http://dbd.game/killswitch
An attempt at better anti-tunnel
So kinda follow up on my post about why people weren't happy with the anti-tunnel. So I decided I'll try making a version that seems fair...in some way you can't be perfect not no perks will be changed that would take to long so if it says perks effected kinda just think whatever perks are closest to it. Also feel free to share your thoughts.
New Anti-Tunnel
We noticed many haven't been very pleased with how tunneling has been with players being kicked out way to quickly before they even had a chance to blink so we decided to introduce a new anti-tunnel mechanic. We'll start with how it works for killers
Killers
Bonus kicking speed of 10% on generators, pallets and walls for 15 seconds. Instead of just waiting for someone to be rescued to run back and down them we thought of giving a small bonus to do something different by applying pressure to other locations or simply getting rid of any pesky pallets or walls that might be blacking your path for a nice chase later on.
Now of course we might get a few that want to bypass and think "pfff I wanna still tunnel and just do a 3v1 to get that 4k easily" Well we wanna try and prevent that everyone should have a fair chance of playing rather then someone having to wait for their friends to finish the match to play again. So we introduced for killers a small punishment for tunneling.
Reduced carry speed. So you wanna tunnel? Okay well your movement speed will be decreased by 10% if you tunnel and pick up the survivor also staggering while carrying that survivor will by increased by 5%. Perks that relate to either stagger or movement carry speed is ignored. We find that this could show you need to spread pressure to others not just one person. We have a working idea of hooks being blocked within at 12 meter radius of the tunneled survivor to reduce tunneling but we would rather test it first ourselves then suddenly put it in.
Now for the survivors those being tunneling might not have a fun time and we wanna make sure your games can be in a way fun. We introduce.
The second chance
When taken off the hook you gain the second chance status. Similar to endurance this allows you to take two hits from the killer before going down similar to being healthy but rather you enter deep wound and if hit again your deep wound timer is reduced by 50% now don't worry fellow killers this status is automatically lost if the survivor does any actions like before that removed endurance. Note second chance will only active on the second hit Off the record or Mettle of Man will not work with it. Second Chance's duration is slightly longer then the basekit endurance gained from being taking off hook being around 12 seconds in length. If the killer does still hit you, you gain a extra 10% speed boost upon entering second chance.
Now we do try to figure out how to make both sides fair but you always get an uneven score sometimes. The idea for the anti-tunnel is not to punish the killer fully we have realized 6 hooks or you lose any generator kicking is a little over the top so we have tried to figure out a few ideas.
Since a survivor can just give up on hook which can trigger the generator blocking mechanic we instead wanted to try something different if the same survivor is hooked three times in a row without anyone else in between for two times then generator regression is slowed ,kicking any pallets and stun endurance is reduced all by 5% perks related will no longer work. Now we do see how this might be insane so we wanting to try it out ourselves first. The idea is not to punish those who don't tunnel rather punish those who do so the same survivor must be hooked three times in a row for it to activate if they end up sacrificed on their first or second hook then it is not activated as we don't know if their teammates forgot them or simply they weren't in the mood to continue.
We do hope these changes peak your interest and please do feel free to share your opinion and suggest ideas to try and improve it.