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Why do they never address why killers actually tunnel ?

Paribean
Paribean Member Posts: 34
edited October 30 in General Discussions

The devs keep bringing up that tunneling, camping and slugging are unhealthy parts of the game, but never why they accure. A big component as to why these situations happen is because the killer role just doesn´t have enough tools to combat things like fast gen speeds, rapid healing speeds or just purely unbalanced maps.

When are tool boxes going to be addressed ?

I think the biggest reason for tunneling is gens speeds and that the average killer mathematically can not keep up with a commodious tool box and addons like Socket swivels, Wire spool and Brand new part. If you´ve ever played on EU servers then you probably know the dread of seeing a tool box or two in your lobby as killer and going against multiple brand new parts leaving you with no option but to tunnel. Not to mention that even if a survivor doesn´t have a tool box they are going to spawn next to a generator and can instantly start working on it (that is if you don´t have corrupt intervention or mobility), which puts the killer at a severe disadvantage.

When are healing speeds going to be addressed ?

In the recent developer stream they have mentioned that they are going to look at addons like syringes and styptics, but that still doesn´t change the fact that a lot of healing perks this year got massively buffed making strategies like hit&run way less impactful. While antiheal perks like sloppy butcher and franklins got heavely nerfed. Which leads killers to do the next best thing, which is tunneling and camping.

Are there any options even left ?

If the antitunnel, camp and slugging changes go through I don´t think the killer has any option but to, well play like a bot. Just instakick the freshly added 20 pallets to every map and go after the first survivor you see. Which at that point why not impelement killer bots into normal matches because to be frank, I doubt anyone is going to play a role with no agency and no choices to choose from. An opinion which is already being echoed by content creators taking breaks from playing killer.

Post edited by Paribean on
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Comments

  • Colt45m
    Colt45m Member Posts: 246

    All these changes are so unnecessary when a comm system for survivors would fix everything and killers could play how they wanted.

  • Abbzy
    Abbzy Member Posts: 2,237

    They are adressing it like most used addons by just nerfing it to make it less viable and hoping people will choise other addons (playstyles) but even when they nerf it they are still best addons for use ( tunneling,sluging).

  • Paribean
    Paribean Member Posts: 34

    Tile chaining and pallet strength has not been addressed or if it has it keeps flip-flopping like the strenght of maps like haddonfield. And even tunneling at 5 gens can be combated by having survivors taking hits for the teammate being tunneled effectively giving them multiple health states or just not unhooking them immediately and letting them stay on the hook which was encouraged the devs themselves on yesterdays stream.

  • Abbzy
    Abbzy Member Posts: 2,237

    You are just metioning most problematic features and states for killers but whole reason and the base of it its different. When you dont tunnel and spread hooks it costs killer more time with threat of giving survivors strong perks lekd dead hard which against teams that do gens effectively is very punishing and cam be only compansated by fast chases with strong meta build full of best perks in form of slowdown and regression so gen deffence mostly.

    If you want for tunneling to be less effective and used you not only need to adress it as for survivors giving them better deffence in form as antitunnel and for killer punishing him with stronger basekit features survivors have like stronger antitunnel and some tunneling punishments (like those that were in last ptb, they were overtuned but not that bad ideas) but to reward him for not doing it in some form of benefits which more bp and 15 seconds of bloodlust wont do it because what are more bp when yoj will loose more and speec buff that more than half of killers (from strongest to even weakest) wont get any benefit.

    Look if you want somethinv for someone and for him to prefer it from something that is easier and more effective (tunneling slugging) you just cant punish him for it but benefit him for not doing it and thats whole point now tunneling is harder but still needed the same and even more maybe than before and nothing will change, people will just adapt by playing stronger killers which can play without it or doesnt care and weaker ones will be just loosing simulator.

    Like it or not people like truetalent are saying this since 2022 and nothing changed.

    Live exsample when I will want from you to sort plastic waste and not that its easier for you to just throw it in normal garbage with all things than I will have to make not only harder for you to do so but reward you for doing it as making your waste fee cheaper and not mor expensive plus donate you garbage bin for plastic so you are motivated to do it, its cheaper for you that you spend your time and sort plastic waste from normal waste and not only sanction you for not doing it but not give you benefit for doing it like cheaper waste fee with free bins and in reality it more better for you to just not sort plastic waste because its more expensive to do it than pay the sanction for not sorting plastic waste.

  • karatekit
    karatekit Member Posts: 277
    edited October 25

    The majority of survivors from what îve seen cannot survive a chase longer rhan 30 seconds (not exactly 30 bur you get the point). if the survivor can actually loop well then you’d better hope you find another survivor quick otherwise you’ll lose trying to tunnel out the good survivor. anyways, Why would the killer not tunnel this survivor if his teammates are hiding and focusing gens? Fact is even then camping and tunneling a single survivor out the whole game is a horrible strat if the survivors arent stupid. Feels like based on some of these responses I’m playing a different game.

  • Paribean
    Paribean Member Posts: 34

    All it takes is a medkit with addons or for the tunneled survivor to just lead the killer to the other survivors to divert the killers focus, it´s not that hard. And with the pallet density update half of the maps have good RNG. Also if you don´t pick your teammates in solo queue then that´s on you. There´s a reason why survivor tier lists and stereotypes exist and why a lot of the time an average solo queue lobby has frequent lobby dodging.

  • Paribean
    Paribean Member Posts: 34

    I didn´t make this post as a suggestion to stop tunneling rather pointing out the disparity between killers and my believed cause behind it. I don´t even think removing tunneling, slugging or proxy camping is possible without ruining the role entirely. I´m rather just saying what I believe the reason is to why weaker killers resolve to these strategies.

  • Paribean
    Paribean Member Posts: 34

    Yes I have been there and I got picked up within 5 second of being downed and then my teammate went to take another protection hit to rest bloodlust and to make sure the tunneled guy makes it to another pallet

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I don't know what reality you live in, but if the killer has decided to tunnel someone, they absolutely WILL tunnel that someone out, regardless of what teammates do to help the poor sod.
    SoloQ amplifies this problem even more. You can't really pick your teammates in soloQ

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    They kind of did address toolboxes with the streetwise nerf as it was one of those perks that made commodius so obnoxious.

    I kind of think they just serve their purpose now, I'd argue hyperfocus + Stake out is more problematic but with the S-tier TR increase to 40m, that's probably the biggest issue. Quite frankley they deserve it.

  • Roco45
    Roco45 Member Posts: 342

    Start calling it out like it is though, Killers tunnel because the game favors SWF and the Killer, at base, treats every match from the jump as if they're facing a SWF. That is why they tunnel, slug and camp. It's the easiest thing to do that nets the best results, which is overkill for SoloQ since they lack coordination and often stomps SWF because it takes immense coordination to negate it. Simply lumping SoloQ and SWF together is dishonest and needs to stop or BHVR will never achieve any semblance of balance.

    Yea, gen speeds go by too fast, so why don't they impose repair speed penalties for SWF depending on how many are in the SWF, so gens take longer for them. Oh look, they are all stacking meta perks along with their ultra discord coordination, so why not prevent SWF from repeating the same perks, everyone in the party must use different perks. Those two changes alone would mellow out SWF and attempt to bridge the Grand Canyon gap between SWF and SoloQ, then Killers can be adjusted accordingly.

    I honestly cannot see why BHVR caters to, what they claim through stats, is the minority of Surv players and why people in this community seem so blind to the actual root cause of these issues.

  • The_Count
    The_Count Member Posts: 167
    edited October 25

    For a lot of people these days using their brain hurts because they barely use theirs.
    They want things made easier instead of the good old combo dedication+thinking+learning = improvement.

    With that being said I too think tunnel will never die because it will always be the most braindead way a killer can win a match.
    BUT there are a lot of killer players, like myself, that recognize this and don't do it because we want to earn our victory through the combo I've mentioned above. Much more satisfying.

    The few times survs force my hand to tunnel some of them hard or else I would lose, in 85% of these matches I have to because a surv that don't want to improve in chase, doesn't want to learn the counterplay for the killer I'm playing and even predict what I'm about to do based of studying my behavior during the match brought the equivalent of tunnel as their build/strategy: Gen Rush.

    And if this is still not clear enough:

    Turbo tunnel (tunnel someone as soon as the match starts no mater the number of gens ) = Most efficient way for the killer to achieve his objective.
    Gen Rush = Most efficient way for survs to achieve their objective.

    Both are braindead and both need to die.

  • cogsturning
    cogsturning Member Posts: 2,215

    So you nerf every person in a party, even those who aren't on comms and aren't coordinated, since the game can't tell the difference between casual friends goofing off and SWAT teams , and now you just have all survivors being equally miserable. All this would do is discourage loose friends from partying up.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 209

    The reasons killers tunnel is because they're given the means, motive, and opportunity to do so.

    Motive is obvious. 3v1 tilts the game absurdly in their favor with basically any number of gens left because survivors simply do not have enough hands to make consistent progress without the killer doing something that wastes an unusual amount of time, whether that's a very long chase or being unable to find a survivor.

    Means is easy. Survivors come off the hook vulnerable with very limited protections that can be waited out or powered through. This is where BHVR has been focusing their efforts; providing more protections on unhook.

    Opportunity is also given, and feeds off the camping issue. Unhook notifications make this easy, as does camping. Mobility killers in particular have the ability to rush straight back to the hook, but any killer that is camping likewise has it.

    In my opinion, rather than focusing on protecting unhooked survivors, it would be far FAR healthier for the game to remove or minimize the opportunity to tunnel in the first place. There are already plenty of mechanics for this in the first place. 2v8/Pyramid Cages both move the hooked survivor far away and do not reveal their aura. Opportunity to protect the hook or immediate act on unhook is severely lessened and so unhook protections are significantly less necessary. And there's code in the game (Pinhead's box) for IDing parts of the map far away from both survivors and killer. Just doing that, teleporting a hooked survivor away, would severely hinder early tunnelling. Then turn it off after (eg) two gens are done to stop it from being something that can be done as soon as the match starts.

    But there are other approaches as well. For example, you could set a hard minimum and maximum time limit to matches and then take a sledgehammer to all strategies that accelerate (or stall) matches to an unhealthy degree, gen rush/stall, tunnelling/hiding, etc. Or change the entire thing to a point-based "please the entity" system. There are options, especially could be tested in an LTM. But BHVR has been timid at best, and are still struggling even with technical fixes.

  • runningguy
    runningguy Member Posts: 926

    as a tunneling killer myself i can honestly say without tunneling there is no way i could win with certain killers.

    Why is it incredibly easy to do? survivors make it easy. (specifically solo players) they unhook too soon often right next to the killer, they dont do gens, the try to play too altruistic, they let themselves be seen, chased and tunneled, they hook heal or dont heal at all, they cant loop and go down in seconds. Again, as killer im not getting 100% kill rate with tunneling, far from it, which means people are countering it.

    im soloq and i dont have any coordination with my team or huge amounts of skill and i counter it just fine. i have a multitude of examples but last night bubba DC'ed because they couldnt catch me. tonight a clown and pyramid head DC'ed because they couldnt catch me and other survivor.

  • tes
    tes Member Posts: 1,223

    Tunnel doesn’t need to have specific reasons. Until you aren’t targeting the person by some ridiculous motivation like “sable used head on”, it’s just the way how people play. As much as some gen rush, stealth or sfwing

    Devs could think how encourage more survivor’s player behaviour that naturally reacts to the behavior of killers. Maybe more stealthy way of play. Maybe a system that provides intuitiveness around saves. Maybe making rescues everytime possible by map redesign and adjusting to mechanics.

    These changes just catering to specific vision. You won’t be able satisfy them anyway because their sole desire isn’t about compromises in this term, they want punishment for people as soon as they don’t match their vision of how you supposed to play the game, so they seek solutions in mechanic changes. They can keep asking for this, devs can’t do this, because on their ground they have to satisfy both

    It’ll be pushed to live, people will be pissed off anyway. So they’ll be forced to somehow either cancel it, or continue this miserable circus aka “don’t play like this it’s toxic ew”. And if it’ll be another casual killer on steroids that can be played by the most brainded way possible I assume it’s just a consequences when both devs and community obsessed with idea to indulge wants over needs. I don’t expect people to stop complaining because devs, trying to keep agencies on both sides, won’t stop compensatory buffs for both sides over and over. And issue of wants that it contradicts with wants of others in this game

    If every killer was indeed mechanically difficult to master from the start, the problem of “killer role is so easy” wasn’t even a thing. But this what is game about. Make you feel you are a cool in game by keeping high rate on killer that need to press m2 and go forward or used crouchtech as survivor against some Demo. And as soon as they’ll meet person who actually contributed to gameplay they will run to call them tryhard and complain how they screw their experience. As if these players themselves are responsible for which players they play against and with what motivation. Give people 30 s endurance they’ll complain anyway. Because again, their problem is in players itself. Either BHVR need to give clear signs that half of community should go, or god damn, just separate people and give them different playgrounds

  • runningguy
    runningguy Member Posts: 926

    does this apply to looping too? survivors loop new killers and then get into high MMR where they feel they need to loop to win?

  • runningguy
    runningguy Member Posts: 926

    looping is literally going in circles, i dont think it takes that much skill. a new survivor can go in a circle around a pallet just like a new killer can tunnel except a killer actually needs to down someone to start the tunneling process while a survivor just needs to find a pallet or vault.

    based on this whole if you use something to climb the ranks and feel you need it to win this can be applied to literally anything. a player that uses SWF for example, so many have said they wont do solo because its bad and they cant win…maybe these people used SWF to climb the ranks and should cop the loss and stay in the MMR bracket they belong? or someone that just cant win without using sprint burst? maybe they should stop using it, take the loss and stay in the MMR bracket they should be at? where does this mindset end? it almost sounds like people should intentionally under perform in matches to tank their MMR to go against easier opponents.

  • CrypticGirl
    CrypticGirl Member Posts: 1,462

    Sure, tunneling can be countered.  That's why I said it's very difficult to counter, not impossible.  But countering it doesn't make it fun to go against.  Even in the matches where I managed to run the Killer all game while being tunneled, I still died at the end, even if all my teammates escaped as a result.  I can count a grand total of one (1) match I have escaped after being tunneled, and that was only because the teammates took hits for me after my second hook, and I guess they angered him enough to get him off me.  But I was still miserable in that match, and I wanted out.

  • runningguy
    runningguy Member Posts: 926

    so in matches where you run the killer all match, are you not having fun even if you died at the end? i mean your being chased….thats the fun part of survivor right?

    "fun" is subjective, i have fun countering it my way and i wouldnt say its that difficult. im not sweating as survivor and still im countering it. its difficult to understand what some people actually want in the survivor role, they want chases but dont want to be tunneled, they want team play but dont want comms, they want to escape but dont want to touch a gen.

  • Roco45
    Roco45 Member Posts: 342

    You ignored that entire portion of my comment where I stated that the game would need further balancing with Killers, since it would overall be easier to achieve if SWF and SoloQ were near equal in power.

    SoloQ is claimed to be the biggest portion of Survs; that's a stat fact pushed by BHVR that's repeated ad nauseum on this forum. Yet people still play SoloQ despite it being the worst experience that DBD has to offer, SoloQ remains and has always remained the majority of Survs queueing up according to BHVR…. so why cater to SWF when they are the minority of the Surv player base, at the expense of SoloQ and Killers?

    Would actual balance changes to SWF deter people from playing with their friends… I'm doubtful of that, I think that's just a fear monger tactic pushed by people who don't want their unfair advantages neutralized. There is zero reason BHVR can't put changes like that into the PTB and then live, see what happens and revert/adjust if needed, same as all their other balance changes.

    What is clear, is that SWF and SoloQ are vastly different and it's making the game unbalance-able.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    It has definitely been a thing since the early days.
    But it is a lot harder to counter nowadays, with how much the game has changed.

  • Pulsar
    Pulsar Member Posts: 22,952

    And that's good. The stuff that countered tunneling was absurdly strong.

    We just need to also reign in tunneling now as well.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    Yes, it has gone on for a bit too long. I wouldn't mind if it got less attractive to go for the tunnel, especially early in the game.

  • cogsturning
    cogsturning Member Posts: 2,215
    edited October 26

    I ignored it because what your prosposing means "let's see how bad it is for surviviors and then go from there". So how long is that terrible period where killers get adjusted going to be? Because what they really need is individual adjustments, not blanket ones. And how well has that been going? Skull Merchant hasn't exactly been timely. People complain endlessly about Sadako and Ghostface. Michael's reworks have created endless complaints. Making SWF as unhappy and disadvantaged as soloq for months or years isn't going to fix anything.

    And your logic doesn't make sense. Killers tunnel, slug, and camp because of SWF but SWF is a minority. Why would everyone's gameplay revolve around this tiny minority, many of whom arent even sweats? Killers do these things because they want to win, they're easy, and the game let's them.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    No it's not. Survivors still have a massive haste boost, they're untraceable by any means and they can see and avoid you. And if they are getting caught so soon off hook with these changes, thats definitely a skill issue on their part. If a killer is within 20 meters of the hook for a long period of time, your anti camp gain rate is going to be massive, you might as well not be near the hook and let your teammate unhook themself, saving you time and giving extra gen pressure, especially since you can all see the resolve bar now.

  • crogers271
    crogers271 Member Posts: 3,261

    The issue is that your complaints are all balance related. It amounts to 'but what about how killers really want to win?'

    Even if true, we have balance issues all the time. Nothing is going to change about that.

    Having a game with a hard tunnel is never going to be fun. It's three survivors sitting around doing gens.

    Having a game where you lie on the ground for an extended period of time is never going to be fun.

    That's the difference. Yes, both sides want to win, but some things just make for a bad game.

    I doubt anyone is going to play a role with no agency and no choices to choose from.

    This argument has never been true. Nothing about agency is being impacted, BHVR has kept tunneling in the game with both the last PTB and their proposed ideas. They've just made it harder, that's not agency being taken away, its calling for players to exert more agency on what they do instead of pursue the obvious 'optimal strategy'.

  • cogsturning
    cogsturning Member Posts: 2,215

    A haste boost against Kaneki or Blight isn't going to do anything. The Elusive will be great against killers who don't have eyes, yeah, but we'll see how it goes against the ones who do and are still determined to tunnel and just maintain LoS. There are already killers who stand just outside the anti-camp radius. They're gonna take a few paces back. If they're a ranged or high mobility killer, it'll have little effect on them.

    As for skill, soloq teammates aren't renowned for their smart plays, and someone trailing behind you to heal might lead the killer right to you. The map and RNG are going to play a big part too. Like most things, coordinated team will do better with these changes (if they even survive the ptb) than soloq, because they can tell each other what to do and not to do.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Well it depends on how poorly you loop. Are you just gonna jiggy (w key) from the hook the second you get hit, or are you going to run to the nearest loop? Either way, no matter the killer, it's not gonna make a difference, you should be staying at a loop once you've lost your endurance, because mobility or not, they will catch up to you.

  • TheGoon224
    TheGoon224 Member Posts: 393
    edited October 26

    honestly I only tunnel at like 2 gens just because that’s like the only time where I’m just like thinking to myself. Oh crap I’m losing and I need to actually try now. But recently it’s kind of increased because dear God, the pallet density changes make it difficult to catch anyone especially when your main killer is M1.The only time I will ever tunnel a freshly unhooked Survivor though is if they’re running into me because they think endurance is like the equivalent of a Mario invincibility star.