http://dbd.game/killswitch
We Need a Different Anti-Tunnel System
The current system isn't working.
The system isn't stopping a Killer from tunneling out someone with great efficacy if they wanted to. Nothing is stopping me, as Killer, from tunneling someone out of the game, and nothing is stopping another player, as Killer, from tunneling me out of the game.
This needs to change. It needs to be more punishing to Killers that attempt to tunnel while rewarding Killers who don't tunnel. Please, just do the following and tunneling won't be an issue:
Survivors
- The unhooked safety net timer is now increased to 15 seconds.
- The Haste status effect from the safety net is increased to +25%.
- Survivors will now no longer produce the following notifications for the Killer while the safety net is active:
- Grunts of Pain
- Blood Trails
- Scratch Marks
- Footstep Sounds
- Auras
- The safety net mechanic will no longer go away while performing a Conspicuous Action. However, perks that increase the timer will deactivate once the timer's natural duration ends.
- The Endurance status effect from the safety net will no longer put Survivors into Deep Wound.
- Survivors in Deep Wound will also still be protected by this status effect during the safety net mechanic.
- The unhooked Survivor also becomes intangible for the duration of the safety net, to prevent them from being able to block Killers attempting to play fair.
New Mechanic: Instant Adrenaline
- If you are still put into the Dying State and were the last Survivor hooked, the following now applies:
- You can instantly pick yourself up by pressing the active ability button.
- After picking yourself up with the Instant Adrenaline mechanic, you move at 150% of your normal movement speed for 10 seconds.
- You also gain the Endurance status effect during that time, for Killers who are especially adept at catching up.
- This can only apply once in the Trial, per Survivor.
New Mechanic: Catch-Up
- If you have been previously hooked, the following applies for 60 seconds:
- Score Events in all categories will grant 50% additional Bloodpoints.
- If you have been hooked twice in a row, the following applies permanently:
- Score Events in all categories will grant 200% additional Bloodpoints.
Killers
- After hooking a Survivor, you gain the following abilities for the next 15 seconds:
- Your movement speed is increased by 10% while not in a chase. This does not affect the movement speed of your Powers.
- All action speeds are sped up by 20%, including basic and special attack cooldowns and special attack charge speeds. This does not apply when hitting the Survivor who was unhooked.
- So long as you continue to hook Survivors uniquely, the duration of the effect will increase by 2 seconds every time you hook another Survivor.
- This effect will be deactivated if you hook the same Survivor twice in a row at any point in the match.
New Mechanic: Fair Player
- So long as you continue to hook Survivors one after another, and have not hooked a single Survivor at least twice in a row in the match, you gain the following effect after three hooks have been performed:
- Increases the amount of Bloodpoints earned in all Score Events for all categories by 25%.
- This effect will increase by an additional 25% for each subsequent unique hook you perform, up to a maximum of 100% additional Bloodpoints earned in categories.
All of this sounds extreme, and that's the point. This is an extreme change to combat an extremely degenerative, boring gameplay style that should've been tackled ages ago in a more meaningful way.
We need something that ensures that tunneling is not the most effective strategy in the game anymore, and something that promotes NOT tunneling. My extreme suggestions would do just that.
Please, for the health of this game, just do something to make tunneling ineffective.
Comments
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That actually doesn't sound bad and I as a killer would want these boni.
But lets be real killers that want to play fair and want this boni will do everything to not tunnel and survivor will quickly throw themself at them to slow them down. This will happen this is not some Ohh survivor are evil thing it will happen because if the boni are good enough to actually not tunnel survivor will see this as a chance to slow you down.
I showed this to two different people both having a 4man quad and both had that exact idea
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I cannot get behind these changes. They don't even highlight the reason tunnelling may occur or how to actually prevent it.
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They didn't try to get behind it they are trying to prevent it by giving a bit more safety to the survivor and by trying to encourage the killer to not tunnel by giving him speed and BP for not doing it.
This is a method that could work even when it does not attack the actual reason for tunneling
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These wouldn't be terrible changes, I think, though there is the problem of survivors trying to bodyblock the killer after their safety net elapses because they know forcing a tunnelling scenario will harm the killer. Then again, they could always just get hit and then be ignored, or be slugged if they want to be entirely obnoxious...
The most important part of this by far is survivors losing collision during their post-unhook safety net, though. These changes cannot be implemented without that or it'd be disastrous.
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LMAO, this is the best. You also forgot to mention that DH and DS should be basekit. And that the Unrelenting should be nerfed along with Piggy.
I had a great laugh, thanks!
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Gen speeds go too fast to force Killers to spread the hooks around.
Until that is addressed; there should be no punishments for Killers or safety nets for Survivors that prevent 'tunneling'.
Why is it absolutely no one is able to think 'If Survivors can focus on their objective (gens) so can Killers (kills)'? Oh, right; because Survivors are convinced Killers exist for their entertainment, and that Survivors are owned an arbitrary amount of match time and 'fun'.
Also: Survivors don't deserve immunity, invincibility, and 10000000% stealth just because they think they deserve it.
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Because the survivor objective is an inanimate object and the killer objective is other human players whose experience in the game matters.
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And that's the excuse to force one side to play worse? Because their opponent are people?
Guess what? The Killer is a person, too! And it's less fun for us when we have no say in who we can hook, and if we'd lose because a mechanic said 'No, you already hooked this injured person. Go spend another 4 minutes finding, chasing, hitting, chasing, hitting, and hooking someone fresh. Oh, they popped 3 gens and 99% the exit gates. Sucks to be you, Killer.'
It's a PvP game; if your opponent trying to win ruins your fun; don't play PvP games. What is with people thinking 'My fun is more important than my opponent trying to have fun & win'?
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Doesn't change that they are right. There is no time to spread hooks equally right now. When three gens are done it would be good to have one surv out of the game cause half there objective is done already and three gens get done quite quickly
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It doesn't have to be "playing worse", that's why OP laid out incentives and rewards for killers changing targets. Whether you think they'd be enough or not, the intent is very clearly to make tunnelling not the most effective way of playing-- and by extension, making spreading your pressure across multiple targets not "playing worse".
For the record, I agree with you about generator speeds needing to be included in this conversation, but it's an entirely false equivalence to reduce things down to "the survivor objective" and "the killer objective" when the entire point is that killers tunnelling directly affects human players and survivors focusing generators directly affects inanimate objects. You are correct that killers are players too, which is why they'd need incentives and rewards to ensure that they aren't just being forced to play less efficiently (as OP already acknowledged and attempted to address), but you don't get to pick and choose. Just as much as you can't say "sucks to be you, killer", it very much goes the other way; you cannot say "sucks to be you, survivor" either.
Everyone's fun matters, and it's a silly framing to insist that it's a competition where one side's fun must necessarily involve making the other side less fun.
Also, just to head it off, I play killer. Not a survivor main.
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It's the same reason why permanent hook sabotages got removed. Or why hatch can't spawn for all survivors. Because hard camping and tunneling is cheap and steals away important part of the game making the other side miserable. For this reason it got removed. What would you write to an idea to bring them back with reasoning that forcing one side to play worse is an excuse? Because mechanics said no you need to allow killer to hook survivors somewhere? Or you need to stay in match so that killer can catch you?
Also camping and tunneling is especially game breaking, because it elevates worse killers to play against better survivors (because they will get kills they did not earn). Side product of it is feeling for killers chasing is survivor sided and maps are made for perfect chasing for survs so killer is forced to camp. But in fact it's lack of knowledge of how to chase compared to more experienced survivor. Because free kills elevated MMR.
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Jesus Christ. They already implemented base kit BT.
How about you just make it so survivors are intangible for 500s of off hook until they press E. Then they're teleported to the location farthest from the killer and are fully healed. They're immune to aura reading for uhhhhh.....10 minutes after being unhooked. How about that?
Oh, if the killer has the audacity to hook the same person twice in a row then they look at their weapon and whisper "what have I done??" Before collapsing to their knees and weeping for the remainder of the game. Because they feel bad about their crimes.
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Their incentives are pathetic and irrelevant compared to snapping the knees off every killer and tacitly saying "Yes, you have to two hook everyone". It's simply not viable most matches.
Sometimes you get tunneled out. It's ok. If you're good enough you bought your team enough time to escape during the tunneling and that feels pretty good. The game isn't always going to be puppy kisses and rainbows. That is the nature of a PvP title. You cannot control your teammates. You cannot control your opponents. Games are not going to go in your favor.
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Maybe Survivors should not unhook near the Killer instead of add multiple exploitable new mechanics to the game.
The Best Solution is usually the easiest ones.
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Then criticise that, rather than harshly insulting people for daring to say "hey maybe this unfun and problematic aspect of the game could be fixed".
Tunnelling does not have to be in the game. If you don't think these incentives are good enough, what would be? How would you suggest tweaking the game so that everyone has a fair shot and isn't removed from the match as quickly as possible?
Hell, I don't even think tunnelling is that bad at the moment, but the act of being hard focused out of a match as quickly as possible is hardly a good thing to be possible for the sake of the game's overall health.
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I think you are confusing me with stabby-widdershins. I haven't insulted anyone. Their avatar is green.
Hard anti-tunneling like what op is suggesting (very overwrought) can only happen when getting two hooks is viable on bad killers. For that to happen the entire game has to be adjusted. It's simply unfeasible.
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Both of your messages so far have been dripping with sarcasm and contempt, which I'd consider to be insulting, but I will acknowledge you haven't directly insulted anyone so far.
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And why we don't just remove the killer ability to attack by this point? Something like:
New Mechanic: Killer M1 is so OP
- If the killer get to hook someone before 4 gens are done, killer can not attack for the rest of the match.
This would solve all the "abuse" killers do in their games...
Now talking seriously, I had a game tonight against a SWF where they did 3 gens in less than 60 seconds each and even if it wasn't my best play no, I didn't overcommit to chases (to be fair, I didn't even had the chance to). Great skill check hacks? Godly skill? I don't know, but even if not as fast this is the new normality in this game, having 3 gens done by the time you hook for the second time.
So doing tunneling or slugging is not only the "optimal" way, is the only way for most matches right now. Let's solve the gen problem first so taking a survivor from the game ASAP is not a necessity, and then we can talk about punishing tunneling even more.
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