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Tunneling....

Feather
Feather Member Posts: 118

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

  • Abbzy
    Abbzy Member Posts: 2,087

    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.

  • Abbzy
    Abbzy Member Posts: 2,087

    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.

  • Abbzy
    Abbzy Member Posts: 2,087

    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.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    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.

  • Plague_Priest
    Plague_Priest Member Posts: 4

    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.

  • Garboface
    Garboface Member Posts: 412
    edited June 22

    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.

  • Feather
    Feather Member Posts: 118
    edited June 23

    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
  • LordGlint
    LordGlint Member Posts: 9,779

    You forgot the OG anti-tunnel perk, BT. 20 seconds of haste and endurance is nice and its available on a free character.

  • LordGlint
    LordGlint Member Posts: 9,779

    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.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    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.

  • Choaron
    Choaron Member Posts: 818

    What an original thread.

  • Raccoon
    Raccoon Member Posts: 8,134

    I can't wait to see what they do for Phase 2 @_@

  • Rivyn
    Rivyn Member Posts: 3,032

    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.

  • Pit_Bull_Love
    Pit_Bull_Love Member Posts: 202

    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.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,604
    edited June 23

    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…)

  • LordGlint
    LordGlint Member Posts: 9,779

    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.

  • Feather
    Feather Member Posts: 118

    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

  • LordGlint
    LordGlint Member Posts: 9,779

    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?

  • Scarlett1111
    Scarlett1111 Member Posts: 154

    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)

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,225

    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.

  • LordGlint
    LordGlint Member Posts: 9,779

    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.

  • Feather
    Feather Member Posts: 118

    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.

  • Feather
    Feather Member Posts: 118

    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

  • LordGlint
    LordGlint Member Posts: 9,779

    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.

  • DarkUros223
    DarkUros223 Member Posts: 2

    i mean, you are describing scenario that can be dealt with in soloQ, but the big problems in soloQ are:

    1. people lowkey farming you by instapulling as soon as you are hooked, usually without even waiting to get out of killer's TR;
    2. 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.

  • Garboface
    Garboface Member Posts: 412

    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.

  • Munky
    Munky Member Posts: 227
    edited June 30

    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.

  • Abbzy
    Abbzy Member Posts: 2,087

    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.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    If you made them powerful, survivors would use them offensively. They already do.

  • Nazzzak
    Nazzzak Member Posts: 7,317

    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.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    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

  • VibranToucan
    VibranToucan Member Posts: 674

    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.

  • AlreadyTracer
    AlreadyTracer Member Posts: 227

    You couldn't finish more than one gen in that time?

  • konchok
    konchok Member, Alpha Surveyor Posts: 1,721

    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

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 525

    Literally how tunneling goes. It's not a good survivor experience.

    Screenshot 2025-07-01 054027.png
  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    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?

  • UndeddJester
    UndeddJester Member Posts: 4,971
    edited July 1

    Ahahahahahaha 😂😂😂😂😂

    Ahahahahahahahahaha 🤣🤣🤣🤣🤣

    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 on