http://dbd.game/killswitch
New anti-tunneling changes... what's the point? Where's the penalty?
Comments
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Yeah that's the thing: set-up. That takes some effort and circumstance. I might see maybe one of these Hyperfocus/Stakeout people in my lobbies once in a awhile. It's not common at all, and it's not ruining my matches.
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Exactly, it is very uncommon to see those builds.
I have not encountered anyone running it.2 -
So, I did say buffs this time, so I won't talk about survivor perks or items. And, to keep it structured, let's talk about the major "reasons for tunneling" and why buffing killers doesn't fix the problem.
I'm also going to clarify that I'm talking about "buffing killers in general" and fully recognize that "buffing individual killers" is a different conversation entirely. That "buff individuals" part is necessary in cases also, but we also can't really do that until tunneling is addressed, and for similar reasons to below:
"Gen speeds are too fast."
We have an entire year's worth of meta to say that buffing regression doesn't work. Gen kick/cobruption meta gave killers as much time as they wanted, and yet... We didn't get a reduction in camping or tunneling, we got an increase in tunneling. What we got was killers hooking, kicking a few gens, then going back to hook to tunnel.
3 genning was buffed to be so strong that people could hold games hostage for an hour. Didn't stop them from tunneling though, since it was perfectly possible to stay close to the 3 gen and camp someone on hook to just tunnel them without leaving the area.
Tunneling at 5 gens is only effective if you can do it fast enough... So allowing more time with no further limitations just makes it directly better. (Which, for some people, this is the point)
"Survivors need another/secondary objective."
Events give survivors secondary objectives, most of the time. And every event goes the same way: people start out playing the event for fun (being off gens, doing "side objectives", and playing inefficiently. Step two is a big portion of killers realize that tunneling basically guarantees the win, and do exactly that. Step 3 is event matches become identical to regular play, with survivors ignoring the objectives and just going gens to try and survive.
Another, live example, was the couple weeks of giga thrill. Nearly uncleansable totems for about two weeks, and instead of people saying "oh good, I have time to play other play styles I've been wanting to, what a relief", instead we got "thanks for the easier game I can win by tunneling".
"Traversing the map takes too long."
Maps have been made smaller, tile chaining reduced and limited, and (until they overcorrected with the recent pallet update) they weakened pallets and added dead zones. Was over a year (again) where some maps were barely playable . (And, for the record the pallet update should've been situational and some maps didn't need pallets dialed to 11).
Yet, no one in history has said "oh good, the shoe box haddonfield, thank the entity I can not tunnel for a change".
Similar thing with traversal tools and kits. Ghoul, nurse, blight are all used as the "gold standard" for traversing the map, and are literally the poster children for hard tunneling sweaty killers. Give out traversal tools and you don't get "thank the entity, a ghoul who doesn't need to tunnel" it's "tunneling ghoul meta"
Simply "buffing killers" does not reduce tunneling. Demonstrably. With live gameplay examples, not hypotheticals.
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You missed that they won't get their Gold Stars! Probably because it's not in the patch notes, but they showed us in the stream.
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The penalty is they throw the whole match if the 30 second endurance goes through. lol 15 would be a fair amount. I'm kind of starting to dig working for my escapes. lol
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