Resolving tunneling and camping issues

I might have an idea on how to help with the tunneling issues.

No hook states at the begining of a trail, they must be unlocked through sacrifice progress shared between survivors. Hooking the same survivor twice in a row would not contribute to the progress. A meter could display the progress and switch to the normal hook states once its full (for killer UI). Hide the hook states on the survivor UI until they are active.

The anti- face Camping as is, seems to benefit tunneling in my opinion. My solution would be to change it to something simpler but that makes its clear that the entity is not pleased with this sort of sacrifice.

A reverse bloodlust, the longer you stay near the hooked survivor the more debuff you get.

Stage one, the entity obscures the killers vision in a thick fog

Stage two, the fog becomes thicker and the time to recover from a swing is increased

Stage three, the killer cannot see through the fog, recovery from a swing is even longer and his power (m2) is disabled.


What are your thoughts?

Comments

  • Crowman
    Crowman Member Posts: 10,228

    If you are the first survivor hooked, you have no reason to not play aggressively against the killer and body block.

    Instead of doing heavy handed measures to try to force killers to not tunnel survivors when the gameplay only rewards getting a survivor out ASAP, we should first change the benefit of hooking different survivors and lessen the impact of an early survivor death so that rushing a kill out early isn't as important.

  • SacryTerry
    SacryTerry Member Posts: 4

    There is the disadvantage of being hooked making it 3v1 for the time being, there is also all the perks that come from hooking. Having to hook a different survivor isn't that much of an inconvenience, it would be for hooking the same survivor twice in a row.

    Where is the fun going 1v3? its way to easy

  • KA149108
    KA149108 Member Posts: 427

    Wouldn't killers just slug?

  • Emeal
    Emeal Member Posts: 6,865

    I believe the most significant issue with this idea is that it becomes even more challenging to go after another survivor or make a fresh kill when visibility and power is severely restricted. I acknowledge your point about the tunneling strategy being too easy for the Killer, and I agree that Survivors need better tools to deal with it. However, I am skeptical about the idea of destroying the Killer's visibility / power, as it may not be well-received by the community.

  • TieBreaker
    TieBreaker Member Posts: 1,332

    I honestly think a large rework is unlikely. I'm becoming more inclined to think something like a basekit OtR mechanic would be a better choice. No scratch marks/grunts of pain/blood/aura and enough endurance that killers can't just count to ten and re-down the survivor. Have it last for about a minute or so, or until another survivor is hooked. In return give the killer KI so they can quickly engage in another chase.

    You wouldn't even need the mechanic to be active for the entire match. Just long enough that the killer can't tunnel one person out before a couple of gens are done.

    Tunneling and camping doesn't need to go away entirely, but it shouldn't be an option to basically ensure a win within two minutes of the match starting. Failing that just give survivors the ability to vote to end a match when someone gets tunnelled out early. Nobody wants to play through matches like that. Forcing survivors to do so just frustrates everyone and that frustration spills over into other matches and ruins them too.

    There's nothing wrong with adding more basekit tools if it makes the game more enjoyable. It's not like DbD started off from a foundation of great balance. The game has needed a lot of changes to get where it is now.