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The Number one reason why I tunnel: splitting up on gens.

Hello everyone,

well, as the titel says it, I am talking about splitting up on gens, as that is the number one reason why I tunnel. On most of my killers I play more chase oriented and without the dreaded Eruption/CoB combo, and I like the more traditional way of playing DBD, ie chase, down hook, one gen gets done. Chase, down, hook, another gen pops.

But lately its more like the survivors have woken up to the fact, that splitting up is the most effective tactic available, and in itself there is nothing wrong with that, BUT (there is always a but) its putting a lot of pressure on the killer. No matter how well you play, these days multiple gens will just pop in union, in the worst case scenario the first chase will end with 3 gens popping one after the other.

Really, what do you expect the killer to do in such a scenario? Just business as usual? Thats the point were I most likely turn from a casual and fun killer into a tunnel machine and of course it sours the mood, but at this point my regualr options are gone: if I just chase the next survivor, then gen 4 and 5 will pop once the second chase is over. This really irks me, as I don't enjoy tunneling, but I also don't enjoy getting thoroughly stomped and laughed out of the door.

I talked a lot about catch up mechanics and the lack there off in this game. Many players defend this by stating "why should I be punished for playing well?" or even more prevalent "why should THEY be rewarded for playing bad?". And why I can somewhat understand this sentiment, the lack of catchup mechanics means that the losing side will be backed against the wall. And a killer backed against the wall will most likely tunnel and camp.

Players who enjoy camping and tunneling will always do so, no matter the circumstances, but there is a sizable population of killers who actually want to play the game how it was intended, and thats getting harder and harder the better and more coordinated the survivors get.

So, if we can't get a catch up mechanic, can we at least get The Entity to intervene with gens the more are worked on at the same time? I don't know, reduced efficiency when the survivors are working on three gens or maybe even randomly blocking them or more skill checks or random explosions.

And yeah, I know that there are situations like a three gen where you have to split up, where you can't work on one gen, but for the most part its really getting rediculous.

That and DH and Eruption sucking the fun out of the game for the respective other side, but thats its own thing.

Comments

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,245

    I just see the comment right in front of me: "you killer mains just want us to group up so you get ez kills"

    I play more survivor nowadays since killer is more stressful then ever, but I know exactly how you feel. I also do not like to tunnel or camp, but I always do what I must to have a chance. I don't even think that tunneling or camping is something bad if it is done due to necessity (3 gens pop after one chase).

    The problem is that people will complain when survivors are working together with PT too. Because that would probably happen if working solo gets a debuff.

    The whole thing is not easily solved.


    One question though: What killer are you usually playing? I have decent matches with Onryō or Wesker across the board.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I used to run a single gen slowdown (usually jolt or pop). However, once they rehauled the majority of the perks and survivors started all running gen rushing builds, and especially as of late as survivors keep getting more and more gen rushing perks (like potential energy, and just how freaking fast prove thyself finishes a gen), I feel it's mandatory to run 2 to 3 gen perks just to try to keep up with how fast they fly by - and I hate it. I'd much rather use fun and creative perks, but I have to run 2 to 3 gen perks considering my main is Ghost Face.

  • wydyadoit
    wydyadoit Member Posts: 1,140

    it's a math problem.

    5 gens x 90 seconds a gen (450) / 4 survivors.

    4 survivors left alone on gens can win in 150 seconds. not including perks, items etc.

    90(4 gen pops)+40 (4 on gen 5)=130+20(gate switch)=150/60=2.5 minutes

    killers have to force chase and bouncing around helps with that. passive damage to gens (ruin) or aoe like jolt help.

    survivors have a total of 3x4=12 health states - not including healing or perks.

    it takes a lot as a killer

  • appleas
    appleas Member Posts: 1,129

    The first few weeks after the Killer patch was live “scared” a lot of survivors because everyone was still learning to use DH resulting in chases ending much faster. The counterplay to this was to focus more on gens instead of trying to take chases.

    Fast forward a few months, some survivors had learnt to use DH but had already gotten used to ending games as fast as possible especially if Eruption/Overcharge was in play leading to a boost in gen efficiency.

    The nerf to Corrupt Intervention also played a part in affecting generator progress in the first two minutes. Previously with old CI, Killers only had to patrol 4 gens for the first two minutes which meant that Survivors had to do gens in more dangerous locations which led to more chases. However with the nerf, more Killers stopped bringing CI because the value was 50/50 given that it could last as short as 15 seconds if one survivor happened to spawn extremely near the Killer (RPD Hallway)

  • Blinckx
    Blinckx Member Posts: 426

    "I like the more traditional way of playing DBD, ie chase, down hook, one gen gets done. Chase, down, hook, another gen pops"

    And by the 5th gen you have done 5 hooks ? That's why you are struggling then. You don't apply pressure on gens, you get lost in way to long chases and you just provide time to suvivours

    Tunneling is not a sin, is not against the rules, is not bad, is a valid and legit tactic, no matter how many suvivor cry over it and claim it is against the survivour rulebook so stop excuse yourself.

    Then change your perks, if you have problem. Try to run Corrupt Intervention and Lethal Pursuer, you'll have a very strong early game, probably also one hook even before the first gen has been done. Then patrol the closest gens to you, avoid useless gen across the map or in weird location ( top of Saloon, top of Thompson House for example ), set up your defence area over 4 gens, 3 of them are your last line of defence and if you spot a lone survivor in your secure zone, scare him away, chase a little bit and then go on gens and apply pressure. Use deadlock as perk to prevent mutilple gens to pop at the same time.

    Also, same as for tunneling, Eruption, COB and similar perks are not a sin, use them if you feel you need them, use them as much you want.

  • Batusalen
    Batusalen Member Posts: 1,410
    edited January 2023

    As you just said, splitting up gens is the most effective way of playing for survivors. So, don't feel bad for playing the most effective way of playing as a killer by removing one survivor ASAP, also known as tunneling, or using the best perk a killer has right now to combat survivor meta.

    I agree that something need to be done to the chasing mechanics (the best way IMO would be to just reduce or remove the speed boost on hit for survivors, as the killer is already punished by being slowed down and is what makes Endurance in all it's forms literally just a third health state) but the "Survivor Moral Rulebook" are just made up rules that only benefit them, so don't follow it.

    The meta is what it is right now, and not playing the most efficient way it is just not wanting to play the best way to win, survivor or killer. Simple as that.