The real problem with tunneling...
Well folks, I'll give you a hint. It isn't the UI! Why does it matter if the killer get a notification (which I believe is delayed by two seconds regardless) once a survivor is unhooked? Either they know the unhook is happening, or they aren't really paying attention. And if you know what I'm talking about, then you know.
What am I talking about? Proxy camping. That's the real problem here. The elusive status is a great start, and so is the lack of collision, but I haven't seen any mention of extending that haste or endurance timer, nor improving the anti-camp meter, so honestly barely anything is going to change. Proxy camping and deliberately tunneling is still going to be the biggest factor. And maybe the gen speed buff might be a deterrent.. many killer mains will whine about it, but in many situations I'm sure it still won't matter.
So here's the thing. Let's go through the list of killers, shall we?
Trapper: can place traps down all around the hooked survivor. Can block off escape routes nearby that the unhooked (or unhooking!) survivor can get to in that limited time of endurance. And this is especially bad in basement.
Wraith: Could literally be anywhere. Maybe chasing the next target, maybe still waiting for the next schmuck to come attempt a rescue. It's very easy to proxy camp and take the rescuer by surprise.
Hillbilly: A common strat I see them do is chainsaw sprinting to some other objective, and then immediately sprinting back to the hook to catch someone trying to go in for the save. My goto counterplay to this is to be stealthy trying to approach the hook and wait right after they sprint away to get the unhook, but that still doesn't change the fact that many, many, many people go down to billy in quick succession as they try to get a hook save.
Nurse: She can literally stand just outside the anti-camp radius and hold her blink to be right on top of the unhooking survivor. She should not be able to blink right back to hook.
Myers: Can just stalk people as they are going in for save and instant down them.
Hag: traps traps traps traps everywhere nearby, just like the trapper.
Doctor: His shock power interrupts survivor actions, which literally stops them from the unhooking process.
Huntress: She can aim her hatchets at the hook from a distance far outside the anti-camp radius, and this is especially bad if the hook is up on a hill, or if she has high ground.
Bubba: the poster child for hook camping. You should know why.
Freddy: Can teleport to a generator if nearby. Dream snare projectiles and pallets are capable of hitting more than one survivor, and the slow of course will negate the unhooked survivor's haste.
Pig: stealth to easily camp a hook if necessary. The reverse beartraps also of course add more pressure, and a survivor with a trap on their head can be harassed.
Clown: wallhacks with the right addon, and can throw slowing bottles right on top of the person who is being unhooked.
Spirit: can easily wait outside of the anti-camp radius and catch up quickly to either the unhooked or unhooking survivor. And of course an injured survivor is going to be far easier to track while phasing.
Legion: increased speed per hit in feral frenzy can make map mobility easier, and killer instinct allows them to know if someone is going for unhook and where exactly they are.
Plague: can go into power and shoot unhooking/unhooked survivor from afar.
ghost face: Could mark and expose unhooking survivor, and then just go after the recently unhooked survivor for extra pressure.
demogorgan: portals near hook.
oni: insane instant down ability that can also hit multiple survivors at once if bunched up.
deathslinger: can shoot survivors from afar, even outside anti-camp radius. Can even pull them back and delay breaking their chain for as long as possible to force the hooked survivor to go into 2nd stage or die.
pyramid head: one of the most egregious offenders in my opinion. Can put rite of judgment down all around the hook. Can use their power to hit both the unhooking and unhooked survivor simultaneously. And then their torment ensures that any other anti-tunnel mechanics and perks are bypassed, when that survivor goes into a cage or is instantly morid.
blight: high mobility killer that can easily patrol multiple nearby objectives. The increased haste and speed boost from being hit means very little to a blight player.
Twins: can camp the hook with charlotte and do her very balanced slugging with victor
trickster: hit a few knives, go into main event, pretty much instadown the rescuing survivor as they are locked in animation, and can still throw yet more knives at the recently unhooked survivor.
nemesis: interrupt unhooking survivor at a slight range, and bonus zombies to help camp a hook sometimes. But honestly, even though nemesis has a reputation for tunneling, he doesn't have much in his kit that specifically helps this.
cenobite: can summon chains from a distance to interrupt unhooking process. The mechanics of dealing with the box is also just very annoying in general.
Artist: can aim crows right at the hook and infect both survivors right after the rescuer get the save.
onryo: can use TVs to teleport right back, which not only puts her dangerously close but also adds a stack of condemn to a survivor who might have already had several stacks locked in.
Dredge: teleport back to lockers nearby hook.
mastermind: his dash can actually hit multiple survivors when they get slammed into each other.
knight: funnily enough, his guards actually go away once a survivor starts to unhook. Kudos!
skull merchant: drones everywhere near hooked survivor.
singularity: pods near hook! But he can use his cameras all around the map to find and tunnel out a specific survivor if he wants.
xenomorph: can traverse in tunnels and come back quickly to hook.
chucky: these guys always seem to tunnel for some reason too. stealth helps get a free hit on rescuing survivor.
unknown: notorious for shooting their UVX onto the survivors who are unhooking.
lich: flies back to hook. Skeletons can hit multiple survivors.
dark lord: bat can teleport to a nearby vault. and hellfire also can hit multiple survivors.
houndmaster: dog can grab a survivor and prevent them from getting the hook save.
ghoul: insane map mobility. Can return to the unhooked survivor from across the map in 3 seconds.
Animatronic: can just go through the security room. Go back in, and wait for the unhook before traversing right back to hook. OR, they can proxy camp as normal and get a free hit with their axe. Still not sure if the axe is preventing survivors from unhooking on some platforms.
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All in all, SOME of these killers might have been addressed. And I mean killers with a mobility power because what good does that mobility do if they don't know WHEN EXACTLY to come back to the hook? But there are still many, many killers, still a vast majority of them, that have a power that still fully functions around a hooked survivor.
These powers serve to give the killer free hits, interruption to prevent the survivor from being unhooked, or can straight up hit everyone all at once, bypassing the endurance protection, making body blocking even less tenable, and putting the recently-unhooked survivor in an extremely vulnerable state.
There's a couple things we need to do, like increasing the radius of the anti-camp meter and increasing the strength of the borrowed time effect. And on top of this, killer stealth should not function when near the hook at all. And many killer powers also should not function when aimed in the area immediately around the hook. And finally, the survivor who is being unhooked needs blanket immunity to everything (damages, statuses, whatever) for 2-3 seconds right after being unhooked.
Comments
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Why does it matter if the killer get a notification once a survivor is unhooked?
Cause then the Killer knows the unhook has happened and they can hurry over there to tunnel.
Ofc it matters and BHVR is right to address this.Do you know how easy it would be to check this though? All you would have to do is ask the dbd stat guys how many Killers decide to run back to the hook after that notification is displayed and in my experience, its a lot.
Anyway you make valid points about Proxy Camping, but this isn't the PTB where BHVR addresses that.
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Well that's what I'm saying. It's that if the killer is already preoccupied, they have very little reason to care if someone was unhooked or not.
But if they DID want to tunnel someone out, as I have pointed out, proxy camping is very easy in and of itself to do. And killers never needed a notification on unhook to tunnel someone out.
Admittedly, if I have absolutely no leads and haven't found anyone else to chase, and I see an unhook notification, I might as well head back towards the hook so I can get a chase. But yeah, now without that notification, makes me feel like I'd need to actually proxy camp more.. which is dumb.
So now I'm in a position where I must proxy camp, or get reaaaally screwed over because I went very far from the hook and still have no one else to chase.
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No, proxy camping is still bad but its worse for tunneling cause some survivors are smart.
You can very easily just drop your current chase and go to the hook when you get that notification.You are right though, THEY CAN STILL PROXY CAMP.
but that's not a critique of the proposed changes or a tunnel problem, its camping problem.
BHVR did not fix all problems in one patch.Trust me, as a veteran.
That notification is very useful for tunneling, I've used it many times and if they didn't remove it it would not be at least somewhat harder to pull off then. It will absolutely matter, but then the Killer can enjoy the compensation buff to the remaining 3.0 -
Oh hey, one thing I just realized is that if everyone more or less gets a bbq-like effect, then I guess I don't really have much complaint in saying I can't find a new chase… hopefully…
I have no idea what that system will be like though.
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It matters if the bbq-like effect can be blocked with lockers, perks, or items.
Because if the killer hooks someone, and sees zero survivors because they hopped in lockers, then that big reveal is really terrible.
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