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What the slugging, camping and tunneling changes should consist of when they release this year.

Slugging:

Slugging is boring to go against as survivor however there are two types of slugging which are aggressive slugging and subtle slugging. Aggressive slugging is when the killer goes out their way and slugging all match whereas subtle slugging is when the killer slugs when they have to e.g during endgame. The problem here is aggressive slugging which is what needs solving. To solve this, unbreakable should be basekit when three survivors are slugged at the same time. This would allow the survivors being slugged to pick themselves up and eliminate aggressive slugging for the most part. If there are two survivors left and a survivor is downed, the downed survivor can pick themselves up. This would also solve the issue of "slugging for the win" where the killer would slug one person on the floor until the other survivor has been found.

Tunneling:

Tunneling in general is healthy to have in the game personally whilst it can help to put pressure on the survivors however the main problem with Tunneling is when it is done early on in the match (which is aggressively done by the stronger tier killers). A solution to this is that for the first 210 seconds of the trail starting, any survivor that has been unhooked during the time frame will revieve basekit DS and the haste/endurance they recieve is increased to 15 seconds. This would allow the targeted survivor early on in the match to have a fighting chance if they're being tunneled whilst also making more distance against the killer.

Camping:

Camping for the most part has been solved with the introduction of the anti camp feature however a small addition can be added to this. Making kindred basekit would allow the survivors to know if it is safe to try and unhook the survivor or if they should stay away and let the anti camp mechanic activate so the survivor can 4% of the hook with the feature. Furthermore, a progress bar beside the survivor name showing how much progress is in the anti camp bar would also allow survivors to have a better understanding if they should go to the unhook or not, being a very useful feature in solo Q. This system would deactivate at endgame.

Good changes to survivor but what about killer players?:

Obviously, with these changes, killer players will struggle and with the gen speeds currently, killers will struggle massively to compete so here are some changes that should be made. First of all, make corrupt basekit. This would help killers in the early game massively to set up (such as trapper with traps) and would convince players to play normally rather than using tactics such as tunneling early on. Secondly, for each unique survivor hooked (survivors first hook state), increase killers kicking and vaulting speeds by 3%. This would incentives killers to hook each survivor once rather than target a survivor from the get go. Lastly, make pop basekit but get 10% rather than 20% and make this a fixed progress rather than concurrent progress. Pop perk would be nerfed to 10% in compensation. This would allow killers to be rewarded more when hooking a survivor whilst also being able to comeback gen speeds without relying on other tactics.

They could also make blood gens basekit when there is one gen left to be completed and to compensate no gen perks can work on the blood gens however that would probally be controversial.

In conclusion, I do believe these changes would be healthy for the game. Obviously some tweaks would probally need to be made and killers, etc will need buffing/nerving but overall I do believe that if the anti camp, anti slug and anti tunnel changes are these then the game would be in a more healthier state and would make balance alot easier if the killers can also get compensation.

Comments

  • Chiky
    Chiky Member Posts: 1,139

    I made a post some time ago about slugging changes. Tbh, it'd be nice if they implemented it...

  • bazarama
    bazarama Member Posts: 422

    Hooking is an answer.

    Do away with all gen regression perks they suck anyway and make hooks regress gens.

    Slugging became the meta game style because going for hooks can actually cost you the game as killer.

    I only fear that in attempting to fix slugging camping and tunnelling the devs go too far and make the game insufferable for lower tier killers.

    I've got a nice tea set on standby for all the t-bags I'll be getting if they don't do this change right.

    Hopefully common sense prevails for both sides.

  • mecca
    mecca Member Posts: 562

    Whatever they do, they'll be game design exploits put in place so killer players can still grief and ruin the game for other players, and hijack their wins.

    It'll be just like how borrowed time was the answer to tunneling.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    should I call splitting gens or bodyblocking for injured people a game design exploit too or are we going to behave like mature people?

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    It will hit the PTB in a reasonable state but killers will cry that they can't camp/tunnel/slug as much anymore - you know… exactly what it was designed to do - BHVR will get scared and water it down to be borderline useless - See the PTB for the anti face camp system and the release of reassurance for evidence to support this

  • LordGlint
    LordGlint Member Posts: 9,780

    So just so I understand this...

    https://youtube.com/shorts/ar--P50IzhM?si=meFbIt_6PiHX3lpG

    If a killer makes a play like this one, the first 2 downed would just...get up?

  • StalkingYou
    StalkingYou Member Posts: 394

    yes because killer is not allowed to down more than one person at a time

  • LordGlint
    LordGlint Member Posts: 9,780

    Some people ACTUALLY dont differentiate any slugging. I had a team last night swarm me after a down last night as Bubba. They said I was playing like a dick for not letting them get a flashlight save. I had 3 ppl swarming a down under a party pallet until all 4 of them were downed...

    I tried to let them reset after I got my hooks because... it was a 5 cake game. They all DCed.

  • StalkingYou
    StalkingYou Member Posts: 394

    well its just the attitude on the forums; the second the killer deviates even an inch from the wholesome nice boop pig 12 hook playstyle they want you to play as, you are a trash killer and your evil strategies should be nerfed immediately

  • LordGlint
    LordGlint Member Posts: 9,780

    That wasn't even the strategy I was going for. I would've gladly hooked if they ran off. If there's another target RIGHT THERE though...

  • Abbzy
    Abbzy Member Posts: 2,252

    I think answer is hooks instead of kills if you want more fun for both sides but hooking is problematic because in curent situation not all killers can afford to play for hooks (the weak ones offcourse) and another problem is hooking gives survivor much more time for gens and stronger perks that hurt weakest killers much more than stronger ones like dead hard,ds,otr plus gen regression perks like pop, pain res arent that good on weaker killers they cant get downs that fast to keep them going like trapper,mayers. This makes the way to focus game to spreading hooks instead of kills much harder because to do so bhvr will have to fix the huge gab that is betwee s/high a-tiers killers and b/c- tierskillers which I believe isnt easy but not every killer can go and try win by spreading hooks mayers will be always at bottom (tombstone carryers him long years) and blight will be top (for blight is much easier to get more hooks or secure kill which for weaker killers feels like hard chess game).

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    What “exploits” are going to be put in place and how are killers going to use them to “grief” other players? Do you actually have specific concerns, or are you just lobbing another “us vs them” bomb without any explanation as usual?

  • crogers271
    crogers271 Member Posts: 3,262

    To solve this, unbreakable should be basekit when three survivors are slugged at the same time.

    Basekit unbreakable is not really a workable solution. Slugging in and of itself is no more boring than getting hooked, its the amount of time a player can be out of play that is the primary issue. It was a far bigger issue before the changes to knock out.

    I think slightly faster crawling speed and/or still being able to heal a little while crawling would be enough. Or even something like all survivors being able to 99 their slug heals. There's an outside chance that I think BHVR might make slugs heal more quickly the more frequently they have been slugged.

    If there are two survivors left and a survivor is downed, the downed survivor can pick themselves up. This would also solve the issue of "slugging for the win" where the killer would slug one person on the floor until the other survivor has been found.

    If there are two survivors left and anything more than a single gen to go, the killer can just keep slugging. Getting back up isn't going to fix that. Expanding the abandon option to allow the slugged survivor in this scenario to leave and then the killer/remaining survivor can decide on whether they want to play the hiding game or not.

    A solution to this is that for the first 210 seconds of the trail starting, any survivor that has been unhooked during the time frame will revieve basekit DS and the haste/endurance they recieve is increased to 15 seconds. 

    The problem with DS is that for new players hitting the skill check is still an issue. But the broad idea of their being additional protections for survivors hooked within the early portion of the match I think is the right direction.

    Making kindred basekit would allow the survivors to know if it is safe to try and unhook the survivor or if they should stay away and let the anti camp mechanic activate so the survivor can 4% of the hook with the feature. Furthermore, a progress bar beside the survivor name showing how much progress is in the anti camp bar would also allow survivors to have a better understanding if they should go to the unhook or not, being a very useful feature in solo Q.

    Basekit Kindred would be way too much. The AFC meter should progress slightly faster than it does now. Survivors don't need a bar that they can follow, but getting an indication if the AFC meter hits the halfway mark would be a good idea.

    would convince players to play normally rather than using tactics such as tunneling early on.

    We've been down this road before. Killers are going to try and win. They should try and win. Trying to encourage people to play in certain ways because 'X is no longer necessary' is a really bad approach.

    make corrupt basekit.

    We just got survivors spawning closer together which I think we give that more time before we just start blocking gens off the start. Having corrupt every game takes out some of the key early game decision making.

    Secondly, for each unique survivor hooked (survivors first hook state), increase killers kicking and vaulting speeds by 3%.

    I think your survivor suggestions went too far, and I think basekit Pop and Corrupt would be too much, but giving the killer an increased bonus for unique hooks would be fine. The problem is that whatever you increase (kicking, vaulting, etc) is now pushing killers to play around those strategies which I think creates more problems than people anticipate.

  • Abbzy
    Abbzy Member Posts: 2,252

    Well they want to give survivors for chaos shuffle borowed time+tenacity basekit which isnt fix for slugging and with random perks and how effective is working as much as you can on gens in chaos shuffle we will see most killers being the stronger ones like ghoul, blight brcause eeaker ones dont have good tools in their kit to dead with some situations or strong perk combinations like this especialy in game mode that is rng and you can get super bad perks on killer like mayers who needs slowdown. I wouldnt call the basekit features like bt after unhook exploits, one of biggest exploits is crouch tech that devs said its feature that shouldnt be in the game, they tried to fix it and it still exists and hurts killer like demogorgon so much more than billy who can dealwith that ( same as some basekit features vs weaker killers, there is no problem giving survivors ds basekit if all weakest killers are with their power level around high b-tier at least).

  • Sjady
    Sjady Member Posts: 41
    edited July 2025

    BHVR only rewards kills through the MMR system — not hooks, not chase time, not clean gameplay. So slugging, camping, tunneling make sense. It’s not abuse, it’s optimized play.
    If you reward something else, killers will play differently.