time players who truly love DBD'' should know that there are times when you can turn things around from a disadvantageous situation. Therefore, they does not make cowardly escapes such as DC or suicide, but continues the match until there is a clear winner, and sometimes they comes from behind to win.
If every don't like the cards you've been dealt in poker and throw their cards in the wrong direction and leave their seat, it's a nuisance to all the players around him and is considered unacceptable behavior. Many player do not have an objective perspective.
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These bots are much more competent and do their job than DC Survivors.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665001#Comment_3665001
Distortion should get changed and not nerfed. I think how distortion is now it promotes unhealthy gameplay teamwise. I personally think distortion stacks should be tied to doing gens, unhooking or healing teammates. That way people actually have to participate to gameplay and not hide in corners.
Right now i see many distortion users avoid killer and team gameplay all together leaving people to die on hooks or push the chase on deathhooked people even if they have 0 hooks. Distortion is quite often combined with calm spirit and even iron will.
These people are eather death scared of seeing the killer in the game or selfish enough not to care about teammates.
Windows i think personally should have a cooldown. I see many survivors run to pallet after pallet autodropping them instantly.
The game becomes a mess because of players who force their hook states onto others, then watch them die and scream, "It's the killer's fault."
Everyone should share the hook states, and it would be interesting to see the involvement of a game system that tries to reduce the number of early dropouts.
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@HexHuntressThighs said:
I run 4 aura read perks on Huntress and often survivors in EGC say I’m crutching on those perks, I need to learn game sense and that I’m bad for using them. But literally those same people are using Windows of OP! How is this not the same? Isn’t Window of OP literally game sense as a perk? Am I wrong?
Distortion is mainly a "only you can be saved" perk. By adding it, you will end up imposing the hook state on other survivors over yourself, increasing the possibility that one survivor will leave early. Therefore, advanced players do not like this perk and say that those who bring it are enemies. However, this is only a matter of formality and consideration of advantages and disadvantages, and if you bring Distortion, take advantage of the fact that your aura cannot be seen by the killer and take the initiative in rescues and completing generators in dangerous areas. That's OK.
The advantage of WoO is that you can actually start completing gen sooner by skipping the loop position check. It's a strong perk, but it's not a good perk for people who are confident they won't make a mistake in a chase.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663996#Comment_3663996
haddonfield infinities are not fun to play as for killer. as much i dislike haddonfield infinity windows, i rather they look at badham preschool. Garden of joy and mother dwelling should also look into removing infinities and adding few filler pallets its place.
Badham Preschool is called Goddamn Preschool in Japan, but it's still healthier than Haddonfield.
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Since all the killers have retired, only the advanced killers are left alive.
When I play Survivor, I'm always soloQ, facing powerful killers under the influence of inferior MMR, and I get fed up every time my fellow survivors give up on winning.
On the other hand, when playing with familiar survivors, the killer is weak and pitiful, and the game is always one-sided.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664883#Comment_3664883
Every other game.
If it is true, it is assumed that most people perceive tunnels as a threat and do not take precautions. Actually, I see many people who are not like that. Not as a killer, but as a survivor.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664914#Comment_3664914
Any and every excuse to stop survivors from being able to defend themselves.
no. Both they will be attacked and will consume each other. This is because such mutual attrition is inevitable, and it is necessary to act actively for the advantage of one's side. It's not about being sloppy, it's about being brave, diligent, and not lazy. You don't have to break a sweat, but it's great that both of survivors and killer.
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@krazy_ivan said:
I think you bring up issues that should all have different solutions and 5 free DCs is not going to be a fix-all solution to all of them, you would still have people giving up on hook because they hate the killer and many people do this to troll the team or throw a tantrum and not only to dodge DC penalties.
Being tunneled is frustrating but there are perks to help mitigate tunneling and practice looping in tiles will help survivors punish killers who waste time tunneling. 3-gen problem is three-fold: bad gen spawn/gen map placement and survivors lack of awareness on not 3-genning themselves, for ex. if killer tries to actively hold a 3-gen a lot of survivors don't have the patience to try to break it and just go do other gens, instigating the 3-gen problem themselves. The solution is survivors need to be more aware of gen location and be more proactive about breaking 3-gens instead of lazily going to do a far of gen because it's more convenient.
Slugging needs to have a look at by the devs, maybe activating a basekit form of unbreakable only if all survivors are slugged and only if they're close to bleeding out, and limit to only 1 of the survivors. This can also be problematic so maybe it's not the answer but I also think giving people 5 free DCs just to help this issue will not help the other ones I mentioned above.
Still, the survivors believed that the 3-gen problem could not be solved by soloQ, so they relied on the management to try to solve it. This is deplorable.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663825#Comment_3663825
It was more fun for everyone, but no, tunneling and camping was much more effective.
The anti facecamping system wasn't turned on and tunneling was easy because you had no perks to worry about. Once people understood that, the gamemode devolved.
Do you have any comments on how top players who say playing a killer is more difficult than a survivor all enjoyed at a survivor in Lightout?
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663984#Comment_3663984
I think it was actually. There have always been players that were more competitive. But people didn't bring as many items and addons as they do now, which could be explained by the bloodweb and prestige update.
One of the reasons is that items and add-ons are plentiful, but in the past, survivors were hesitant to bring items in for the sake of fairness, as killers were clearly at a disadvantage. There are no more infinite SB, balances, and more, there are no more walls with stains oozing out, so the game balance is actually little more closer to the killer, but instead, the know-how permeates to the survivor side, and the increase in swf and items and add-ons. In the end, we are still living in a time of great trouble for killers.
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There are quite a few strange people who claim both, saying that killers who tunnel and lose are pathetic, but also saying that the tunnel ruined the survivors and caused them to lose.
As we continue this discussion, we need to clarify which side you all stand on. People who say tunnels are bad, citing beginners, have to accept that they themselves are not bothered by tunnels.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664516#Comment_3664516
Exactly. There are literally more gen regression/block perks than there are anti tunneling perks. And DS is weak.
It's an extremely simple logic. The killer can only target one survivor, but the survivors can target up to 3 gen. Since the difference in the number of moves is obvious, there is a perk that temporarily increases the number of moves by meeting the conditions.
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In order to prevent reincarnation in the same place, we all need to look into history and find out why buffs and nerfs were done at the time
The problem is that even developers forget what they were thinking and saying. Therefore, all players say this in unison. "Did you forget what you said before? The problem arose because you wanted it to happen, right?"
Official JP in particular are geniuses about this and have created many famous sayings.
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It doesn't really matter, since it's a failure on the part of the survivors to cause the Xeno's tail to animate due to not being able to handle the turrets properly. Since she has a powerful gen patrol ability, she requires survivors to perform severe pre-selfpositioning. It seems that many survivors find this troublesome.
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For survivors who don't know how to turn Billy into an M1 killer, they probably feel that Billy is a nightmare.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663934#Comment_3663934
Doesn't work. Hard tunnelers will ignore everyone else.
For you, what percentage of all killers are hard tunnelers?
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Killer says that it is boring because all ideas are blocked and the meaning of thinking is taken away. Survivor says that in the past there was a lot to think about, but the specifications have changed so that there is no need to think about it, and the work has become simple and boring.
Putting winning and losing aside, the differences between the complaints on both sides are as follows. Survivors feel that if they came to play a thrilling horror game, it would have been a horror attraction at an amusement park. Survivors only have to lose the Killer with a dry feeling chase, and if they are down in the right place, they have no chance of losing to anyone other than a certain powerful Killer. If they lose, it's either because the killer is much better at it, or just unlucky, or it's often just because of a malfunctioning MMR.
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It's a well-known fact that M1 Killer currently has a disadvantage against survivors, but that doesn't mean it should be solved with a perk. The main reason is due to poor bad map design.
For the killer, if the opponent is a survivor who is ignorant of the map, it will be easy to give one hit and the chase time will be greatly shortened, but if not, it will always waste a certain amount of time until the survivor goes down, which will complete the 5gen. Since these promise that for survivors if not making some of mistakes.
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He sacrificed himself to prove how many survivors are just only complaining.
Even after this, the forums will continue to talk about killers as if they are the only ones who are toxic and sweaty. Among them, good survivors are the majority and good killers are the minority. It seems that the killer who tunnels is not a good killer.
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@Crowman said:
Even if you removed the 30 second cooldown, Eruption still counts as 2 triggers for the anti-3 gen system. So as long as that is the case, Eruption is going to hurt you more than it helps.
Well, it's still worth bringing. I think it's fine if killer want to use it properly.
..........What really needs to be fixed is 3genning, but it can't be helped since many survivors have abandoned the tactic. Our voices will not be heard.
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Midwich may need a bit more palette. No need more windows, they are too powerful.
Haddon Field is very famous as a Survivor-friendly map, and that's because there are all kinds of strong loop points, not just Rory's house, so Survivors can prolong their chase time if they can go through them. I think it would be good if there were holes on the first floor, like the walls on the second floor. Destructible walls are also fine.
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Welcome to the world of truth. You have just gained knowledge.
Seriously speaking, there are four times as many survivors as killers, so the probability of bad players getting involved increases. So, when you face them as a killer, you can feel it clearly. These players don't enjoy the game, they just like to stomp people in the face.
If you take pride in being different from them. I think you can kind of understand the players who are just sweating.
In any case, I hope you can meet good players and experience good matches. It's not all bad.
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Well, Billy should be fine as is, although there may be some minor add-on adjustments.
If you want nerf Billy, it will just increase the nerf and blight. There's no need to nerf Billy if you're tired of playing against them.
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Rescue theory. Choose a position where you can be brought down by the killer. Creation of areas where it is not worth the killer to stay due to gen completion. Utilize useful perks such as OTR that make full use of those conditions.
If the tunnel does not stop, one or more of the above is missing significantly.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663736#Comment_3663736
I doubt that there are a lot of solo-q matches where you get away with a 5 gen tunneling killer.
Most of the time at least one teammate does not realize the killer is camping around and will get hit if not even downed so now we have 2 disabled survivors. One has then to go for the hooktrade/save and will probably end up on the floor too. This means only one person does work on a generator, 3 survivors are injured or 2 injured and one on the floor. It is complete chaos.
The only time I escaped a match like this was by hatch or by facing a killer who cannot really control it's powers. But if a killer is so bad at the game that he cannot utilize his power enough in a 3v1 with 3 gens left then he probably is not very experienced. This would mean that people tend to start tunneling pretty early in their dbd experience and fall back on that except from learning more about their killers power or map control.
I may not be the best survivor but I've been around for quite some time and wouldn't consider myself an easy target.
The premise is different. In the first place, the only time you lose a survivor at 5gen is when the difference in ability is too great between the killer and the survivor, or when an extremely unfortunate accident occurs. Fundamentally, such a development would not be possible without four survivors who are only interested in survival and do not work.
In this game, the survivor's hook state is the time limit for all survivors, and the gen is the time limit for the killer. Rather than thinking about the survival of only one survivor, it increases the survival rate of all survivors, and sometimes even sacrifices itself. If you're going to call yourself an expert survivor, you need to understand that kind of advantage in the game.
Even if I die in this match, a survivor who thinks the same way as me will save me in the next match. Just completing gen while someone else is in the chase. The survivor who takes on the chase will form a chase route so as not to interfere with other survivors completing their gens. Don't waste pallets near uncompleted gens, and use pallets wisely to avoid creating a scorched waste of pallets.
A survivor with Sprint Burst will be in charge of the gen in the danger zone. And the most important thing. Being knocked down in a better position than escaping from the killer. Rather than trying to escape, it is better to sacrifice yourself so that the comp gen does not get in the way, so that you can escape after the electricity is turned on. To know that.
"Survivors of intermediate level or above" who understand these things will not lose one survivor in 5 gen noncompleted unless it is their own mistake or a difference in skill with the killer.
Even if the four soloQ survivors cooperate, absolutely.
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He is one of the so-called first-time killer.
So please know what to do. He's not that strong. Rather, his strength lies in his ability to patrol generators.
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@Man_of_triangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663928#Comment_3663928
It's really not enough. I've been playing on and off since launch and have nearly 2000 hours and I'm still going to go down in 20 seconds or less to an M1 killer. That will be the case until the day I'm allowed to spend dozens of hours walking around the map, alone, in a 1 man private match with no pressure or stress.
It's okay, I felt that way too.
The quickest way is to also play Killer, but it's quite painful. Is your camera work, especially being able to look behind you while flying through windows or to the sides as you go around loops? It's important. Some pallet loops give survivors an advantage if they use the pallet first.
Even if it goes down in 20 seconds, you're good if you keep the killer away from the generator. Help the survivors with other things, like rescues and completing generators. If you can do that, you are enough.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663678#Comment_3663678
To play devils advocate a lil here. I get where you are coming from with trying to spread pressure and hooks and your personal feelings on "Tunneling" however you define it.
But can you see that you still, by your own admission, "tunnel" you've just created a collection of arbitrary rules about when its appropriate and when it isn't.
So using BT to body block for the rescuer, immediately makes tunneling not lame, boring or unfair? Because the player is asking for it?
Isn't this just using a playstyle you don't like to try and punish a different playstyle you don't like and feel justified in doing so?
If not that then why is leveraging this advantageous scenario because a player squandered their BT permissible but leveraging an unsafe unhook in the same way isn't?
What about this makes it any more fair, "morally just" or earned, than choosing to chase the unhooked over the rescuer because it can be advantageous to do so?
Its ok in tourneys because you can lose gens fast but not ok in regular play? What about regular play when you are losing gens fast, where do you draw the line?
I think the big problem with "tunneling" is not so much its game impact, but rather players have taken a odd kind of moralistic view of it and if circumstances arise that permit a player to be eliminated early that taking advantage of that is unearned or undeserved.
There is also such a subjective take on what constitutes "tunneling" that its an easy scape goat when things don't go well, rather than looking to one's own play and mistakes.
For all my not having an issue with "tunneling" I can't say that I use it as a tactic a lot either, its often not needed and if I double hook someone for the elimination its typically past mid game and a scenario that kinda crops up organically due to circumstance. But I get accused of "tunneling" and "camping" a lot, the terms get thrown on like ketchup.
Which has inevitably made me question all these posters on the forum complaining about tunneling, are they really being tunneled all the time as they claim or is the definition so broad now that you can see it everywhere making it a convenient scapegoat when things don't go your way.
I don't get tunneled that much and neither do a lot of the players I play with. I'm not saying it doesn't happen it definitely does and I've definitely done it myself, but is it overblown?... It kinda is.
Many players do not try to find out why tunnels are being dug and the causal relationships within the match, and are especially insensitive to mistakes made by themselves or their fellow survivors.
Therefore, they say to avoid dialogue in game things and base it on moral competition.
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@Man_of_triangles said:
The vast majority of the playerbase can't loop at all since it is unintuitive gameplay and the only way you could really learn how is to spend a thousand hours watching streamers play. Virtually everyone is a "weak link" unless it's a sweaty SWF.
Your point is solid, but there are some shortcuts.
Someone have posted a video explaining the map. It's very helpful. It is the best teaching material on how loops to utilize.
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Due to repeated adjustments in this game, it has become very weak for killers to hook survivors.
Of course it is important to increase hook state, but what a killer wants to do most is to prevent gen pop. Since the survivors outnumber the killer, the killer will need to leave the slugs alone to reduce the survivors' numerical advantage.
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When the survivor was being chased by the killer, he slowly grabbed the totem near the window, which made me laugh. Well, it's a matter of the management correcting the control button.
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@SuperCop said:
I find it really interesting it's primarily killer mains who are against this idea of yours.
If Killer throws out the match with a little genpop and DCs, everyone will be disappointed. It's the same thing.
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@Zaydin said:
I know encountering a Hag these days is equal to finding a white whale but having control of your camera yanked away from you for a crappy jump scare is not fun and if there are too many in a row they make me queasy due to the utterly loss of control of the camera. Either remove the camera movement from a sprung trap or make it so it's not such a sudden lurch.
Taking control of the camera is presented as her effective ability. Preventing a Survivor from climbing over a window with both feet, or momentarily delaying a Survivor from knocking down a pallet, are important tactics for Hag.
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It's certainly not a strong killer, but there is a possibility that unexpected incidents may occur. This is a very good suggestion.