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There needs to be a basekit deterrence for early tunneling
So let say, you get an early hook, you run Pain Resonance and DMS and all 3 survivors were working on 1 gen. Congrats, you gained a ton of pressure and that is already a huge reward on its own.
But now a teammate unsafely unhooks their teammate. 6 gens are without any realistic progress and the 1 gen with progress is still blocked for 10 seconds.
What is the reason to not tunnel someone here? Its extremely low risk, and the rewards are huge. Just hit them ASAP in case of OtR, pick them up ASAP to eat their DS if they have any(which is not really likely), and hook them again.
We have an extremely unpleasant action for a player that they have no control over, a situation that gives a huge benefit for the killer and practically 0 risk involved. The killer already got a huge reward, and now only gets more.
I really feel like it would be healthy that survivors in the early game(first 2-3 gens) have a basekit DS, BUT to also reduce unsafe unhooking(as it would be hugely beneficial and abusable for SWF), give killers the ability to expose unhooker(or better yet, anyone within a 16 meter radius) for 60 seconds if they can hit the unhooked survivor during the basekit BT after an unhook. This way you still have a slowdown as the unhooked survivor has to mend, and a guaranteed short chase with the unhooker.
It would add a deterrence for early tunneling, make games more enjoyable and give killers still the ability to snowball if they get an early hook, without negatively impacting the first hooked survivor.
Comments
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Why would you come up with a hypothetical scenario involving 3 people working on 1 gen at the start of the match and not have it finish before the first hook?
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Its a more extreme situation, but the point was that its a perfect setup to go for other survivors and have a huge chance of killing them all before the game ends, but instead of doing that, people tunnel.
Why would you in a situation where you can engage with other players without risking a loss, still go for the same player? Because its even less risky and the reward is much larger.
The fact that this happens coughcoughsoloqcoughcough, means there needs to be a deterrence.
Because I can also include more common scenario's, where a Nurse faces 4 random survivors, or when a Plague pukes on gens while running Ruin, and certain survivors literally refusing to touch that generator untill the infection is gone, or when a Legion runs around and a claudette with a medkit decides to use selfcare every single time to save the medkit for "when it matters".
Tunneling is simply an issue, you either have a lot of perks and basekit mechanics against it, giving the reason "we cant spend that time on other survivors, so we are forced to tunnel early", or basically no effective perks and basekit mechanics, giving the reason "we have no reason to not tunnel early, and there is a huge benefit". Neither reasons should really exist.
There needs to be a deterrence early on to the point that the killer could lose the game(and so that everyone, including the first one found, to have a chance at fun. People literally DC early on if tunneled because they know they are not going to enjoy the rest of the game), there needs to be room to tunnel in the mid-game to give the killer room to turn a game around, and there needs to be nothing preventing a killer from tunneling in the end game to get all the kills they still can get(personally, basekit BT should also be removed there) so that survivors have to work their asses off to pull off a rescue).
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there are anti tunnel perks so...
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While we sorta like the idea of the base DS, sometimes the tunnel is the only productive option. We leave the hook, unhook happens, come back, look and behold the injured prey is the only one in sight. We could spend time and maybe find someone, or we can go after the easy one in sight right now and get more points and pressure.
As for the exposed idea, it seems kinda useless for best case and detrimental to solos at worst. If the condition is to hit the unhooker, then whats the point of exposed? The unhooker would be injured and probably either downed or safely healed by the time its up. If survivors know their gona be exposed they're just gona hide for the duration which will make solos curse their teammates to the heavens.
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No, all of your requests are based of the fact that surviors are making huge mistakes and that somehow devs should try and soften the blow for the team because they played poorly
Being good at survivor means you know not to be on the same gen at 5 gens, not unhooking in front of the killers face (unless he is hardcore camping and you want to give your teamate a chance) not self caring in the corner against the Legion
I understand that Tunneling sucks for the survivors but try to do gens or take hits for your teamate, survivor is a team role after all and when yours and mine solo q teamates lack brain cells it's really not the game or killers fault that we lost
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Dammit, beat me to it.
Okay, you're being a little cherry-picky here.
- If 3 survivors are working on a gen, that gen is popping before you hook.
- Unless they're playing Nurse, or maybe a very good Blight, OTR and the speedboost should be enough to get that survivor to safety, and if the killer persists, the team needs to intervene, bodyblock etc.
- There is a risk. That survivor now runs you to shack with the BT speed, and by the time you get your second down on them, you've lost 2-3 more gens.
- People have suggested basekit DS before. The problem is that then you've got someone who can 100% bodyblock and stay in the killer's face despite them trying not to tunnel. It would be a disaster.
- Tunneling should be a viable strategy, because if you try to 2 hook everyone before killing anyone, you've already lost against a decent SWF. You can watch Otz and co play when they're serious - tunneling is a strategy to employ when you need it, and even then it's not always enough.
- Similarly, go watch folks doing the HC survivor thing - even tunneling killers get 4 outed constantly. Survivor is a team role. If you're vulnerable, your team needs to compensate for that vulnerability.
- The BT/OTR change was enough to make it a bit fairer, but at the end of the day, the best - and sometimes only path to victory for the killer is to eliminate one survivor as soon as possible.
- Bleeding out and hard camping probably need some changes. As does Nurse. 'Tunneling' is honestly fine.
But let's think this through rationally.
BHVR makes it impossible to tunnel.
Kill rates plummet, because some weaker killers rely on this style to be able to contest tough games.
Killers get buffed again, and the complaints start up again.
Basekit DS would be awful for killers, even those who don't want to tunnel.
Otherwise, yeah.
For instance, I had a nightmare game on Myers yesterday - 4man sends me to Eyrie, and I can barely find anyone, let alone catch them...except for a Jake, who was a bit too aggressive, and I managed to get a 2k at the end of the day, the first 3 being on him. If I couldn't have hooked him, it would have been a complete loss, and his own bad play wouldn't have meant anything.
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If a killer able to tunnel a survivor out of the game and the survivors have gotten no gens done. That's the fault of the survivors. Punishing the killer for the survivors playing poorly is the wrong way to balance the game.
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The deterrence to not tunnel is suppose to be survivors being good at the chase. Technically decisive strike was also a deterrence for m1 killers to not tunnel because the 5 stun lasted so long that survivor could hold-W for like 25 seconds in perfectly straight line with zero risk which produced artificially long chases with no merit whatsoever. It was entirely lose/lose situation for weaker killers. It was mild annoyance for stronger killers like blight because they could catch-up very quickly and just see it as regular 2nd chase. With weakening on of decisive strike, its like that for all killers now.
Punishing killers for tunneling will not stop killer tunneling because its their objective to kill. Its like trying punish survivor for tunneling generators.
You have to give incentives the killer to go for fresh hooks and take chases with survivor with less hook-state loss. Currently, a killer that does not tunnel is literally play the game on ultra-hard mode and survivor is playing ultra-easy mode for killer purposely forcing themselves to play bad. Killer's tunnel because they want to win as well. If you want killer to not tunnel, then become good at 1vs1 chase such that tunneling is punishing for the killer. Other then that, stop complaining when the killer optimizes their objective.
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Things that are needed to give solo survivors that are not on comms that capability:
- a way to find out where teammates are, basekit.
- a way to find out what survivors are doing, basekit.
- a way to find out where survivors are going, basekit.
- a way to find out where the killer is if another survivor spots them or a teammate is being tunneled, basekit.
- a way to find out whether or not the killer is camping or not, basekit.
In the case of SWF on comms, you're 100% correct. Yet, most players arent 4 man swf, and among them, a huge portion also isnt on comms.
As for punishing the killer, its not really, its adding a risk in the early game. There is little to no risk for the killer to tunnel at 4-5 gens remaining, especially if the killer has mobility, yet the reward is cutting down survivor generator potential from 1 popping every 90 seconds, to 1 popping every 180 seconds if the killer doesnt go for hardcore generator regression after a kill. Thats doubling the game length required for survivors for 1 early kill, while survivors have to deal with less resources to face the same issues.
That should be a scenario creatable with risk. Its not punishing the killers, killers have more than plenty of options to create a similar situation without tunneling, its just reducing their options by 1 for the duration of the first 2 or 3 generators. Meaning if 2 or 3 gens popped, you can still tunnel someone out, or you can still tunnel someone out by tanking a 3 second stun prior to that. It is just a means of deterrence and adding a risk.
The other option is buffing survivors once 1 survivor dies early on due to tunneling.
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You are assuming:
- deadzones dont exist
- survivors having the resources available off hook
- survivors being able to read minds and know someone is being tunneled the moment they are off hook
And there is incentive for killers to go for fresh hooks: chases are shorter after the nerf, creating deadzones is faster, generators take longer, bloodlust increments are faster so its easier to dedicate to a new chase too.
You would be right with "Currently, a killer that does not tunnel is literally play the game on ultra-hard mode" If that wasnt the exact same logic applied before the nerf. Genregression was arguably at equal quality as it is today, and arguably it currently is worse since a quarter of the genregression perks need communications to reduce their impact(Let go of the gen, im close to a hook. Let go of the gen, im about to be downed. The killer kicked my gen at tile X(if the killer knowingly uses Overcharge or Call of Brine)).
Besides, if you were facing a SWF, the 2 or 3 gens would pop by the time you can tunnel anyway, and the killer would be chasing someone else. In SoloQ, this isnt really the case. This change would almost exclusively benefit soloq, while rarely benefitting SWF at all.
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Great do we get a deterrent to genrushing while theres no hook/kill?
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The risk is that gens can (and often are) done in the time it takes to tunnel one person out. It's a chicken and egg scenario which you keep trying to only focus on one instead of both. Ironically the best anti-tunnel measure is to be good at looping and wasting the killer's time, as it forces them to either disengage and look for a weaker link or punishes them disproportionately for their sunk cost investment. Time To Down is a built in counter measure in itself, the problem is people are unwilling to take shared responsibility for their shared agency with their teammates, which is in itself a double edged sword. They can be extremely (in)efficient on gens, just like they can be extremely (in)efficient in chase.
You've listed a bunch of things that survivors need because SWFs can exploit that information, and have not offered a single tangible thing that killers need to bring them up to the level of the SWFs that you want solos to merge with. Even just adding time to gens does not provide a realistic degree of benefit, as gen times themselves have far too large of a variation in either direction due to perks/items/etc. Lopsided adjustments like that with a "we'll fix it later" mentality is extremely unhealthy for a pvp environment, you need to take the core issue and focus on resolution for both sides evenly in order to address the opposing sides of arms race scenarios.
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I like the argumentation about the shared responsibility. Its funny how everyone is ignoring everything a tunneled/camped out person did before their demise. Like if the game only started with 3 survivors, which isnt what happens when someone gets tunneled out.
The "something" as compensation for solo-swf-gap closing" mentality sadly is strong in our community because nobody knows or can agree to what that something can or should be.
Theres also the issue SWF(strategy, mentality) + Comms(3rd party tool) being untouchable regarding nerfs. Thus we can only buff solo upwards, while many people actively dont want to fairly/equitably apply that logic to the killer side too.
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"Ironically the best anti-tunnel measure is to be good at looping and wasting the killer's time, as it forces them to either disengage and look for a weaker link or punishes them disproportionately for their sunk cost investment."
To quote certain killer mains: "1 small survivor mistake can cost the game, 1 big killer mistake can still be salvaged". Mainly focussed on tunneling. You can be a god at looping, and make 1 small mistake early on and you've lost the game. The killer can be horrible at looping, waste an entire minute tunneling a survivor, and still turn the game around.
As for killers closing the gap with SWF, we cant yet, because of Nurse(Hag and Spirit, to an extent too). There is plenty of things you can do to close the gap between SWF and most killers, but things that dont also buff Nurse and that list of things is pretty much non-existent. Buffing m1 perks and basekit m1 capabilities is a huge asset for weaker killers, but you cant do that unless Nurse, Spirit and Hag get altered. Decreasing stun times would be amazing for m1 killers, yet, Nurse would be a slaughter house with Hubris. Giving killers the ability to walk faster while carrying a survivor makes bodyblocking harder for survivors, but it would buff Nurse with Starstruck. Giving killers the ability to vault faster, well, you have a problem with Hag.
Besides, the gap between SWF and soloQ has only been increasing over the years, and has been an issue since 2019. The gap between killers hasnt been as big. The gap of Myers facing a god tier SWF is merely a bump in the road compared to the gap that the grand canyon between soloq survivors and a god tier Nurse.
Normally I am all in favor of dealing with both sides equally, but since the last "dealing with both sides equally" gave killers a 10% reduction in everything chase related, reducing overall average chase from 40 seconds to 32 seconds, while all generators were increased by 10 seconds flat(which also buffed any % based slowdown like Gift of Pain and Thana, on top of the buff those 2 perks also recieved), while all survivors got to combat the camping and tunnel issues is a 10 second basekit BT(and then basically nerfing all other anti tunnel perks, when the whole idea was that perks were not needed to patch issues in the vanilla game), I'd say a patch focussed on closing survivor gaps is a lot more neccessary than also making sure Myers and Trapper can keep up with the minor buff that SWF will have due to those changes.
And personally, killers in general barely need a buff at this point in time(the only thing I want basekit is Fire-Up, having increased breaking, vaulting and pick up speed the more gens are done would fit killers in general a lot). Its mainly lower tier killers getting a basekit addon: Myers getting Jewelry(I wouldnt add more because the devs dont intend to rework Tombstone Piece), Trapper sort off getting the darkened traps, but instead making them slowly invisible, wraith getting some of the shadowdance bonus, Pig getting Amanda's Secret basekit(basically the same treatment that Wesker and Nemesis have), Freddy simply needs more tokens, Onryo needs the bloody finger nails and Clown basically needs to have Starling Feather basekit(with the addition that pinky finger needs to be limited to only 1 bottle). I can have some ideas for Doc, Legion, Ghostface and Trickster too, but honestly, assuming Fire-Up would be basekit, they dont really need much as their main issue later in the game is windows.
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The issue with the shared responsibility argument is that its not really. There isnt any communications, so there is a lot survivors cannot do being blind in the game without it being basically a guess. In SWF, shared responsibility is by far the biggest argument you can make for preventing a tunnel. In soloq, not really the case. In DBD, you'd be surprised how many people are unwilling to tank a hookstate, even though they havent been hooked at all, just to grant some more time for someone who has been tunneled. You need basekit comms for the shared responsibility argument to make full sense.
Hence, the gap between solo-swf being a lot more important. Personally, I dont really see a huge issue with giving aura reading on teammates as a basekit, the other option would be giving something similar to killer instinct and HUD info, which is basically equal info. The only issue I see with it right now, is that it makes a LOT of perks obsolete or a lot less functional(Better Together/Situational Awareness, Empathy, Empathic Connection, Aftercare, Bond, Kindred(kinda), No One Left Behind(kinda), the 2 key addons). All of these are perks that arent used by SWF, because they basically have the same info already. Giving them aura readings, you can see where they are, what they are doing, and guess whether or not they are being chased. The main benefit I can see for SWF is that they can optimize the time needed in meeting up, but overall, that can be mitigated by giving killers Fire-Up as basekit.(also, Blindness magically becomes a lot stronger as survivors start to rely on that aura reading more than gamesense in the long run)
AKA, you can close the gap between SWF and SoloQ relatively easily without really affecting the killerrates. And its a lot easier to buff killers when the gap between soloq and SWF is much smaller.
Besides, there is 1 easy argument to make why its basically impossible to buff killers right now(other than Fire-Up basekit): Nurse exists.
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You can nerf the potential of SWFs, you simply need to target how and what advantages they have over others, including casual SWFs. The potential is what needs to be addressed more than the average use, better sanity checks in place to prevent extreme synergies with the meta data and coordination involved. It would be bad to nerf people goofing around with friends as collateral in nerfing sweat squads, so the approach would have to be nuanced to mitigate the extreme. Its why I'm personally not a fan of the lopsided buff ideology, because many of the issues we see get created by people adapting to dealing with nerfs and in turn creating new issues out of necessity. It becomes an endless cycle since it is nearly impossible to be impartial in such an approach, as your considerations will always be weighted in one direction or another.
That means that it would of course pair with barring the potential of killers vs solo compared to SWF, and giving much more nuanced buffs to solos rather than giving them what SWFs can have. There is already a large amount of information that your average solo refuses to use and demands to have basekit, even without taking advantage of when it can be given to them via perks. The disadvantages imposed by killers that disproportionately affect solos does not have to be focused solely on things like spoonfeeding information, it can just as easily be more subtle and targeted. Pinhead's box is a good example, as it is something that has a disproportionate affect on solos vs SWF: You could easily make a subtle change like having its aura change when a survivor is within a certain range of it, removing some of the guesswork in coordinating if someone is going for it or if everyone is hoping someone else will get it (it already has information for when someone has picked it up and/or is solving it, but that information is too late to make preemptive action.) Hooks can have similar subtle changes to allow information like if someone is nearby the hook, which could even then be used to determine if the killer is camping due to the duration/delay of said changes. It doesn't need to be as blatant as hud icons spelling out every single thing that is happening in the game around us, but people want easy more than they want fair.
Really the issue is that a lot of these ideas (and especially their implementations) tend to be both focused on one side or the other, and extremely ham fisted. There is no "chess mentality" in the types of changes we end up with, there is no forethought into the echo effects before they are introduced.
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You are welcome to your opinion, but I disagree with the vast majority of what you just said, including your reasoning. Killers making mistakes early can and does absolutely cost them disproportionately, especially due to how the power dynamic works in the game. There is no point to having a strong lategame if the game ends before you have a chance to even achieve it, and/or if your opponents continue to progress faster than you are able to achieve momentum. Its the entire concept behind snowballing in general, and why "carry" types in genres like MOBAs have exceptionally worse performance if they have to catch up than they do if they get an early advantage.
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There really needs to be a basekit deterrence for early game Gen Rush.
Say, perhaps, -60% to all gen progress at the start, and it loses 30% of the reduction after each minute the game has gone on for, or -20% for each survivor that the killer downs during this period.
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You don't seem to understand the difference between guesses and reads/estimations. There is a tremendous amount of information you can discern secondhand through other information, and its honestly one of the biggest strengths of perks like kindred, empathy, windows, and even alert. That very same metadata is part of what gives SWFs their strength, they are able to use deductive reasoning to fill in the blanks by having some of the others filled in. The argument of shared agency is that you need to be willing to accept things that are beyond your personal control, which is something that is always the case in a team dynamic in a game. Anyone who plays a support class in any game that has them is very familiar with this concept, and that you can only be a part of a team rather than try to control the actions of others. Your job is to adapt to the actions of the people around you to the best of your ability, to mitigate the damage they take/cause while boosting the damage they can cause/giving them opportunity and advantage. If you go into team based compositions wanting to force your agency onto your teammates, you will never be satisfied with anything less than teammates that are better than you as a player.
You want an issue to giving solos fill on SWF tier info? Stealth killers need to all be entirely reworked. Stealth gameplay is a concept that is already disproportionately affected by communication by design, so it becomes entirely obsolete with that level of information. You have not even considered it with your comments and instead focus on how it would make survivor perks less effective, which is a pretty biased stance that shows you aren't considering the actual implications of your suggestions. Basekit Fire-Up is nowhere near as impactful as entire killers needing to have their entire concepts reworked.
Also the classic Nurse Whataboutism. Just like how nerfs can be nuanced to affect the extremes of SWFs, buffs can be nuanced to not give disproportionate value to nurse. Don't assume its impossible simply because you can't comprehend it, as even most of the proposed nerfs that reasonable people have usually revolve around addressing her unintentional disproportionate value in circumstances.
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How does nurse's existence make it unable to buff pig? Unlike survivors there's not just the shared basekit on killers. But I've seen another thread of people complaining about nurse even in a theoretical situation in which all other killers were on blight's level; So i dont wanna go in depth here.
I also remember the quote about mistakes being different, especially second chance perks covering said mistakes and 1 killer mistake costing the game.
Also: I'm not surprised survivors play selfish beceause I know thats what the game is about. the few times I played survivor i also did the same. Maybe I was just wrongly associating shared responsibility with my point about survivors being angry at losing a player and suddenly calling it a "unwinnable 3v1" despite the 4th player having played in that trial. But a selfish player not wanting to "tank their healthstates" shouldnt complain about losing a teammate.
As for the swf-solo gap.There are no ingame mechanical differences between solo and swf, this premise is kinda ignored by a lot of people, the devs LITERALLY cannot nerf "swf" without touching "solo" too. They also decided to not ever try to do so.
I think I'm just a salty Killer because some survivors want all that UI-icons or free aura reading in the name of emulating comm's advantage when comms dont even do that stuff that freely. Comms are a tool to be used akin to chat wheels or a ping tool like deathgardens arrows. Survivors should be more honest and say "give me free aura reading additional to the comms-emulation stuff". Or like already said I see them through my bias and theyre already that honest.
@Ryuhi also has some good points in their answer to my post.
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Legit what anti tunnel perks? OTR is meaningless if they hit you off the bat and DS was gutted into the ground so I'm not sure what anti tunnel perks you could be referring to
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Anti tunnel doesn't mean entirely stops it. It deters or mitigates it. Just like how anti loop doesn't mean loops don't matter. It means they're less effective.
Even OPs suggestion merely disincentivzes tunneling. Doesn't stop it entirely.
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How does new DS deter ANY TUNNELING? I have yet to see 1 killer that even pauses for a second to eat new DS when it's obviously there (like going into locker and stuff).
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I never said it didnt cost them, but it can still be salvaged. A survivor going down early? They will very likely be tunneled out early on and the game is lost. The killer having 0 hooks and all gens are gone? They can still get a 4k. Its gonna be really hard, but they can. 3 people against a killer of equal skill with 4 gens remaining? The killer would have to screw up badly and the survivors play near perfectly to turn that into a 3 man escape.
As for the entire moba comparison, sure, but with that also comes with the fact that both sides have a carry. DBD survivors dont have a carry type really, especially those without comms.
No, i understand, I was literally going for guesses. Reading a situation or making an educated guess is entirely different. And yes, there are a lot of sources of information for soloq that are really valuable. Thing again, SWF on comms has that basekit, and they can communicate between their own perks. As a solo survivor, to synergize with your teammates perk, its a mix of luck, guessing, educated guessing and confirmation where possible. That is exactly the reason why soloq is the one in desperate need of closing the gap between swf. Yes, other people in my team can make decisions that are a detriment to my own actions, but not a single survivor should have the power to utterly destroy the chances survivors as a whole have. Just to go back on your moba example, even if the carry ######### up, the rest of the team is still a force to be reckoned with. So there are 2 solutions here: 1, buff the remaining survivors if 1 dies early on, 2, add a deterrence to tunneling so that its much less likely for a survivor to die early on. Personally, I rather see 2. It still allows for a massive snowball.
As for the snowballing, yes, its fine that there is a snowball effect, but right now, its too easy to start rolling and it starts rolling way too fast if the killer tunnels early on.
No, basekit fire-up isnt gonna solve all issues, but its the ONLY mechanic that could be added to buff killers, without making s tier killers impossible to face as soloq.
There is no Nurse whataboutism. She needs a nerf. Without Nurse being nerfed, killers in general cant be buffed. Without Nurse having a deterrence to tunneling, she needs to be nerfed to a state where you cant win as Nurse untill you're already good. Having both allows killers in general to recieve another buff, while giving Nurse only a relatively small nerf. You literally cannot nuance buffs against nurse. They tried many, many times. There simply is none. Its much easier to buff or nerf around SWF, because all you have to assume is that 4 instances of the perk can exist, and the survivors can communicate. Increasing gen regression basekit would benefit Nurse, increasing bloodlust rates would overpower a lot of killers, increasing vaulting speed would overpower quite a few killers, making pickup and hooking animations faster benefits Nurse massively, the 10 second gen increase has heavily increased Nurse's killrate. Adding exposed status effects to basekit things benefits Nurse. Adding deepwounds to basekit things(like, I would personally be interested in a short lunge to give deepwounds, its hard to get a short lunge pulled off, it would buff myers in t1, and it would add slowdown to all killers) heavily benefits Nurse. The list goes on and on. Perks like Starstruck and Awakened Awareness were actually healthy perks on release. Except for Nurse.
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I didnt specify any killers tho, I just said killers. Killers in general still need a buff. But they cant, cus Nurse. Same for second chance perks, cant nerf them, cus Nurse.
And there is a difference between tanking healthstates and hookstates, and tanking those hits actually being a detriment to the game. I had a game today, where a player was being tunneled, if I didnt tank the health and hookstate but instead sat on a gen, we could have pulled off a 3 man escape. Not because I tanked 2 hits and a hookstate, but because the killer could easily continue chase on that survivor while having me hooked and unable to progress gens, causing another teammate to go off, slowing down the game even further. AKA, me not tanking things would have been more beneficial.
And while there are no ingame mechanical differences, there are a lot of meta differences. And those are important. Buckle Up and Bond(with unlimited range, which makes other similar perks like Aftercare, No One Left Behind, Situational Awareness, Empathic Connection, Empathy, Inner Focus, Kindred, Rookie Spirit and Spine Chill practically worthless) are basically basekit to them. Let alone that with the amount of information shared, any perks that can be replaced with a ping to killer location have a lot less worth too.
And you might say "just pings" are fine, but really, I've played with really good survivors who had Bond+Open Handed while I had too(just bond tho) and survivors on comms, and the people on comms were still more accurate in recieving and giving information, than literal aura reading between survivors.
Thats not even talking about perk info like Kinship being known instantly by SWF, and by soloQ its not even known, and even if it is shown(I havent seen it in ages), people already ran towards you, leaving scratchmarks and thus cannot approach the area triggering it without giving themselves away. Or perks like Dying Light being known instantly by SWF, but still takes a hook before its shown to solo. Or actually showing who is running Leader, so you dont run towards Mikaela who left equally fast as that Jeff and was at equal distance, only to notice she doesnt have it and now the heal is slightly slower(which is maybe minor, but its the minor things stacking up why SWF is the powerhouse they are right now). You cant nerf SWF without making Solo even worse, and you cannot punish people for wanting to play with their friends. So yeah, the UI images are absolutely neccesary. Me seeing someone in an animation on the opposite side of the map while hooked and not going there because I thought they were doing a gen, but they were cleansing a dull totem instead and then started going on a gen, on comms, I would have heard them give that info and join them so the generator would finish. Without comms, that survivor sinks a lot of time in that generator that will get lost.
As for the bond aura reading, I am merely talking from experience running Bond and 1 person having Open Handed with good survivors on small maps, while comparing that to times I've been with tournament squads on comms, and the fact that soloq basically needs to use 5 perkslots across the team to give them basically the same info as a SWF heavily limits their potential, let alone that that info only really works on smaller maps. And the increase that SWF gets with the same info? Well, they have to talk slightly less and look around a bit more. The biggest reason why I think the devs said that straight up aura reading between survivors would be too much, isnt because it would elevate survivors to insane heights, I barely see SWF's performing better than they do without aura reading, it just the amount of perks needing to be reworked(all of the previous mentioned ones, including some killer perks, like Knockout) to make that change happen.
As for stealth killers, well, they already kinda need a rework in how they work. Even without comms, Myers and Pig heavily suffer against higher mmr solo survs. Ghostface still stands a chance, and thats mostly due to how scuffed his reveal mechanic is nowadays. Besides, Stealth Killers got indirectly nerfed with the map remakes in the same way that Nurse got indirectly buffed: Line of Sight blockers. But a lot of killers inbetween suffer from those same line of sight blockers(like Huntress, Slinger, Blight, Billy, Clown, Plague, Trickster, Demogorgon, Cenobite, Artist, even Twins). And to spawn in extra LoS blockers would give away that you're facing a stealth killer if you dont hear a Nurse blink.
And the reason why its called an unwinnable 3v1, isnt because that 4th survivor didnt exist at the start, its that there is no longer a 4th survivor participating in the match. The whole premise of the survivor side balance of the game relies on 1 survivor being on a gen, 1 being in chase, 1 being on a hook, and 1 unhooking/healing/taking a hit for the person in chase. Once you remove one, you have 1 person on the hook, 1 sitting on gens as long as possible untill they need to leave for the unhook, and 1 in chase. Aka, you reduce gens popping every 90 seconds, to gens popping every 180 seconds if you're good. Survivors only having 60 seconds per hookstates, while gens went up 10 seconds, means there is more time a killer can afford to chase, which is a healthy change, but it also means there is more time a killer can afford to (proxy)camp.
This is not to say that killers are overpowered in any manner, thats not my claim. My claim is that there is too big of a difference between soloq and SWF that can no longer be ignored, and an ACTUAL deterrence to early game tunneling would mitigate that, since SWF's finish 2 gens before the first hook anyway.
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Oh wow, 2 seconds, that's definitely anti tunnel right there
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It's already in the game : it's called Free 10 seconds of borrowed time on unhook.
Not enough? Run Off the record. Not enough? Run DS. Not enough? Run Sprint Burst or Lithe. While Dead Hard will give you 3 health states on the first chase you will get nothing if he hits you one moment after your feet hit the ground (making you start the chase in deep wound).
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And they all suck.
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Two of those are immediately useless if the killer just hits you off hook; and DS buys you two seconds worth of distance.
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Here's the thing : DS is meant as a means to potentially buy room to escape. It's up to the people you are playing with to really provide that. It is no longer a solo get out of jail free card.
The other idea to combat tunneling is a 3 perk build to rush gens with an exhaustion perk. Pick any three gen rush perks (or two and a boon) and rush gens. If you don't completely suck your team will win if they follow the same principle.
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Just play better and you wont end up in this situation.
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So for pain resonance/DMS why didn’t they just let go of the gen as the hooking animation aura was shown and prevent the entire gen blocking scenario from happening and then the gens completed before the killer can even walk over?
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-"There needs to be a basekit deterrence for early tunneling"
Where's the killer's basekit deterrent for survivors tunneling gens? Deadlock should be basekit. The perk should extend the lockout for 30 seconds. There should also be a rollback feature added so you cannot get 2 gens done even if both are done at exactly the same time.
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It does deter it a tiny bit, but only later in game. The later you use DS, the more value you get. Even then, its basically useless against half the roster.
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I mean, what they personally should have done is not add the 10 seconds basekit, and instead add a 15% penalty when more than 2 gens are being worked on at the same time(same reduction if 2 people work on 1 gen). That would have been healthier.
As for what killers need basekit, well, no, they dont need a deterrent for survivors tunneling gens, as they have multiple basekit mechanics for that already: 1. patrolling gens 2. chasing people off gens. 3. hooking people for pressure. 4. slugging people for pressure. 5. killing someone. 6. keeping people injured. 7. creating deadzones around gens. 8. depends on the killer power, but thats something that indirectly pressures survivors consistently. If you are a Bubba with Tinkerer, I cant spend time looking at my gen because you are most definitely going to start revving when you're close enough to hit me and when its most likely too late for me to react. It its a Trapper, I need to know trap placements or I might be toast.
What killers need is something like Fire-Up. Something that increases the power of killers based on how many gens are done other than just 3-genning. People really underestimate the power that Fire-Up brings if it were basekit, flashlight saves get harder the more gens are done, pallets are removed even faster the longer it goes on(on top of the 10% basekit already), window vaults are viable with the majority of killers after just 3 gens being done, its worth to kick gens before going into chase more often because its faster, the only thing that Fire-Up would be missing, is movementspeed while carrying a survivor. This makes late game tunneling a lot easier, and gives 0 need to tunnel early on anyway.
Survivors need protection in the early game that they lose as the game continues, killers need an increase in power the further survivors progress. This might make 4 survivors surviving untill 1 gen is remaining more common, but it also means that you can still kill at least 3 survivors if you play your cards right. Giving killers more power early game defeats the purpose of punishing tunneling early game.
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"What killers need is something like Fire-Up."
The only killer I've ever found a use for that perk was Michael Myers before the 6.4 patch (the one that killed mobility perks). Bamboozle and Fire up no longer give Michael Myers (as well as Legion/Wesker) faster movement speed through a window.
Generally speaking the killer should break every pallet faster than the last pallet as a base mechanic (it could literally be just a base mechanic change where every pallet/wall breaks 0.1 seconds faster than the last pallet. Survivors should take +25% longer to heal every injury (so if you heal 4 times the 5th heal is going to take 200% longer than normal).
-"Survivors need protection in the early game that they lose as the game continues"
If the killer has two bad chases at the start of a game then that's usually a loss. Deadlock greatly slows down the game to help mitigate this. The killer needs something to make sure that survivors can't drag out the first chase. There is no way to come back in a game where you lose the only good three gen on the map and 3 generators with your first down unless you have some crazy setup like you are playing trapper and put all of your traps around the basement (but then they just dont go to the basement).
"As for what killers need basekit, well, no, they dont need a deterrent for survivors tunneling gens"
If you lose 3 gens in the first chase (including the best three gen) then the game is likely over. You tunnel the first person you hook and then face camp the other person to death at the end of the game. That's boring but that's what DBD has become because that is efficient play.
I don't remember when exactly it was changed but survivors used to die much faster on the hook. Considering we have Rebecca's perk that time should probably be reverted. Hook timers used to be 45 seconds per stage and were changed to 60 seconds per stage. Efficient survivors use the extra 15 seconds to finish generators. The intent was to give survivors more time to rescue the survivor (as well as make camping less rewarding).
Think about a game with 6 hook states. Imagine the difference between having 360 seconds to make saves vs 270 seconds to make saves. The old game severely punished survivors who had the mindset "gens before friends". Ironically the increased time to die on the hook is probably pushing killers to tunnel harder than ever before.
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"The only killer I've ever found a use for that perk was Michael Myers before the 6.4 patch (the one that killed mobility perks). Bamboozle and Fire up no longer give Michael Myers (as well as Legion/Wesker) faster movement speed through a window."
Yeah, AS A PERK, hence why it so desperately needs to be basekit. Plenty of killers can get value from the stats, but its never worth the slot. As for no longer giving the faster movementspeed, cant find it anywhere. Must be a bug if it affects Myers. At best I'd see Legion and Wesker having that changed, as those are technically not vaults, but ability animations.
"Generally speaking the killer should break every pallet faster than the last pallet as a base mechanic (it could literally be just a base mechanic change where every pallet/wall breaks 0.1 seconds faster than the last pallet. Survivors should take +25% longer to heal every injury (so if you heal 4 times the 5th heal is going to take 200% longer than normal)."
This would affect Solo a lot more than SWF, and it barely touches SWF. Especially if you include breaking walls. Same for healing slower. Generally a bad thing, unless you also want to reduce generator times back to 70 seconds per gen and give them permanent info on each other.
"If the killer has two bad chases at the start of a game then that's usually a loss. Deadlock greatly slows down the game to help mitigate this. The killer needs something to make sure that survivors can't drag out the first chase. There is no way to come back in a game where you lose the only good three gen on the map and 3 generators with your first down unless you have some crazy setup like you are playing trapper and put all of your traps around the basement (but then they just dont go to the basement)."
If the killer has 2 bad chases at the start of the game, thats most likely due to dedicating to something they shouldnt, or not dedicating enough to something they should. And that isnt a thin line either. As for dragging out the first chase, the more dragged out the first chase is, the quicker the next ones are. Same logic applies to losing good 3 gens, you dont really lose good 3 gens and 2 bad chases unless you have 0 priorities. As for not coming back, what are you talking about? Killers have the oppertunity to end the game at any point. 1 gen remaining, 0 gens remaining, gates being opened. All situations where the killer still can get a 4k. Will it be less likely? Sure, but impossible? No. Survivors have it the opposite. If they make 1 tiny mistake too many, and the game is unwinnable unless the killer starts making a lot more mistakes. The killer can make as many mistakes as he wants, if a survivor cannot capitalize on that mistake in that moment(hence, the huge difference in SWF and Solo at the moment), your mistake didnt really matter.
"If you lose 3 gens in the first chase (including the best three gen) then the game is likely over. You tunnel the first person you hook and then face camp the other person to death at the end of the game. That's boring but that's what DBD has become because that is efficient play."
No, its not. The devs have even stated multiple times that the first 3 generators are kinda meant to be popped. If you lose the best 3 gen without starting your first chase there and survivors still finishing 3 gens, thats kinda on you. 80% of the hooks are done between 2 and 1 gens. The first 3 gens give you 1 or 2 hooks, the next 2 gens give you up to 10 hooks and the average amount of gens finished is 3.5. So thats pretty much entirely false. In fact, a lot of killer players seem to think losing 3 gens is bad. But if you pushed the survivor in the area of your future 3 gen, then there is no real way you should lose hope with losing 3 gens after 1 chase, because then you have a deadzone in your 3 gen area, and you lost 3 gens you clearly didnt care about.
"I don't remember when exactly it was changed but survivors used to die much faster on the hook. Considering we have Rebecca's perk that time should probably be reverted. Hook timers used to be 45 seconds per stage and were changed to 60 seconds per stage. Efficient survivors use the extra 15 seconds to finish generators. The intent was to give survivors more time to rescue the survivor (as well as make camping less rewarding)."
It was changed when gens were upped from 70 to 80 seconds, so that a killer couldnt camp 1 survivor, then use a mori, before survivors even had a chance of finishing 3 gens. As for Rebecca's perk needing to revert that change, well, with that reasoning, Ruin, Pop, Pain Res, should reduce generator times to 60 seconds per gen. And yes, the intent to give more time to rescue and making camping less rewarding PERFECTLY fits with the increased time on hooks. The longer a survivor stays on a hook, the longer the game is a 3v1. If you dont camp, survivors have more chances of unhooking, making it basically a 2v1 for a while as 1 is rescuing. If survivors stay on gens and wait that extra 15 seconds, you have more time to dedicate to the chase and still be in a 3v1 scenario. The only time the extra 15 seconds is bad, is if the killer is camping or proxy-camping. And Dead Lock made Rebecca's perk be pretty much a neccesity, as the only time Rebecca's perk is useful, is when someone is camping or when someone is right next to the killer when he hooks(at which point, going back to a gen and work on it is costing you time). The only things you can fairly buff on killer without gutting perks, is action speeds.
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As for what killers need basekit, well, no, they dont need a deterrent for survivors tunneling gens, as they have multiple basekit mechanics for that already: 1. patrolling gens 2. chasing people off gens. 3. hooking people for pressure. 4. slugging people for pressure. 5. killing someone. 6. keeping people injured. 7. creating deadzones around gens. 8. depends on the killer power, but thats something that indirectly pressures survivors consistently. If you are a Bubba with Tinkerer, I cant spend time looking at my gen because you are most definitely going to start revving when you're close enough to hit me and when its most likely too late for me to react. It its a Trapper, I need to know trap placements or I might be toast.
Your list here is actually pretty amusing, points 1 and 2 are essentially the same thing, point 5 would be tunnelling which is the issue you are complaining about, point 6 is almost not an option considering how common COH is, and point 8 is really only relevant on certain maps/certain gens/certain killers/certain perks.
Lists however are fun, so lets talk about the defenses survivors already have against tunneling.
1. Basekit borrowed time
2. Additional anti-tunnel perks
3. Not unhooking right in front of the killer
4. Actually waiting for the killer to leave before unhooking.
5. If you unhook in front of the killer place yourself between the killer and unhooked survivor.
6. Dont unhook and run away, follow and hang back a bit so they killer may think its just you they are chasing, and actually take aggro.
7. Also follow to set up a potential pallet save or body block if the killer does down the unhooked survivor.
8. Heal the person you unhook.
9.If the person is on death hook and your not give yourself up as a slug or take a hook for the team to allow them more time to get away.
10. Unhooked person should not be body blocking for the person who unhooks them, that is giving permission to tunnel.
11. Finish gens before the killer can tunnel someone out.
As to your suggestion of a basekit DS, there is no way that you could possibly balance that, and its funny because they really tried, removing it in endgame and disabling on conspicuous actions and it was still unbalanced and had to be nerfed. If DS had actually only been usable for anti tunneling purposes, then maybe, but seeing as for years survivors were using it offensively against both tunneling and non tunneling killers it just cant happen.
There is one other problem with that idea and that is when it comes into play, almost all anti tunnel perks have the same issue, they kick in once the tunnel has already started and doesn't take into account Intent. Punishing tunneling when it happens is all well and good, but instead Imagine if we just made tunneling a lot harder, here is my Idea.
1. Basekit borrowed time stays.
2. Basekit Guardian (Perk would extend just like borrowed time)
3. Basekit 10 sec OTR (Perk would extend to full length)
4. 10 sec Quick and quiet no cooldown
5. 10 sec Calm Spirit
This right here puts the survivor speed at 4.68 m/s making them faster than the killer for 10 seconds so the killer has trouble keeping up and making up the ground if they tank the hit, they leave no blood or scratchmarks and make no sound and have their aura and screams blocked and dont set off crows, eliminating all tracking but visual tracking. The quick and quiet can be used, as an example, to fast vault for lithe, or jump into shack and while line of sight is broken jump in a locker or back out the window and get away.
These changes would do 2 main things.
A. Makes it alot harder tunnel.
B. Eliminates alot of incidental tunneling due to a killer accidentally following the wrong survivor.
This would be a pretty big buff and since it would cut down alot on tunneling, you are going to need to give the killer a little bit back, and my recommendation here is pretty simple give the killer Info on the other 3 survivors, since we ate blocking all info on the unhooked survivor.
1. 4 seconds of killer instinct on all 3 survivors
2. Unblockable aura reading for 6 seconds on the survivor who unhooks.
Thus will further deincentivise tunneling by helping fixate the killer on other survivors, and act as a bit of additional distraction for the survivor off the hook to get away.
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A good nurse with full vision perks is totally something you can feasibly escape. Sure, you're down in the first 12 seconds if they're good and probably dead in under a minute, but that's your fault for not being good.
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Not gonna try and turn this into a big list so:
- Basekit BT is great against the lower tiers of killers, practically non-existant for higher tier killers
- those are perks, I was talking basekit mechanics
- Oh yes sure, let me try not being unhooked by a teammate who I have 0 control over.
- I mean, at least chasing off survivors off gens is different from patrolling gens, some killers cant, but a lot of killers can. This point assumes point 3 was solid
- assumes point 3 was solid
- assumes point 3 was solid
- I would only discount this because you're looking at the POV of the non-hooked survivor, I'll agree with trying to go down under pallets or in the open if you have a buddy with a flashlight.
- Not really possible if they(or you) are being tunneled, if you are capable of fully healing a teammate/being healed, the killer was pre-occupied with someone else and thus wasnt tunneling
- While a good tactic against a killer refusing to hook anyone else, it does counteract point 11, as that are not possible with this in mind
- Then the killer wasnt tunneling, irrelevant
- Since you brought it up in 2, let me bring in: Pain Resonance, DMS, Overcharge, Call of Brine, Eruption, Gift of Pain, Thanatophobia(mainly plague and legion), Corrupt Intervention, Dead Lock, NOED. Generators being 90 seconds a piece while someone who is being tunneled has been on the hook for less than 60 seconds. Dead Lock and NOED alone make it possible to camp someone out and still get a second kill. Someone who tunnels tends to spend less time than a camper due to reduced animation speeds. Not even talking about survivors needing coordination to do so.
So, out of all points, point 1 is kinda valid, but only against lower tier killers, and point 7 is kinda valid if a pallet is in reach. 11 doesnt matter because of comms and killer perks, 2 is literally a perk. There needs to be a BASEKIT option that deters killers from tunneling, and there isnt really any. A survivor team who is perkless and itemless cant do anything against a tunnel without comms, while a killer who is perkless and addonless can prevent survivors rushing gens.
And its really easy to add in a basekit DS that is balanced: Disable it after 2 gens have been finished and only have 1 charge(since if 2 people get tunneled before 2 gens are gone, you're doomed to lose anyway). BAM, no real way to abuse it.
You dont even know why DS was nerfed to 3 seconds, do you? Because it wasnt due to it being unbalanced. It was because of people using DS and Head-On together. You could jump in a locker, stun the killer, jump in the locker again, stun the killer with Head-On before they had a chance to step aside, then jump in the locker again and have a friend ready with a flashlight save to stun the killer again. This is why flashlightsaves in lockers are now impossible, and why DS has been reduced in time to no longer have Synergy with Head-On(as 5 seconds to charge Head-On is simply too long). DS with 5 seconds and conspicious actions was literally just an anti-tunneling perk. If they tricked you later on, then they didnt to anything for X seconds, meaning you basically had a 3v1 for that entire duration, just so 1 survivor could stun you for 5 seconds. That is a LOT of wasted time for the survivor, only a mild annoyance for the killer. Let alone that there is nothing wrong with using something as an offense either. Pain Resonance and DMS are meant to be defensive perks, yet you only see them being used offensively too. DS before conspicious actions was a bit unbalanced, sure, but even then, you could just eat it and get rid of it. It was only really busted in tournament level squads, and lets be honest, do you win more often against those squads? I doubt that. With your logic of nerfing, Calm Spirit and Self-Care were OP perks.
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First off you cant really bame the killer for the mistakes your teammates make, while you dont have control over your teammates actions, you do have the ability to control who you are matched with, if you choose to solo q you are choosing to risk having poor teammates who make bad unhook descisions.
If basekit BT is so useless then why was it a meta perk before 6.1 the extra 4 seconds would have been irrelevant if you were getting hit off hook anyways
If you really wanna get technical the only reason DS got extended to 5 seconds was because of an unintended occurance when enduring reduced the 3 second stun time and they never followed through with reducing it back when enduring got fixed.
I'd very much like to hear how pain Resonance/DMS is being used offensively to down/injure survivors, thats kind of impossible based on how those perks function
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Having two or three people trying to protect you from a tunneling killer is pointless. There's nothing they can do to stop a killer that wants to tunnel, and not being on gens is just letting the killer win.
Your other idea is impossible to coordinate in solo queue, and anti-fun for everyone involved.
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-"Your other idea is impossible to coordinate in solo queue, and anti-fun for everyone involved."
If you're out of the nosebleed ranks then it's common to have reasonably competent allies. If everyone is of the mindset : blast gens then you win.
There in lies the problem because in a number of ways the tomes feel like an artificial way to "nerf" survivors. The reality is that the killer is 1/4th efficient with regression as one survivor and there are 4x survivors. That means the killer is 1/16th as effective base kit at stopping generators if nobody takes 0.1 seconds to tap the generator.
The current state of the game is the killer must tunnel survivors because the survivors are tunneling generators.
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Given how this game's matchmaking works, no, you aren't guaranteed competent teammates.
Killers have literally never needed to tunnel less than they do in the current meta. If you're hyperfocusing on killing one survivor at a time, that may explain why everyone is just sitting on gens and then leaving.
Also, this:
https://twitter.com/KnightLight1337/status/1563656841976057863
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-"Killers have literally never needed to tunnel less than they do in the current meta."
I'm sure that's true in low tier matches or if you play Blight/Nurse with best addons all the time. I can tell you isn't the case with the people I play against when I use a variety of killers who are "sub optimal". It's often not the case when you watch most streamers either. (Otz, Truetalent, etc).
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Bro really. You must have low mmr. This happens all the time and 1 hook for 1 gen still isn't pressure
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