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The anti-tunneling system should be less heavy-handed.

I understand the frustration of playing against a Killer who hard tunnels- plenty of them just use it as a crutch to make up for poor macro play or chasing ability. In fact, I recently played against a Freddy who missed most of his power uses, got looped like crazy, but still got 3 kills because he hard tunneled somebody out of the game and brought NOED.

Competitive DbD lobbies manage to discourage the Killer from tunneling most of the time with altruistic plays, but most Survivors aren't competitive players; that's not who the game should be balanced around.

That being said, the anti-tunneling system on the PTB overcorrected to "If you dare to kill a single Survivor before the game is almost over, I will make your life a living hell". Even if all the Killer did was alternate between hooking two different Survivors, the system would label that as "tunneling". Combine that with the anti-slugging system, and It got to the point where Survivors started using the anti-tunnel mechanics aggressively, doing gens in plain sight of the Killer despite being on death hook.

If a mechanic is so powerful that you don't even feel the need to run away from the Killer, it's probably time to go back to the drawing board.

So, how should the anti-tunneling system work? I think at least for now, we need to limit it to hard tunneling and not much else, similar to the anti-facecamp meter:

-Every time the Killer hooks a Survivor apart from the last one they hooked, the generator with the most progress immediately loses 20% progress (Less on Blight, Nurse, etc.), and basekit BBQ and Chili activates.

(Explanation: Basekit Pop Goes the Weasel and Haste don't benefit every Killer equally; Killers with low mobility might not be able to use Pop without giving up too much pressure, and Killers like Trapper/Hag might not get much use out of the Haste since they're incentivized to create a web of traps and stay in it.)

-If a Survivor is sacrificed or dies before at least 4 hooks total (Or putting 5 Survivors in the Dying state if you're playing Myers), Survivors gain a 25% bonus to healing, repair, and exit gate opening speeds. Sadako's Inexorable Stare and Pig's RBTs don't count for this system.

(Explanation: If you literally just hook the same Survivor over and over, you will be punished harshly. If you don't, you won't. Similar to the anti-facecamp system, I think we need to show restraint with this system if we don't want Survivors to use it in unintended ways.)

Comments

  • AdamZ
    AdamZ Member Posts: 200

    II like ur idea, but i would still like to have that 10% haste from hooking unique sütve, it might not seem much but from my experience it helped a quite a bit for killers like dihslinger,legion etc.

  • Monlyth
    Monlyth Member Posts: 1,099

    Yeah, I tried to err on the side of not making it overpowered, though; basekit Pain Res alone is no joke.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 203

    Buddy, you're just asking for not just basekit Pain Resonance and BBQ, but a massive buff to Pain Resonance, on top of having Pain Resonance itself, with only the lightest, absolute nothing of a deterrance.

    Do you legitimately not stop and think about the gamestate at all when there's three survivors left? 25% bonus is literally nothing when one survivor is hooked, one is chased, one is rescuing. No amount of gen repair buff matters. And in return you've given a TUNNELLING killer at least 40-60% free extra regression and full view of all survivors BEFORE this supposed deterrance even begins, while they're tunnelling.

    This is just a flat out giga buff to killers, and far more of a buff to a tunnelling killer than it is to one who isn't.

  • Monlyth
    Monlyth Member Posts: 1,099
    edited September 29

    So nerf Pain Res. I didn't think I'd have to include that, I thought it would be pretty self-explanatory.

    Besides, under this system, a hard tunneler would get a single use of basekit Pain Res and that's it.

    If the game is really so hopeless after one Survivor is killed, how does anyone ever escape after someone gets tunneled out? Why doesn't every hard tunneler 4k every game?

    For the Killer to keep 3 Survivors off the gens forever, they have to continually down Survivors faster than they can pick each other up- a tall order at best. Especially since the Survivors would have a buffed healing speed.

    Also, my suggested punishments for tunneling are arguably harsher than what BHVR put in the PTB; they only gave a 25% repair bonus and blocked the Killer from regressing gens. My proposed changes gave Survivors a 25% bonus to almost all action speeds.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 203

    That 2 seconds saved on heals and 1 second on gates certainly makes up for the 40+ seconds off gens and BBQ.

    Be serious for at least as much time as this 'punishment' would ever save. It'd only take five seconds.

    You're so insistent that things like OTR and DS can only be used to punish innocent killers, and are here claiming that a giga buff to all killers would only benefit those not tunnelling.

    If a change strengthens tunnelling, it doesn't matter what else it might somewhat incentivize. It will be used to tunnel. Tunnelling is already the strongest strategy with the least counterplay and agency afforded to survivors, and all this suggestion does is make it that much stronger.

  • Monlyth
    Monlyth Member Posts: 1,099

    Where on earth are you getting that math from? 40 seconds off generators? Did I not make it clear that the basekit Pain Res doesn't work if you hook the same Survivor twice?

    25% extra repair, healing, and exit gate speed saving you 5 seconds at most? 25% of a heal is 4 seconds, 25% of an exit gate is 5 seconds, and 25% of a generator is 22.5 seconds. 31.5 extra seconds (Or more if the Survivors need to heal more than once/repair more than one generator) actually is kind of a big deal, by my estimation.

  • Emeal
    Emeal Member Posts: 6,601

    No sir, you cant have BaseKit PainRes that is absolutely going to destroy Generator Progress.

    Its a much much much easier and simpler idea to just hit Tunnelers with a Ton of Bricks.
    Make the effect stack too for consistent tunnelers, double the bricks, triple the bricks. INFINITE BRICKS!

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