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Tunneling & Slugging Update is basically worthless!

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Comments

  • Meg_Survivor
    Meg_Survivor Member Posts: 230

    ok so what have they done about tunneling and slugging??? absolutely NOTHING - like i said its going to continue to be an issue and they will never do anything to fix it

  • Meg_Survivor
    Meg_Survivor Member Posts: 230

    how do you sound right now??? tunneling out a survivor doesnt mean they need to improve #########

  • Meg_Survivor
    Meg_Survivor Member Posts: 230

    the fact that this account is so old - try again i dont even play with meg but please continue…..

  • Ikalx
    Ikalx Member Posts: 152

    This is interesting. I feel like there should be, because I saw someone quoting as fact that a generator would get done in 34s, if you bring the right perks.

    I've been playing this game for about 7 years now, and I don't think I've ever seen generators done that fast solo.

    If high skilled players are doing gens that fast on their own, that is a huge issue that needs to be addressed, because I feel like there's a huge disparity between super fast and regular, and while that happens a lot in this game, for something as core as gens it really shouldn't.

    This isn't a competitive game in the way where there are pro players who should far outstrip what the average player base is doing. It's not an esports tournament game, so disparity like this should not be taken as a given.

  • Brimp
    Brimp Member Posts: 3,544

    Yeah unfortunately no matter how you explain it people will only see "big bad killer wanting to ruin my experience!" and not the killer being an actual player wanting to win their objective. So, then they just whine about said killer doing what they have to do to win and not proposing good solutions or actively endorsing the bad ones the devs propose.

  • Anti051
    Anti051 Member Posts: 871

    Fast completion speed has always been the reason that killers adapt "tunneling and slugging" into their gameplay. The only convenient ignorance on display at the moment is the vast majority deeming it to be fine that potential hooking speed cannot compete with potential gen speeds. Demanding restrictions on the only things the killer can do to combat the gen speeds is selfish and near-sighted.

    After gens cannot be completed at ridiculous rates is when restrictions to "tunneling and slugging" should be applied if we ever want to truly get to a more positive and fun game state.

  • Neverborn
    Neverborn Member Posts: 29

    They've literally made it so we can't slow down gens like we used to. We've completely lost the ability to damage gens after enough damages now. I can't just hold the gift of a strong three gen usually given to me by the survivors.

    Can you acknowledge that if I can only kick a generator so many times to prevent progress I have to resort to something else to show down progress?

    Slugging works well because it usually takes two people to solve that problem, and unlike hooking I have zero risk of pallet saves, flashlights, or DS. I definitely signed less when I knew I could just go kick whichever generator I needed to with pop regardless of how many times I kicked it before, which has also been nerfed compared to back in the day.

  • Classic_Rando
    Classic_Rando Member Posts: 127

    Yes, and they should do nothing about it because it’s not a problem for survivors who know how to deal with it. Like I’ve said many times already, tunneling and slugging don’t work against good survivors. The demands that “something has to be done” are coming from players who honestly probably need to get a bit better at sustaining chases or if they’re not the ones being tunneled, get gens done.

  • FerrousFacade
    FerrousFacade Member Posts: 47

    Go watch a comp match, tunneling and slugging is the majority of the play, regardless of which killer is being played. Guess those are bad survivors since it sure seems to work on them. Season 10 of DbdLeague had a 46 percent 4k rate with an average of 2.9 kills per game (72.5% KR). Despite the claims you may see that comp dbd is survivor sided, the actual league stats tell a very different story.

  • OmegaXII
    OmegaXII Member Posts: 2,415

    The bias is real.

    • You didn't mention they increased the hook timer.
    • Franklin was gutted for absolutely no reason, the only counter to items.
    • Abandon features ONLY benefits Survivor, as they can easily pop out and 'win' by their flawed system.
    • Pallet density is only getting reverted in most problematic maps that don't need it at all. (Double pallets, etc.)
    • Go next prevention is a BUFF survivors by forcing players to play out the match, not ######### on the first hook, dooming all other survivors.
    • Survivor having 5s longer endurance/haste for getting off hook. Anti-camp is still going through.
    • Shoulder the Burden, one of the most broken perk when used by SWF.
    • Ghostnotes pairs perfectly with Vigil/Sprint burst, a perfect braindead build.

    Some of your buffs are not even a thing yet, like healing nerf?

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,827

    I am not exaggerating when I say that at least half of my games a survivor DCs on first hook, if not first down. I am a freaking Pig main for crying out loud. Why are people DCing against a killer that is C tier if you are being generous, but more like D tier?

  • Deadman7600
    Deadman7600 Member Posts: 412

    It can disadvantage you tho. Unless you are against an S-Tier you can just rat around 1 gen and pre run when the killer comes over, unless the killer wants to lose another gen they cannot commit to chasing you and if you do it for long enough the killer loses any ability to stop that gen from completing. That sounds like a disadvantage to me.

    I've had this done to me, and I've done this to other people. It's a good tactic that survivors should be able to use, wonder if killer has any of those.

  • Deadman7600
    Deadman7600 Member Posts: 412

    The killer has to defend three gens though. I didn't mean everyone just rats around 1 gen, I mean you as an individual tunnel vision 1 gen with maybe one other survivor. Then the others do their own thing, while you pressure this 1 point. Its not hard to run away when you hear a terror radius. If a survivor fails a prerun that's a skill issue, especially when there's other survivors pressuring another point or being as annoying as possible.

    I one time had a match with a couple friends against a Myers. The rando Steve gave him a 3 gen (the three gen in nostromo main building) and we used this strat and he could do nothing. He got a 1k with tombstone because the random was terrible and messed up my friend (who I died for so he could get adept). All you have to do is wait for a slight change in tr and then run to a strong tile. It's impossible to die during this process if you do it right, unless you get the killer to commit (in which case they get a 1k or 2k max). Its a slow process but a pretty safe one so long as you have 3 people or more.

  • Deadman7600
    Deadman7600 Member Posts: 412

    I never said I wanted it removed, as I said I've used this strat and experienced it from the other direction. I find this strat fun to coordinate even if it isnt the most mechanically skilful and I respect survivors coordinated/aware enough to pull it off against me. As I said though the power of this is that the killer is forced into a lose/lose, because they can't be in 3 places at once. If you're aware enough you can progress the gens enough to force a kick without being in chase distance. All you need to do is force the killer to panic because it's impossible to herd cats (the survivors being the cats). All I'm saying that this mechanic can lead the killer into being disadvantaged, and there's nothing wrong with that. Its just like how a killer can force a survivor into near hopeless situations by using the games mechanics.

  • Deadman7600
    Deadman7600 Member Posts: 412

    To be fair, I may be mad at that Steve because he dropped a pallet on my friend and nearly cost his adept. I don't blame the Steve for giving the 3 gen (I don't know the actual chances of 3 gens all spawning in main but it feels low enough to not expect it) I blame him for nearly killing my friend and then having a staring contest with a Myers which led to the tombstone.

    You seem to think I want the mechanic to be removed, but I don't, like I said in my reply to firellius I like this mechanic and I don't want it removed. It keeps the match shorter, which lets the game feel more arcadey which I like. However, it can objectively be used against the killer and put them at a disadvantage. Just like we've both probably 3 genned to win, I also guarantee you've used this mechanic to your advantage (just like me).

    The only point where I've found this mechanic problematic is in 2v8 where I think the cap should be raised. Other than that it's just balancing the 3 gen mechanic while allowing it to still exist.

  • FerrousFacade
    FerrousFacade Member Posts: 47

    Fair enough, sorry for insinuating you wanted it removed, and I am back on your side about the Steve lol at least as far as tombstone and pallets go. I don't think I have ever seen all three gens spawn in nostromo main, but I tend to prioritize the big table gen on that map since its so central and may have broken (or just died) before noticing it was there.

    I would argue that depending on the exact setup, three gens can put the killer or the survivors at a disadvantage, biggest variables being how tight and which killer. Your example would put the killer at a disadvantage, especially old myers, but mine put the survivors at a disadvantage (mine was a weird one on Toba Landing rocky side may not be remembering exactly correctly, far corner gen turned such that the gen was on the side facing most into the map, a gen in the maze tile next to it that spawned as a four lane, lanes open towards the rest of the rocky side, and then one in front of main by the tall stairs, never seen it again and kinda hope that it was just a bugged spawn).

    I have absolutely three genned to win and played the long game against a three gen holder to escape.

    I disagree with with increasing the cap for 2v8 as I want that mode to remain somewhat loose and two killers can absolutely hold a six gen fairly well as is. I also just don't believe the claims about the mode being mega survivor sided and my personal stats on the mode back that up. Anecdotal I know, but 55% team KR overall and around 63% team KR on killers I actually play mix of duo and solo killer queuing, 63% ER (no idea how many team loss but hatch escapes, it is noted amongst friends I play with how often I seem to get hatch). All while not playing a ton of killer outside 2v8, queue times at the time I play, in my region are longer on the killer side and I would rather get into a match than wait in queue.

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    This is a take I hadn't considered. It makes a lot of sense to be honest. 🤔

    I do believe both drive the game, for sure. But cosmetics are more so for those that are already here, while the chapters drive numbers. If the former fails, they just have to pull the latter. Or offer more free copies on Epic. 😵

    Now you know why I say "in my opinion" like it's going out of style. 🥴 And absolutely. That's the most interesting part to me over the years. I never thought about it too deeply until I played other games in the genre and the same mentality persisted in every single one—"I can't play unless you suffer". It's different from other PVP games.

    It's exhausting because players have been having the same exact conversations for nearly a decade now. There's only so much you can say that hasn't been said before and shot down the exact same way every single time. It's like you're juggling constant rejection and the emotions of others. DBD and the community is akin to having a really toxic spouse that you're too invested in to divorce (in my opinion 😏). I'm not above admitting that the exit survey debacle was incredibly frustrating because of how juvenile it was. Or that the rollercoaster with anti-camp/tunnel/slug has been totally draining too. It's a normal thing to lose your cool sometimes or to tap out I think.

    This also makes sense. Anyone that learns Survivor knows that the level of skill you need to get ahead is both extensive and easily negated depending on factors beyond your control. However that is constantly downplayed in a number of ways in order for everyone to focus on Killer (which to be fair, has a learning curve of its own especially if you plan on maining more than one).

    I think this also is good because it can apply to both sides. If Survivor was really the power role everyone claims that it is, we'd be seeing the same attitude from them as well. I have zero doubt about that.

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    Really great points as well. They all align with what we've seen especially since year 6.

    Also great additions.


    (Not a lot to add, just wanted to give kudos 🥴)

  • Deadman7600
    Deadman7600 Member Posts: 412

    We are mostly in agreement then, I'd still argue that if the survivors can play it right its a fairly safe scenario, the killer is on the back foot and is basically clawing for a kill at that point. My mentality at least would just be to secure one survivor down and hope I can hook/kill to draw away from gens. I only expect a 1k and hope for a 2k if I'm in that scenario (facing 4 survivors and 3 gens).

    As for 2v8, it shouldn't be raised much but I feel it should be raised a bit more like maybe 10 or 11 kicks just because the chances of a survivor getting back on that gen is higher. The match should go fast in 2v8, but sometimes they do end up a little short.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    Any survivors want to address the genuine problems killer mains had with the ptb? Or just sling strawmen around?

    Additionally, I would like to hear your definitions of slugging and tunneling. Is it tunneling to hook meg, kate, Meg, Adam, Meg? What if a Steve who was just unhooking bodyblocked for his unhooker. Is going after Steve tunneling? Or what if the last survivor who was unhooked jumped on a gen in the killers face? Would hooking them be tunneling?

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    Tunneling has had a solid definition ever since Conspicuous Actions were introduced on DS. There's really no point going any deeper than that right now.

  • ObsidianButterfly
    ObsidianButterfly Member Posts: 209

    From what I've been able to piece together, yes. All 3 of those scenarios are considered tunneling.

    Here is the harsh truth that nobody is willing to admit out loud: they aren't going to be satisfied until it is literally impossible to tunnel on a base mechanic level. What they ACTUALLY want is killers to be required to hook all 4 survivors before they can hook someone a second time. Repeat for stage 2, requiring 8 hooks before you are allowed to kill someone.

    What they basically want is survivors to have permanent endurance until all other survivors have equal hook stages to them. No amount of incentives or punishments will stop it because getting a survivor out quickly is just that good.

  • cogsturning
    cogsturning Member Posts: 2,023

    Is it tunneling to hook meg, kate, Meg, Adam, Meg?

    This needs more context. If Kate gets downed unhooking Meg, you toss her on the same hook and pick up Meg's still fresh trail, hook her again, then Adam does the same trade and the cycle repeats, than yes, it is. You're intentionally targeting the Meg before she can reorientate or heal, while the others are just bonuses. However, it you just find the Meg again, like 30s later, than no.

    What if a Steve who was just unhooking bodyblocked for his unhooker.

    I don't consider this tunneling (if we're using "tunneling" as a dirty word) regardless of the role I'm playing. I won't necessarily triple hook someone for this, but I will double hook them because they invited it, just Iike I understand that invitation as survivor and usually only bodyblock if the unhooker is on death hook. I'll take the double hook if it keeps someone alive, and I won't compain about it.

    Or what if the last survivor who was unhooked jumped on a gen in the killers face?

    No. They chose to re-enage instead of slinking away to heal. But personally, I'd probably just slug this person and put them in time out for stupidity.

    My personal defintion is actually very narrow. To me, the killer's intent is what defines tunneling. There have been plenty of times where I've been double hooked because of just plain bad luck, like I stumbled onto the killer on accident. I don't blame them for that. But if someone runs away off-hook to heal in a corner and you pursue them, that's true tunneling.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    None of those situations are in fact tunneling and the survivors who think they are have major skill issues.

  • cogsturning
    cogsturning Member Posts: 2,023
    edited November 25

    Trust me, there aren't enough IMOs in the world to soften some of my more vicious opinions. They will never be revealed.

    But I try to mentally keep track of some of the more vocal forum members and how their takes and little tidbits they reveal about their lives connect, and I try to shape them into something whole in my mind, since we're all just words on a screen. It's a whole lot of silly assuming, but it's an amusing pastime, and some patterns do start to emerge.

    It's exhausting because players have been having the same exact conversations for nearly a decade now

    Funny thing, I occasionally go hunting through old posts looking for some slice of information I want and I'll end up skimming a post from 2020 or something and it's like watching the same people have the same exact discussions, with some people being short and aggressive, and some being thoughtful and detailed—except they've all been banned lol

    DBD and the community is akin to having a really toxic spouse that you're too invested in to divorce (in my opinion 😏).

    Yeah, I feel this way, like I'm in a bad relationship and I can't leave because I've invested too much time.

    I'm not above admitting that the exit survey debacle was incredibly frustrating because of how juvenile it was.

    Juvenile is the word. It sometimes feels like you're talking to angsty, faux-persecuted teenagers. There's been posts here where people subtlely reveal their age ranges with some personal info and many seem to be 30-45ish, and I'm always amazed to see these people who I've classified in my mind as fully grown adults get genuinely pressed about a dude in a Mad Hatter top hat and a leopard speedo doing rapid squats, or the ones who get mad that people abandon during the mori because they need to rub the win in their face.

    It's a normal thing to lose your cool sometimes or to tap out I think.

    This is true though. I noticed when the current ptb drama got really loud and things were looking bleak, a lot of familiar faces quieted down. It's all quite draining.

  • cogsturning
    cogsturning Member Posts: 2,023

    Watching things crash and burn cause this community can't let us have nice things is equally exhausting. Even seeing the writing on the wall, the second revert hit me harder than I thought it would. I'd rather them just do nothing then act they will and then not.

    I want to love survivor but I don't know what I'll do if I run out of friends that keep it fun, and making more through soloq is hard on my already stunted social meter. I don't see myself going back to being a killer-only player either. It feels like players just get burnt out and pushed out, then replaced with new ones.

  • Langweilig
    Langweilig Member Posts: 3,123

    For me there are three types of tunneling.

    1. Going for one from the start.
    2. Getting one out at a later point in time when the other survivors have a lot less hook stages.
    3. Forced tunneling that is the survivors fault by blocking me with the basekit endurance.

    I generally have nothing against slugging because I think it has enough counterplay, but I wished the survivors would get faster crawling speed when pressing a button at the cost of bleeding out 2 times faster. It would also be nice if survivors woukd get basekit unbreakable when the killer does refuse to pick any survivor up after having all 4 slugged.

  • SoGo
    SoGo Member Posts: 4,182

    What update? There is none.