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Tunneling "Fix" suggestion.
Make Decisive Strike base kit for survivors.
Last for 60 seconds after unhook basekit.
Revert the nerf from 3 second stun to a 5 second or even 7 second stun.
Keep the Exit Gates powered deactivation/conspicuous action deactivation.
And like Borrowed Time, rework the perk to increase the stun time.
Maybe tier 1 = + 2 seconds / tier 2 = + 3 seconds / tier 3 = + 4 seconds
This can't be abused due to deactivating at conspicuous actions/exit gate power but it will definitely help deter killers who tunnel off hook.
Something has to be done about the excessive tunneling that only experienced 4- man SWFs can handle. It's so hard getting new people to join the game due to this.
Comments
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This change would stop tunnelling, primarily because no-one would want to play Killer. Essentially forcing 12-hook games without compensation for the other side wouldn't prove popular.
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This is a bad idea
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How many more base kit parks do I need to implement? Selfcare and DH also needed?
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Suggestion to fix tunneling: be careful and adopt a better playstyle.
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Just make it unrewarding.
Or make it so 3vs1 isn't so much of a loss. Idk eventually tunnelers meet their match and can't do it anymore. That's when they rage and complain on here.
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What playstyle can you adopt that'll help you when you're tunnelled?
You're starting a chase injured, with the killer right next to you, while out of position and not in a loop. You don't have the ability (without perks) to break chase and try to be stealthy, so that playstyle is out. You can try and use the slight protection you have to reach a loop, if there's one in range, but that's not a different playstyle, that's just asking the survivor to put in five times the effort to counter tunnelling than the killer is putting in to tunnel them.
So... what's the better playstyle? What helps survivors when they are being tunnelled other than just being significantly better than their opponent?
To the wider post: I think making DS basekit is something you'd need to be careful with, because while it's difficult to weaponise DS, it's not impossible, and giving it to all survivors for free is going to lead to more people trying. That said, if you keep the basekit stun to 3 seconds, I think it's... workable. I wouldn't leap to it as my first attempt to fix tunnelling, but it is a viable idea for sure.
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what about 0 hook 4 bleed to death if hook give survivor that much buff
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This forum has a lot of "Lets destroy the playing Killer experience, that will stop tunneling" ideas.
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This is what killed VHS, ie they made playing the monster an utter slog and miserable experience. Killer is already on the brink of being misserable; oh you can still win, but it always feels like an uphill battle against a merciless clock. I did a big post in the other thread about this with some suggestions, but basically the game has long outlasted its original mechanics and since then it has survivord on bandaid fix after bandaid fix.
What this game really needs were a health update: skip the next chapter, suck it up, and device a big plan on how to make the game fun again for everyone, rolling back some of the more outrageous combos, giving hard caps to certain actions like repair speed or haste, maybe devising a new perk system, breaking stuff down and building it up anew. But just taking more and more options away or increasing the gen time wont fix the core issues, this will only make both sides resent each other more and growing more bitter in the process.
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Not basekit no, just revert it to 5 seconds, even old 5 seconds version was useless against blight/spirit/nurse but that's something at least, it will help a bit with that awful tunneling meta
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What will help with the equally aweful "splitting up and slamming gens" meta, though? Any ideas or suggestions?
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I told you in other thread, I personally think MFT nerf will be a huge nerf to survivors across the board, same than when they nerfed dead hard 1 year ago, killrate skyrocketed for a while.. then I even said I would like a toolbox rework and delete gen repair speed from them, and from perks like resilience, and then watch killrates before doing any more drastic changes
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Nothing really has to be done about tunneling. The Killers goal is to kill survivors and tunneling still allows the target led survivor to engage with the game.
Not to mention you have perks and other teammates to help you fight against being tunneled.
I swear survivors just want dbd to hand them escapes regardless how will they play.
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Tunneling doesn't need a "fix" because it's not a problem.
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None of these are things you can do if a killer decides to tunnel you, they are things your teammates have to do- minus the bodyblocking, but nobody who bodyblocks can fairly complain about being chased, so we aren't talking about those situations.
They also generally revolve around the idea of a killer who is only tunnelling because some situation was presented to them via survivor mistakes that made it a better call. What about situations where the killer has decided to tunnel because they think getting someone out of the match ASAP is the best call, and there's no actual mistake on the survivor end to prompt it?
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I'm all for some sort of basekit mechanic to limit tunneling, but the killer win condition needs to be revisited if that happens. Expecting twelve unique hooks out of most of the killer roster is unreasonable. Even in solo queue, where killers win most of their matches, the killer usually only wins because something goes wrong on the survivor side and that creates a snowball that solo queue can't overcome due to a lack of coordination or other factors.
BHVR needs to rework the game in a fundamental way that makes it the worst option for a killer to tunnel instead of the current system where it is the most effective way to win. But survivors need to be ready for a trade, as something like that won't be free. That means killers will need improvements to stack their odds at downing the other survivors. Meaning things like haste, killer instinct (to bypass Distortion), reduced stuns from pallets when chasing survivors other than the one you just hooked, ect.
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Basekit DS is a bad idea just revert it back to 5 second stun and that’s it
and also make it disable the killers power for a few seconds as well so the fast killers don’t catch up easily
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The problem there, though, is that if the killer doesn't take the bait when you try and bodyblock for your teammate, you are throwing the match by allowing them to occupy half the team at once. There's meant to be push and pull; yes, you should try and make yourself a more attractive target, and, the game should make your teammate a less attractive target.
Again, we're not discussing scenarios where the killer reacts to a survivor mistake. Ask around these forums, you'll find people readily telling you that they think tunnelling is the optimal play even if they don't do it themselves. They're usually wrong, but that's not really the point: the point is that killers tunnel and it doesn't matter what survivors do to try and avoid making it too easy. If the killer doesn't want to take the bait, they're not going to.
The game's job here, then, is to provide pressure to avoid recently unhooked survivors. It doesn't have to be extreme, but it should be enough that continuing that chase is going to be losing value. Buffing DS, making anti-tunnel perks stack, even something like this basekit DS, would make chasing recently unhooked survivors less appealing... which makes the bait of a body-blocking teammate more appealing. The two work in tandem, and require each other. One can't be enough without the other.
And yes, I know players complain even when it's their fault, that's why I specified that they can't fairly complain.
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Why not both? I mean disabling their power won’t help against an m1 killer and it will only harm a killer like nurse with her base movement without her power (like yeah nurse is already an annoying killer but it’s not fair that DS will pretty much only work somewhat against nurse but not the other m1 killers with a normal base movement) so I say it’s better off with both cause it might help the survivor gain distance from the killer and if the survivor is going against a nurse or blight it should also guarantee that survivor is getting away with being tunneled cause nurse and blight are already out of their power
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This is correctly but I've already stated how 4-man SWFs (who know how to play) can counter this but definitely not soloque players (for the most part).
One of the biggest issues with DBD is how killer players will pubstomp soloque and then when they do go against good SWFs get on here and complain about survivors being overpowered or broken.
Tunnelers definitely meet their match eventually but at what cost? After they've ruined many, many matches for soloque players?
Something should be done, now what is that exactly? I don't know cause this post was just a suggestion but hopefully DBD cook something up to help soloque teams whereas SWFs (who know what to do) don't have such issues.
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Agreed; Nurse/Spirit/Blight laugh at old decisive let alone new decisive.
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I can get 12 hooks without any issue... It's not hard to not tunnel, just chase who unhooked. If you just hooked Feng Min and she get unhooked and you see her again, go the other way and find someone else? I do this as Nurse ALL the time, it's not hard to do.
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They already implemented anti-face camping measures and an automatic BT + haste.
Really hope this is a bait thread.
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No I want the perk to equally work on all killers and not being strong against 90% and leaving the other 10% unharmed and I think it’s better off with a 5 second stun and a power cooldown so fast paced killer don’t easily catch up
and no 3 seconds are not enough because the distance you make is pretty much non-existent
killers will always easily catch up to you
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"I think they should impliment a button that let's me win when I lose. " - Suvivors eventually.
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The key is to play stealthy so your not the first one hooked, an ounce of prevention is worth a pound of cure.
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I feel like it's pretty trivial to point out that this does literally nothing against tunnelling?
Even if you're hooked second, the killer could still choose to tunnel you and the current tools to defend against that are pretty woefully undertuned.
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1) Expecting Killers to ignore previously hooked Survivors, even if they never intended to tunnel them, is ridiculous.
2) Mandating that Killers ignore previously hooked Survivors under threat of punishment, even if they never intended to tunnel them, would be even more ridiculous.
3) Using Nurse, literally the strongest Killer in the game, as an example of, "See, it's easy! Everyone can do it!" is also quite ridiculous. The fact this is the best example you could come up suggests you don't play Killer often, or even at all. The point of the, "Look, it's easy!" argument is that you're supposed to pick a low tier Killer.
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Also reduce every killer's movement speed by 10% and remove one perk slot for them, because why not?
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DH is buff. then nerf to unhook use.
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It already is. If killer is trying to tunnel for the sake of it, all you have to do is sit on gens. 1kill if survivors are not braindead. 2max if killer got super lucky. Anything more is survivor's fault.
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BUFF DS to 10s stun and keep 240s still can't stop killer tunneling.
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