http://dbd.game/killswitch
Tunneling....
Me, a killer main, wanted to play as a survivour. On a SoloQ
Started a match and INSTANT tunnel goes to one of the survivours. Killed faster than one could think and we end up 3v1 with 4gens left. Just tunnel vision to get that one survivour out.
I can imagine how FUN and ENGAGING experience that survivour had.
Ima play killer only or "play something else", this is not fun
Comments
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Tbh idk how you can get 3v1 on 4 gens thats realy bad team, if killer tunnels one the he has 140 seconds on hook for 2 stagest and one must save right then at least 2 gens can be done before killer can tunnel him out and perks like pain res,grim embrace or even pop wont help killers if he doesnt hook survivors just goes after one and only guy, but this isnt your faul somethimes match outcome is already decided in the first minute of the match or even in the lobby.
-17 -
As i said, soloq. No comms, no info except HUD. Survivour chased went to area with 2 other survivours (That was the only mistake). 1 made a gen and other gens were being destroyed by pain res. Tunneled surv was unhooked when killer wasnt nearby (high mobility). Its stupid that when killer Hard tunnels u just need to leave that survivour to die. Either way killer gets what he wants
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The biggest killer in this game are teammates thats fact, idk who was killer, as people like trutalent said years ago tunneling is only valid because sperading hooks is not rewarding as tunneling, you can argue tru is something……… or the game was on 4 gens but getting the survivor from the game is guarantee the match wont be loss for the killer. This happened to me many times when I didnt tunnel or killed the guy who was dead on the hook because there wasnt many gens poped but the outcome wasnt good for me and survivors did all gens and got 2 out, if I get the survivor out then the game would be 3k likely but thats experience.
-10 -
going for hard tunnel just to have a guaranteed win is a stupid move. Why play the game if you are scared of the challenge?
IK RNG sometimes can be harsh, sometimes survivours play so cocky that u want to uninstall the game. But Hard tunneling like that feels like cheating. yes u get 4k but its so… cheap?
I honestly prefer to get 8 hooks with 4 escapes rather than killing all because of first minute of the match, but thats just preferance6 -
Nah 8 hooks 0 kills desnt feel good when you played well (got bad map, played m1 and survivor items/perks get you even when you had good and fast chases), hard tunneling from beginning isnt good but its valid strategy that is used in competive, occasionally tunneling when you needed or dead survivor runs into you or he bodyblock with endurance and thinks you will go after healthy savior instead of him thats something normal in game sence. As I said before tunneling will be good strategy and used because its super strong, when will be spreading hooks better with some benefit idk.
-6 -
You know what you get for playing "fair" and 8 hooking while 'playing well?' Tbags at the gate. It doesn't matter how nicely you play, or how stringently you follow the survivor rulebook. If you lose, it will absolutely be rubbed in your face every single time.
-9 -
They've provided, what, 8 anti-tunneling perks now? With 3 of them good enough to be considered meta. Survivors will do anything but change their build. Maybe also consider not unhooking the second that the killer turns a corner. They're still around the corner.
-4 -
This is true. A fact too often negated. Survivors choose to flood the hook/further feed the killer as opposed to just doing gens and punishing the amateurish behavior. Bad survivors enable bad killers to stay bad.
Tl;Dr
Terrible players stick together with mmr. Mmr is working. If you're consistently dying to tunneling. You're bad. Unless your in solo que, I am pretty sure mmr doesn't match you with survivors on your level. So, in that case... you're simply screwed.
-5 -
If the killer was only going after 1 person, pain res only activated once against 1 gen. If its hitting multiple gens, it means he's hooking other people too.
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One time was all he needed to stop my gen. After that he tped harassed other survivour after killing 1st one and used pain res again. In the end we done 1 more gen and died miserably.
Post edited by Feather on-1 -
DS, OTR, DH for the person being tunneled, two of those are endurance based and are incompatible with each other (as well as base kit endurance off hook for anti camping). Making these trivially easy to bypass.
Babysitter and StB for the unhooker.
Despite all of these, tunneling is meta, and these "light suggestions" do literally nothing to stop people from tunneling. It's a speed bump while running one person over, that most killers don't even consider for a single second.
I don't control my teammates perks or loadout choices.
Tunneling also ruins the match for all survivors. One person gets tunneled out, doesn't get to play a well rounded game, maybe 5k BP, and if they add the "go next" penalty back might get a DC penalty to boot.
The other 3 get "gen progress bar simulator" and have to hope that the matchmaker lottery and RNG game their 4th teammate enough time that they even have a chance at escape. Because if any of those factors say "not today" you just lose the match at the 3rd hook.
And that's a modern match of dbd in 2025.
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You forgot the OG anti-tunnel perk, BT. 20 seconds of haste and endurance is nice and its available on a free character.
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Consider this, I hit you off hook, limiting your options in where to go.
Now you don't have BT, OTR or DH.
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2 things here...
Im not trying to argue getting tunneled is fun. Im just adding to the incomplete list of options.
Second, getting hit only uses up the endurance part of those perks. BT still gets the full effect of the extra haste time while OTR has the aura blocking and lack of injured sound. Personally I wouldn't consider DH an anti-tunnel at all since it can be used 5 minutes after you've been unhooked if need be.
-1 -
You mean the perks that all save one use the endurance effect? Perks that are easily countered by a killer proxy camping, having a ranged ability, or some form of mobility. I'm not saying survivors aren't often at fault due to bad choices. What I don't understand is why killer mains always refuse to acknowledge their role in this.
3 -
What an original thread.
-8 -
I have 0 faith in BHVR at this point when it comes to making the game healthy for survivor. They would rather focus on punishing people for not wanting to engage with the bullshit that they let exist, treat every single match as sacrosanct, and nerf add-ons on/arbitrarily change random killers rather than focus on the egregious outliers that have existed forever now.
I think 6.1.0 just ######### everything.
8 -
I can't wait to see what they do for Phase 2 @_@
2 -
The game is at is healthiest right now for survivor. A number of anti killer gameplay mechanics are in place, a dozen anti tunnel perks, and the ability to swf. There is only so much hand holding you can do with survivors before you throw out the gameplay loop.
-10 -
It's only healthy for SWFs.
4 -
My guess is:
• Anti-slug will mean you can abandon at 2 minutes, instead of being slugged for the full 4
• Anti-tunnel will mean the hook won't do an exploding sound when the survivor is unhooked
• Anti-camp will just extend the range already in place
Nothing that is really going to change game play at all, but still going to take them months to implement for some reason.
4 -
I was running BT for quite a long time after they implemented Basekit-Endurance, because I thought it would still be good and valuable to run. And whenever I got an Endgame Save because of BT, I justified myself that the Perk is still really good, since Killers only count to 10 to counter Endurance and nobody expects BT. However, this was all confirmation bias, since I stopped running it, I feel that I got more value out of whatever Perk I used instead.
Because aside from Endgame Situations, BT does not really do much, since Killers just hit after the Unhook and negate everything Endurance-based on the spot. Like, with one hit after the Unhook you get rid of:
- Basekit Endurance
- Off the Record
- Dead Hard
- any potential Endurance done by others (e.g. BT)
So saying that BT exists is a bad argument and this is coming from someone, who used this Perk for a very, very long time after basekit endurance was introduced. (In fact, it is my most used Perk with 87% Pickrate…)
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Was mostly just including it to complete the list. It's also on a free character, meaning someone brand new to the game could equip it on their very first match. I feel like the extra haste time shouldn't be looked down on. Sure you have the counter against killers who can count to 10, but having 10% haste for 20 seconds also shouldn't be scoffed at. Against most of the killer roster, you could essentially hold W for the entire duration.
-1 -
U mean. The only counter to hard tunnel, is to leave the survivour on hook so that he dies, and focus on the gens.... and u dont see the problem here?
Yea, lets take variety of survivour gameplay (which is having different build because if you didnt know, survivours dont have powers like killers and they cant choose anything else), and make them use only 1 type of perks just because killer is a prick that used cheap tactics to win.
Those perks punish low tier killers. GL escaping Nurse after DS, or blight/kaneki with haste/endurance hit
Killers with high mobility can just go back to a hook easily
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I mean, yeah, but the big problem is that Anti-Tunnel Perks are really bad against what they want to stop - tunneling. If the Killer really wants to tunnel, the Perks just outright fail and are more of a nuisance, at best. But sadly this is a theme with Survivor Perks which are Anti-Something.
10 -
That's kinda to be expected. They can't introduce a perk into the game that just says "push W and win if that dumb killer is foolish enough to try to chase you for you are immortal". Generally the idea behind perks is to buy your team more time by extending chases, or speeding up actions like healing and repairing outside of chases.
If we go with the idea of a perk being trash because if the killer spends enough time chasing you, you'll go down... what perk is actually good then?
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Problem is created by poor planning and game design
Perk is created/buffed/changed on survivor side to balance it out
Problem becomes mainstream and now everyone has to use "Anti-X Perk" or suffer (or in most cases both)2 -
But this is not even the case with Anti-Tunnel Perks? I mean, just look at OTR. Its description says that it has 80 seconds of Endurance, but in reality, it can have exactly 1 second of Endurance after you are hit off the Hook. Why even introduce Perks which sound good on Paper, but can be negated by a single M1-swing?
Even DS with 5 seconds was not really good as Anti-Tunnel, because it has ALWAYS been the best idea to just push through it. Anti-Tunnel Perks need to be a big middlefinger for the Killer, not some mild inconvenience you can mostly ignore.
And it is not like Killers actually NEED to tunnel. You can win most of your games without tunneling, yet some Killers decide that they want to tunnel every game, because they want to win every game the easiest way possible. But most of the time you have another target nearby when someone gets unhooked… And yet, despite Perks which are supposed to be Anti-Tunneling (aka making tunneling harder), Killers decide to tunnel, since it is still the way easier way to go.
And last but not least - even if the main purpose of those Perks is to buy more time, the 1v1 experience should not be forgotten. Sure, the game is 1v4, but you cannot ignore the 1v1. Which we can see with OP here - the one Survivor who got tunneled out will not have had a good experience. I dont think many people will think "Oh, at least my team had more time, even if I did not have fun or much reward for the game". (Let alone that they wont win a 3v1 with 4 Gens to go… Basically at this point everyone can give up, since at this point the Survivors become BP-Pinatas because tunneling is just too strong)
5 -
Most of those hard tunnel rounds they are choosing someone thats easier to catch, if anyone gets off generators to help them thats extra pressure on generators not being done, and then as soon as they go on a hook they are stuck waiting to get hit the second their feet touch the ground so like being chased with no mither on all game, and then after all the pallets are wasted trying to save this 1 person the killer just hooks 1 slugs the other 2 done.
And thats supposed to be that survivors fault? No its just an "easy win" move that the survivor can't do anything about because the game is designed around the killer having to chase and catch 4 people 3 times each before 5 generators go off. when a survive with friends swat team uses every aspect of communication and overpowering the killer through numbers, thats an entirely different ballgame compared to just random people who don't know eachother and are just queing up for some points.
3 -
Just throwing this in again since ppl keep insisting perks turn off once the endurance is off. OTR, just like many perks were discussing, has multiple effects. Those other effects are still in play even after being hit, which can do wonders for given the slip to a killer.
Now... since no Anti-Tunnel perk is good enough since Killers have the option of spending extra time to down someone, what solution could you POSSIBLY have that would solve that? Actual question here, because aside from being obviously broken stuff like "stuns the killer until the survivor in question leaves the trial, and writes a letter to BHVR saying they forgive the killer for their crimes" I dont know what they could POSSIBLY do to. Anti-Tunnel Perks are meant to offer some protection, but they can't go full godmode or something without completely breaking the game.
Saying a perk isn't enough because if the killer spends extra time, they'll eventually down me... can include every chase perk including the exhaustion perks.
2 -
Thats exacly the issue. The fact that you can just make 1 survivour miserable just because you want easier game, and the rest are screwed in the process.
0 -
I came up with an idea that would most likely remove tunneling and camping, But the game would change tremendously and a lot would be needed to change
https://forums.bhvr.com/dead-by-daylight/discussion/448913/hook-system-rework-removal-of-tunneling-and-camping#latest-1 -
Yes, OTR still has the blocking of Aura and the grunts of pain reduction. And those are decent, I dont want to deny that. But they dont really help with tunneling. If the Killer has line of sight on you (which they will have if they tunnel), you not making any grunts of pain or having your aura hidden will not really do anything.
And I honestly dont know how to solve tunneling. I wait for their Anti-Tunnel measurements, but given their track record, they will probably not be good and only work against the most extreme edge cases (like AFC does). But I was always a fan of DS disabling the Killers Power for a bit or DS hiding Scratch Marks, grunts of pain, blood for 20 seconds or so. The first would hit the stronger Killers harder, it is more impactful for a Blight if they cannot rush than for a Trapper to place a Trap (for lets say 20 seconds or so). The latter would make it possible to maybe even hide after stunning the Killer.
But this would be one Perk…
There is the feature in 2v8 that Gens go faster if the Killers have many Hooks and they go slower if the Killer does not have many Hooks. But I am not a big fan of that, because to actually discourage tunneling, the Slowdown would be so big that it would be worth more to not tunnel than to just remove one Survivor - which is more impactful in 1v4, so the Slowdown would probably be massive. And I am overall not a fan of this mechanic, since it should not really debuff the side which is playing well.
5 -
The 2v8 mechanic actually worked to incentivize tunneling, lol. If Im giving survivors extra speed for each hook, I DEFINITELY dont wanna 2 hook everyone. They also gave extra abilities to survivors after their first hook, so... your just making the game way harder by spreading hooks.
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i mean, you are describing scenario that can be dealt with in soloQ, but the big problems in soloQ are:
- people lowkey farming you by instapulling as soon as you are hooked, usually without even waiting to get out of killer's TR;
- people going for reset under hook when they are not aware another teammate is in chase. In this case, you never reset under the hook unless you have clear info on the HUD that killer is busy.
Imho, these two cases give the most free cards to killer for tunneling.
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Making a decision to not feed a tunneling killer and just do gens is a thing. Anti-tunnel perks, as mentioned here, are a minor nuisance at best. Incentivizing the killer to tunnel is more of a problem than the killer tunneling.
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I play 100% solo Q too and I never see anyone get tunneled out that fast. The safest place for a tunneled survivor to be is on hook… Do gens… stop unhooking instantly or in the killers face…
You are also inflating the story… Either someone was getting tunneled, or… killer was getting multiple painres… You can't have both :D
And one more thing… Survivors getting tunneled out fast is just a case of not knowing how to loop. If you can't hold a 1min chase, go watch some streamer tutorials on how to run specific loops.
-2 -
I dont know what is this trend but from my killer and survivor matches I see many survivors go bodyblock for teammate after first hook even on 5 gens which is crazy. All this does most times is killer either accepts the hit and goes for other survivor but most killers like me take this as come and get me so what happens is tunnel on 5 gens for no reason and someone is offended that killers do this.
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If you made them powerful, survivors would use them offensively. They already do.
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I had the opposite problem this morning. Was playing Pig and the first guy I hooked tracked me down and was waving for me to down him again lol nah, I dont tunnel, even if you ask nicely. I just kept going around him and ignoring him. Eventually he started playing properly.
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Yeah this is why BHVR is going to have their hand forced to take action over tunnelling, which will affect those who try to attempt to at least play in a fun way for all involved. Sometimes tactical tunnels may be needed (one gen left, one person is on DH, survivor forced you to eat BT instead of letting you chase unhooker and so on).
It is an absolutely miserable experience for the survivor who loads in and cant play the match normally, as they are relentlessly tunnelled by a killer who wants an easy match and has no empathy for others.
I say bring it on, the more of these people who play like that, the more the majority of the community (low skill/casual survivors) will force these changes to happen faster and be more severe.
Sorry to the killers who try to play 'nice' as you will suffer for this too
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To hit of hook camping is required, meaning almost 70 seconds of free gen progress for the remaining survivors due to no pressure being applied.
-2 -
You couldn't finish more than one gen in that time?
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Look, I can do a side by side comparison because I put down this game when killers got mega buffed. The game was way more fun for survivor when I stopped playing which was about 2 years ago. I've come back and to give you an idea of how bad it is, I've been playing without slowdown at all and I've been doing as good as I was doing before (60-70 percent win rate). And I started doing that because I was getting annoyed at stomping survivors. Now it is true that my MMR has dropped, but I've also become quite rusty in that time. I'm not nearly as good as I was 2 years ago, yet I'm just crushing now. Somethings wrong with the current balance of DBD
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Literally how tunneling goes. It's not a good survivor experience.
3 -
Man I was thinking earlier how I have been pretty lucky as most killers have been going out of their way to not tunnel in the last few days…
Well that will teach me for thinking such positive thoughts, as tonight in my area I have had back to back hard tunnelling killers. Like not even making the slightest attempt to go for the unhooker.
I don't get why people do this, someone either DC's or the match is pretty much easy mode after tunnelling out some poor soul, so how is this even fun?
1 -
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Not the Fleece Johnson!
Biggest problem with tunneling is it's a privilege of map mobile killers, which is all anyone wants it seems after Wesker... map mobility is mandatory in every killer design now it seems.
Every killer released/reworked after Wesker has it bar Knight and Skull Mechant, and those killers are hated. We've also seen slow decline of set up killers, stealth killers, and ranged killers have also fallen off/been power crept to oblivion.
I mean look at the newest killers Springtrap and Ghoul, we're now seeing killers who can go across the map with impunity. They're in that Nurse/Blight/Billy/Dracula tier of unconditional low cooldown map mobility with little to no warning to survivors where they are going, and they still remain highly lethal when they get there. Compare them to other killers that can move across the map fast:
- Freddy - Long Cooldown and a long ass animation.
- Dredge - Locker reliant and lockers can be locked to buy time to run.
- Sadako - Can turn off TVs and deny completely.
- Xenomorph - Can place turrets for early warning and as a distraction.
- Spirit/Chucky/Wesker - Long cooldown and denial of their chase power for a time on arrival.
- Houndmaster - Can pre walk away and avoid detection.
These killers are all relatively new and all have map traversal as part of their kit, but at least these are tempered by factors that limit their effectiveness... and even these killers are all great at tunneling.
Traditional M1 killers have a lot of macro issues to worry about if they want to tunnel. They kind of have to camp if they want to tunnel, and Survivors can ignore them to focus gens without too much pressure realistically being exerted unless it's a VERY favourable map.
This is the fundamental core problem of tunneling. For low map mobility characters to tunnel, they're kinda throwing the game to do it vs. tje nuemrpus defences survivors have to fight it. Every low mobile killer greatly fears Decisive Strike; but also struggle for pressure in general, so may have to resort to it to get some momentum going whereas top tiers can effectively exert pressure, then still sprint back to the unhook to tunnel a player out as well.
The fact Pyramid Head is not really the best tunneler in the facw of these map mobile killers, despite his kit offering several huge tunneling focused effects, says a lot.
Post edited by UndeddJester on1


