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Tunneling is the optimal play

roundpitt
roundpitt Member Posts: 578
edited March 2023 in Feedback and Suggestions

Hooking each individual survivor before moving on to securing a kill doesn’t make sense given the current state of the game.

The moment one survivor is gone, the amount of gen pressure is significantly decreased. So it really does feel like tunneling is the optimal play.

This isn’t really fun as the killer, nor is it fun on the receiving end.

The core problem is gen pressure, it’s why the current meta is gen kicking perks.

Suggestion:

After a survivor is hooked, they receive a stacking debuff of -20% gen repair speed. On their second hook, this debuff stacks to -40%.

with this, it wouldn’t make sense to tunnel out survivors, because while you are chasing an already hooked survivor, you have three other survivors with 100% gen repair speed doing gens.

This would not be a perk, it would simply be a base game mechanic.

Edit: I think a few of you fail to understand that survivors who have been hooked three times receive a 100% gen repair speed debuff, 100% healing debuff, etc.

Post edited by roundpitt on

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    20% is too much. 5% per survivor would be impactful.

  • roundpitt
    roundpitt Member Posts: 578

    The important thing is that it feel impactful. I doubt 5% would feel any different. Most would ignore it and tunnel as per usual.

  • qwertyuiopz666
    qwertyuiopz666 Unconfirmed, Member Posts: 73

    Yet another killer defending the most pathetic cheap play style in this game and your idea is litt the worst I’ve ever heard lol stop trying to make the game as easy as possible for your self and actually get better no offence

  • qwertyuiopz666
    qwertyuiopz666 Unconfirmed, Member Posts: 73


  • qwertyuiopz666
    qwertyuiopz666 Unconfirmed, Member Posts: 73

    Don’t think I read right tbh are you saying for every survivor hooked their should be less gen progression or more because slowing gens down on top of the 4 slowdown builds would be too much and just miserable to play sorry if I misread lol

  • Chiky
    Chiky Member Posts: 1,139

    tbh, I want this:

    "After a survivor is hooked, one of their perks at random is deactivated for the rest of the game."

    That way survivors wouldnt want to get hooked, and killers would want to hook as many as possible instead of just one...

  • healsoflove718
    healsoflove718 Member Posts: 81

    Dude, are you serious? lmfao omg

    Where do these people who camp and tunnel come up with these great ideas? lord have mercy.

    A killer that wants to camp and tunnel is going to continue to camp and tunnel even if they're winning. That's something that is built in a person/it's how they play/it's their playstyle.

    A skilled killer realizes that not all the games he's gonna play are gonna be wins. Sometimes you win, and sometimes you lose. You just get better at the game but resorting to tunneling just b/c is insane.

    As a survivor main, I never care if I win or lose but being tunneled out or camped within the first hook IS NOT FUN.

    You wanna advocate ending tunneling/camping? Stop doing it and advocate for positive changes in this game like getting rid of all regression/rushing gen perks. How about fixing the toxicity in this game? How about balancing the game out and not doing it with OP add-ons and perks?

    If they really wanna get rid of tunneling/camping, they'll need to redo the whole idea of the game and how it's played.

    We don't need more debuffs or buffs, what we need is a balance between survivors and killers, someway or somehow.

  • Monlyth
    Monlyth Member Posts: 1,099
    edited March 2023

    I think having the debuff stack on the second hook partly defeats the purpose of it being an anti-tunnel mechanic. It still gives you a bonus for hooking the same survivor consecutively. I think it'd work better if it was a repair speed penalty that only activated after being hooked for the first time.

  • roundpitt
    roundpitt Member Posts: 578
    edited March 2023

    I want you all to keep in mind, tunneling out a survivor gives that survivor a 100% debuff to gen repair speed, 100% reduced healing, etc.

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 326

    So maybe what is needed is a balanced way of debuffing hooked survivors and buffing not hooked survivors. I posted a suggestion a few time ago similar to this to address camping too. But as usually, killers complained about buffs to survivors if camping and survivors complained about debuffing to survivors who have been hooked.

  • Yoshirama
    Yoshirama Member Posts: 528

    Ok, but then buff soloQ, because if you think playing killer is awful, SoloQ is worse

  • roundpitt
    roundpitt Member Posts: 578

    everyone will keep tunneling unless something changes. I’m sure many people have given suggestions. I just wish Bhv would acknowledge that it’s a problem and say they are working on it.

  • roundpitt
    roundpitt Member Posts: 578
    edited March 2023

    It will feel really bad when you lose because of RNG. Maybe the last two perks get taken by the entity.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    when a survivor is dead. the entire team loses 100% healing efficiency and 100% repair efficiency out of the collective 400% efficiency(300% because killer chases 1 survivor usually).

    for killer to not tunnel, they need to have a pretty high repair efficiency loss. this is why old thanotophobia was really nice with sloppy. at 3 stacks, survivor lost 96% heal efficiency and 36% repair efficiency collectively as a team. it was very nice perk to incentive chasing multiple survivors and injuring them.

    It only adds like 7 extra seconds in healing and 10 extra seconds on gens but it was nice reward to chase after for killer. by no means was it auto-win but at least incentive was there to spread hooks and spread injure pressure. when my incentive disappeared, that's when i became more of tunnel heavy killer because I just don't see purpose in playing for the survivor's fun. shrug.

  • KateMain86
    KateMain86 Member Posts: 2,374

    Tunneling needs to be a thing of the past in this game. It needs to end now. There is nothing worse in this game than watching a killer run right past other survivors, even ones that are trying to take aggro, and see the killer skip past them to go after someone who is right off the hook. There is absolutely nothing good about this. I've always felt that if there was one thing in this game that could eventually make this game die, its tunneling. The perks aren't enough. BT basekit isn't enough. This needs to stop. Killers should be punished so harshly for attacking and downing survivors who are right off the hook within a certain time frame that it literally makes it not worth doing it, even for the toxic trolls that do it just to be a terrible person.

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 326

    I see a problem here, which is basekit BT. If that were to happen, BT should not allow for protection hits. I do use BT as a way to protect my teammates, but I do think it's an unfair advantage if killers were to be punished for tunneling. There are obviously times when a killer will accidentally hit the unhooked survivor even if they're not trying to take a protection hit, but there are several times when the unhooked survivor will spend time to bodyblock the killer, which should be also punished if it were to be fair.

  • KateMain86
    KateMain86 Member Posts: 2,374

    The killer can end those situations much faster than the other 2 survivors can complete all 5 gens. If they both get hooked then the other 2 survivors have to go into altruism mode. If its a tunneling killer, there is going to be no progression on the survivor side for a long time and it will probably end up in another hatch battle.

    The only thing I can think of that could end tunneling is to remove the hook timer altogether. This would force the killer to actively look for other survivors rather than staying in range of hooks to quickly tunnel someone down. This would require 3 hooks to eliminate a survivor as normal and would encourage a natural flow of the match rather than resorting to toxic methods of elimination like tunneling.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    That's actually a brilliant idea I have never heard before.

    Unfortunately it will never happen because it would make survivors unhappy. That's the rule that must never be broken. Things that make survivors unhappy get nerfed or removed from the game.


    You have the right idea but have the wrong numbers .

    The bottom line is that hooking a survivor 3 times needs to be "less good" than hooking three different people once. That means that you need to get something like a stacking 9% debuff for the entire survivor team for hooking each player once (since an 8% debuff would be less than a 25% reduction in generator potential with one player dead). That means if you hook everyone once then all generators/healing/totems/chests/doors/etc., take 36% longer.

    That means a 90 second generator will take 122.4 seconds.


    In order to deter tunneling you remove this bonus as an option once one person is removed from the game. As an example imagine you hook players 1-3 once and then player 3 kills themself on the hook. Now hooking player #4 would not give you a bonus but the stacking penalty would remain.

    Possibly the bonus would be removed if one player is hooked several times in a row (aka tunneling).


    -"Yet another killer defending the most pathetic cheap play style in this game"

    Tell me the last time when you played survivor that you got all generators to 33% progress before ever getting one to 66% progress? The answer is never as that would waste a ton of time.


    Survivors tunnel generators but don't want to be tunneled in return.


    Before we can address killers tunneling survivors we would need to add some kind of base mechanic where kicking a generator prevents any type of interaction with that generator for at least 15 seconds.

  • KateMain86
    KateMain86 Member Posts: 2,374

    But they're not going to do that. You're taking a rare situation where no one will even try to unhook you and applying it to your argument as if it would be the norm. Every match I was tunneled out of I would gladly choose staying on the hook over having that happen. The killer would have to choose actively searching the map for other survivors or stay near the hook. As long as they are a considerable distance away, the unhooked survivor has a chance to get away for the moment. They would have no reason to camp or tunnel if there was no hook timer and if they did they would simply watch as gens get done quickly and probably someone on the team going for a save after the door is open. If you have a better idea I'd like to hear it.

  • roundpitt
    roundpitt Member Posts: 578

    I don’t think punishing killers for tunneling is the answer if you want killers to keep playing the game. Remember, your survivor game only starts if a killer is queued for you to play against.

    I’m already hardly playing this game anymore and your suggestion would just make me not want to play at all. There’s plenty of other games out there and there’s a lot of great new games releasing soon.

    My wife already stopped playing DBD because she was getting tunneled out of every game. I don’t tell her this, but it’s because she’s the easiest target, she’s not great at looping. Not bad though, I’ve seen her lose killers all on her own but she tends to hold W instead of looping/palleting or jumping windows…

  • Yoshirama
    Yoshirama Member Posts: 528

    There’s some things that can be done

    1- The unhooked lose collision: they can’t bodyblock the killer

    2- BT is paused when you’re in chase: Many killers know how to count to 10, so if you’re in a chase the BT is paused so you can be save until the killer hits you

    3- OTR should stack with basekit BT: many killer wait until you get unhooked and hit you right there making you deactivate other perks, BT shouldn’t counter OTR because it just doesn’t make sense

  • Blueberry
    Blueberry Member Posts: 14,472
    edited March 2023

    I really like these ideas. Good changes.

    We just also would need to simultaneously balance the game better to where tunneling is also never necessary to win.

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 469

    Yeah, tunneling is unfortunately the best option for killers right now. Thing is, almost any measure that BHVR takes to counter it will result in worse gameplay.

    Stronger antitunnel basekit? Survivors will weaponize it like they already do basekit BT and OTR. Faster gen speed for remaining survivors after a tunnel? Killers resort to mass slugging, with one slug dead on hook, then ensure a snowball is ready before getting the tunneled person out.

    The sad fact is tunneling is a killer's best option if they really want to win, and will likely remain so.

  • roundpitt
    roundpitt Member Posts: 578
    edited March 2023

    Maybe there could be an extra hook state in conjunction with a generator repair speed debuff.

    Every hook reduces that survivor’s repair speed by 20%.

    Survivors musts be hooked four times to be sacrificed. At three hooks a survivor would have -60% repair speed. The fourth hook would sacrifice that survivor.

    Now it’s harder to tunnel someone out and there’s less reason to do so.

  • Chiky
    Chiky Member Posts: 1,139
    edited March 2023

    Well, each perk would have a hierarchy so you don't lose ones on first hook. Losing for example Deliverance on first hook would be really rage inducing.