http://dbd.game/killswitch
Anti Tunnel Changes Revealed!
Devs revealed PTB and Anti tunnel changes are shown
- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
What do you Think?
Comments
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I think I’m going to have to wait for the PTB to pass judgement. These are pretty hefty changes and it’s hard to visualise how these will play out, at least for me.
9 -
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
This is super strong sometime you will find the uhooked and you cant spend more time looking for others or down him in bad place so now what you will slug him?
Overall the changes look not that bad but only problem I have is how long it will take so all kilkers can play against experienced survivors with these changes meaning weaker killers like from low b-tier to trapper, skull merchant if I remember corretly it will take one year (if their rework or buff wont be badly done) to get skullmerchant rework,trapper rework, mayers rework and tricster rework which isnt even half of the killers which will struggle a lot and this will only have one effect which is happening right now and will get even worse after this on higher mmr there will be same killers on and on no killer variety which some survivors are complaining about now. This will only force people to change mains from ghostface, legion and simular weak killers to more powerfull ones to have more fluid and chill games with option to go after another survivor without tunneling. What do you think?
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I think these are great changes! protections for Survivor, incentives for killers who play fair, hefty penalties for Killers who Tunnel hooking Tunneled Survivors prevents killer from regressing gens (Wonder if this will prevent Regression and Slowdown perk as well?)
Killing Tunneled Survivors gives major Gen speed increase I wonder what the percent is?
-2 -
It doesn't seem like the boosts killers get for not tunneling outweigh what survivors get to fight tunneling. Which I think is a problem, because part of why tunneling is a problem in the first place is the lack of reward for not tunneling so this is just nerfs.
2 -
As a killer main, I'm not against this. I seriously appreciate the fact that they are compensating for it with some buffs for killers not tunneling. I would say this follows along with Behavior's typical design philosophy of adding new things to solve a problem, instead of removing things, which is typically nice for old players who get new gameplay elements, but very confusing for newer players.
I do think they should keep in mind reasons killers tunnel other than raw advantage, such as:
-Not remembering who you hooked last.
-Trying to prevent a sabo/pallet/flash save. On that note, a shocking number of survivors will try to sabotage the hook, after you go out of your way to hook the one survivor who is not dead on hook.
-Killer specific circumstances that incentivize tunneling. Namely, Trapper can put a trap in a super clever spot, but than a survivor who just got off the hook walks into on accident, on the other side of the map from trapper. If he ignores the trapped survivor, the trap did nothing but slow them down for a second, and it's been disarmed now. Effectively, trapper gets punished for not tunneling in this specific instance.
Edit: Just remembered the thing where the killers aura is revealed when close. That…no. That's gonna be exploited in a swf. That part should not be there.
Post edited by TheSingleQuentinMain on5 -
Well it does give some incentives we do have to wait to see the numbers though to see how good it i.
However I don't think meta Killers like nurse blight ghoul should get this incentives at all.
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If the killer dare to touch a survivor at any point he loses, got it!
-1 -
Punishiments for not playing "correctly" are not incentives. If anything all these changes do is make killer more frustrating, because now you have more things to manage to avoid getting these massive punishments while getting less information.
5 -
Except you do get incentives if you do play without tunneling more regression more haste and more info if you do play fairly
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
-4 -
The survivor rulebook truly wasn't an urban legend.
9 -
Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
Seems they did include this.
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Jokes aside, they HAVE to buff EVERY SINGLE below S/A+ tier killer if this hits live
pure immortality should never be a thing, specially when the player can decide when it's going to stop working, a survivor with this status effect can, on some occasions literally just camp a progressed generator in front of the killer until he goes away, if the killer do go away the survivor repairs the generator, if the killer waits the other survivors win the match, same for hooks, exit gates, literally anything, so imo they should scrap this idea or completely remove the option to make any conspicuous action at all
I hope they think twice about adding god mode on a pvp game...
6 -
I think getting base kit pop and BBQ is pretty substantial, tbh.
Every single other downside effect is completely avoided by not tunneling until hook 6 and is completely within the killers control.
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the lack of an unhook notif is crazy to me. oh, you turned the corner next to main on toba and someone yoinked that ######### off 4 meters away from you? what? its a bad and dangerous play? well dont worry, we wont tell the killer that youre off the hook so its okay, just keep playing on autopilot in your generator completion simulator and never employ critical thinking towards this games mechanics. we'll just now train the killers to look like schizophrenics and look back at the hook constantly. theres also multiple killers who benefit from targetting survivors who unhook over tunneling (being in frenzy as legion near an unhook is 2 free ferals, pheads hit under hook to injure the unhooker and deep wound the unhooked often, also this will shoot make your choice in the back of the head) so it just feels like bhvr going "tunneling is bad dont you see what you killers do! no going back to hook no consecutive hooks and no info on if survivors are prioritizing gens over saving! its your fault!"
6 -
People on the reddit side made a good point about the penalties what about it sadako or pig gets a condemn and headpop early are they punished for that?
2 -
You will slug them, and then guess what, you get punished again because of anti-slugging. Its a lose/lose.
2 -
The numbers matter. Making it so my regression is 6% instead of 5% isn't going to make a difference. And BHVR has a history of having tiny tiny numbers like this for things.
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Sluging is always risky play another question is what changes will killers which kits are made for slugging like oni,twins will get in exchange for this change because if they dont get nothing this will be solid nerf to their kit.
-1 -
I think everyone is overreacting about the Elusive status. No one does this with OTR, and Elusive is part of OTR. There's almost certainly going to be a timer (likely 10 seconds just like everything else in unhooks) that you can wait out or smack them so they get out of your face.
-1 -
This is what I currently do if the recently unhooked one is running back into me, I will down them for someone else to come and pick them up, while searching for the others. That means there are two survivors not working on generators. Or with the anti-slug, the downed survivor will be out for 90 seconds. That's one full gen worth of progress.
There are PLENTY of ways to play around the new mechanics, but the days of slugging someone, just to hump on them while the bleedout timer is going down are gone.
0 -
The gen speed/ block can be abused by survivors. If one person gets hooked and no one gets them, and the killer doesn't get 5 more hooks before they die, they get all bonuses.
1 -
We'll wait and see for the PTB, but at a glance this looks fine. Ut fits in with my usual playstyle anyway, so getting some buffs for playing normally is always a good thing for me.
Some on reddit are worrying about a survivor deliberately trying to get killed early so the other 3 get permanent gen speed and no gen regression, but I don't feel this is an issue at all. If a Survivor does try this, then the killer can just slug 'em. even if nobody bothered to pick them up, for 90 seconds the killer has a 3v1 situation for a while.
These changes look fine on paper. Only the PTB will show otherwise, and people will try all sorts to see where the weaknesses are and with luck any abuses can be addressed.
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The stealth thing is good/ok, my concerns are more centred around the no collision thing (and the "if the killer kills a survivor he gets mid match nerfs" things)
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Elusive is not part of OTR, you can body block with it.
The problem i have with the system is it seems to be abusable. If a survivor is unhook, they can just throw themselves at me now to body block for their team after they get healed up and i can't do anything. If i hook them, i get punished, if i don't hook them, i get punished.
2 -
Again unhooked survivors lose Collision you can just walk threw them. They can't bodyblock anymore
-2 -
Again you are missing the scenario in place.
- Get hooked
- Get unhooked
- Heal up
- Work a gen to regain collision
- Throw myself at the killer to body block
- If killer hooks me, they are punished for "tunneling"
- If killer slugs me, they are punished for "slugging"
- If the killer ignores me, they can't because i'm body blocking.
If the collision thing is permanent (as in i can always walk through the survivor i just hooked) then sure maybe that's fine.
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I don't like the delayed knowledge of the unhook at all.
just makes killers keep looking at the hook instead of finding something else to do. Will also confuse new players, A LOT!
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I mean… If the survivors wanna play 3v1… sure.
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Then you are out for 90 seconds and killer can go for somebody else. Your overreacting
-1 -
That's not how it works with SWFs, which is my point. This system is missing something to prevent abuse. Its "anti-tunnel" not "anti-prevent the killer from playing the game"
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Agreed. The buffs and rewards aren't enough
2 -
Yes, but then survivor's can bodyblock
-2