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What more can they do about Tunneling?

Krazzik
Krazzik Member Posts: 2,475
edited January 2023 in Feedback and Suggestions

I've asked this in a few threads but I'm genuinely curious: What more can BHVR do to combat tunneling in DBD?

We already have 10 seconds of Endurance and 10% Haste as basekit whenever anyone is unhooked, which is usually going to be enough for the survivor to get to a loop and waste more of the killer's time if they decide to tunnel.

This 'basekit BT' was added to help protect the unhooked survivor and deter the killer from tunneling them so they could get somewhere safe and heal up, but we all know it's often used by survivors to tank a hit and protect the (usually healthy) unhooker instead, outright punishing the killer for trying -not- to tunnel. When the killer inevitably tunnels the unhooked person (because now that you've hit through their Endurance, why wouldn't you tunnel them now?) they often then DC or complain about tunneling in endgame chat.

I think it's clear that BHVR can't really buff unhooked survivors any more than they are now, because that would only result in them being able to harass the killer even more, most types of buffs would simply be used offensively, which is against the original design goal. Are there any potential buffs you can think of that wouldn't be abused this way? I've heard people suggest giving the unhooked person no collision, making bodyblocking less of an issue, but I'm not sure it fixes everything.

Another possible route is simply to incentivise the killer to spread out hooks, but I find this doesn't work too well. Making the match a 3v1 early or even mid-game is so insanely-strong that any incentive would need to be pretty huge in order to make up for -not- tunneling, and I doubt BHVR would do that. Old BBQ was sorta good at this, but it was far from perfect; the killer could just tunnel someone out, then hook everyone else, still getting their 4 stacks.

Comments

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    If they wanted to end tunneling just give the unhooked survivor no collision with the killer until they preform a conspicuous action and boom. No more tunneling and no more BT body blocking.

  • Dream_Whisper
    Dream_Whisper Member Posts: 755

    Exactly, the problem with current anti tunneling mechanics is that Survivors, especially experience swf can exploit its protection and used it aggressively agaisnt the killer; by bodyblocking the killer from going after the other Survivors, especially the Rescuer with their limited time protection. It can be quite annoying as well as very effective strategy to deny any potential downs and everyone get a free speed boost upon hit. If anything, I say remove the Endurance status effect or make it have no collision also, so that injured unhooked survivor can no longer get in the Killer's way to protect their teammates. It is also annoying when it pair with DS, BT, Off the Record, etc... and these Endurance affected survivor are literally chasing the killer and intentionally getting the killer attention on them again, instead of actually using the anti tunneling mechanics to actually go heal up or escape as that what Survivors these days want with basekit BT. (Small rant; but valid one, considering that Survivors want to not die yet intentions abuse the free protection and l screaming want more protection or for the killer to be a better "sports" and give them multiple opportunities to escape and stay alive longer afterwards....)

    Not to mention, the Matchmaking system rewards Killer with Kill Win conditions. The best way, to maximize your effectiveness to kill as fast and efficiently as possible is to tunnel the got that just got off the hook (whom is not only injured, but is one or two less hook away from death and changing the gameflow from 4v1 to 3v1 to eventually 1v1. SWFs knows this, and can constantly bodyblock and "trade hooks" to ensure that nobody dies by the killer hands if they tunnel , camp, and eventually hook eliminated them out of the game, to maximize pressure. There is literally no incentives to hook multiple Survivors other then the "weak link" of the survivor team, unless there is a powerful perk in play such like Grim Embrace, No Way Out, Devour Hope, pop goes the weasel, etc. If they want to make tunneling less beneficial and more incentives to make chasing and hook as many different survivor as possible, it would be nice to maybe add basekit strong killer perks ( not all of them of them, but a couple).

    I don't know which perks; but it would be nice if say killer get some buffs towards achieving hooking any Survivor then they get different survivor, they could get:

    Option A: Take away some progress of a gen that has progress, even if it is across the map.

    Option B: Take back a completely fix gen and give the killer a opportunity to damage it and make it lose 25% of its progress; which can help with Endgame if the doors are not open

    Option C: Exit Gates can Regress or loose progress, especially if the gates are 99%.

    Option D: The Killer gets a Temporarily speed boost to help in chase or make some across the map distance to spread pressure.

    Option E: Maybe Survivors repair, heal, or any action speeds survivor to be slower then normal when a Survivor is hooked and incentives more rescue attempts.

    There is quite a few options, but as it still stands; There is no incentives to chase others when it much more effective to tunneling and chase after one or two Survivors whom lose a decent amount of hooks and are closer to death. If you want killers to not tunnel as much, I say make a system that rewards killer with engaging multiple chases and achieving hooking different survivors, it's doesn't have to be BP, or emblem score for matchmaking system; but if there is a way to dramatically change the game flow and improve the Killer's ability to pressure the entire map by the amount of hooks he gotten, then we can see killer gameplay improve and not have to be forced to play "toxic" by tunneling in order to win... (yeah, I am not a fan of the kill system, as it doesn't truly define a Killer's overall performance in the match)

  • Ithiria
    Ithiria Member Posts: 236

    My edgiest idea is this:


    If a player dies on hook while 2 other players haven't been hooked, a shrine spawns, one of those players can offer up a hookstate at that shrine to bring the dead player back with full health on deathhook.


    This isn't meant to stop late-game tunneling, it's for the "facecamp/tunnel a guy to death at 5 gens" type of stuff. Tunneling at 5 gens works more often than not because survivors won't all just sit on gens to punish you, one or two of them will usually be trying to save, take hits, etc. which means you've got multiple players not doing gens, leaving an impossible game once your tunnel is successful.

  • Nikkiwhat
    Nikkiwhat Member Posts: 1,378

    It's getting to be a problem (when has it not?) and having returned to DBD after such a hiatus, it's is BAFFLING that BHVR still hasn't rectified the blunder of nerfing Decisive Strike. Nor found anything decent to punish and prevent hard tunneling.

    Mind you I play more Killer than Survivor, but whenever I do play Survivor, every other match has someone hard tunneled and it's getting to be a real annoyance.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    It's in the game because sometimes the killer has to, and the emergent strategies and perks around it are more compelling than simple non- interaction.