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Do you think an anti tunnel system is coming in the next year or two?

I_CAME
I_CAME Member Posts: 1,295

Simple question. I'm not asking if you want one or how you would implement it. Just whether or not you think one will be added in the near future. I'm asking mainly because a lot of questions in the survey seemed to relate to tunneling creating a negative game experience. Also asking because of how prevalent hard tunneling at five gens is now.

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Comments

  • Tsulan
    Tsulan Member Posts: 15,095

    One of the previous surveys asked about tournaments. No tournaments in sight. So who knows what the current survey will bring.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,779

    I honestly doubt it.

    BHVR wants killers to actually chase survivors, not sit and camp hooks, gens, or really camp anything else. And the devs seem to not care if the killer is chasing the same survivor 3 times in a row, as long as there's a chase going on.

  • SleepyLunatic
    SleepyLunatic Member Posts: 408

    They hyped me so up when they asked for a Fullmetal Alchemist crossover once and it never came.


    i am a diehard FMA fan.

  • Tsulan
    Tsulan Member Posts: 15,095

    I got really hyped about tournaments. Like official tournaments. They also asked about different game modes. There is so much potential with licenses

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 940

    Why not ? it's too easy/effective and there is no incentive to go for someone else..you probably want to change that, especially because most people hate it you're just losing players if you don't

  • crogers271
    crogers271 Member Posts: 1,809

    A true anti-tunnel system, probably not. It would just be such a massive game change that I don't see how they could do it.

    Making tunneling a little harder, such as increasing the haste boost off hook, or other base kits buffs when unhooked (no blood trails or moans for 20 seconds as an example), probably not, but that could happen.

  • Necrobot
    Necrobot Member Posts: 52

    Maybe 7 years after the anti camping system :)

  • Xyvielia
    Xyvielia Member Posts: 2,418

    Timing is too often uncertain w anything in this game.

    I believe it’s inevitable, w/o other changes around certain issues.

  • ad19970
    ad19970 Member Posts: 6,410

    Killers would simply need to get compensation buffs, so that generally healthy gameplay is encouraged much more.

  • HastuneMiku
    HastuneMiku Applicant Posts: 49

    No, but I think we're heading in the direction of more perks being disabled after certain points.

    Prediction:

    MFT will not work in end game (Similar to Decisive Strike and Off the Record)

    Regression perks will stop working after one survivor dies (Similar to Hex: Ruin) or will be severely weakened after one person dies (Similar to Thanataphobia)

  • Nazzzak
    Nazzzak Member Posts: 5,636

    I doubt it. Tunnelling is different to facecamping in that everyone still gets to participate in gameplay, even if it's just chase. Plus tunnelling doesn't always pay off for the killer, especially when their MMR increases and they start getting matched with survivors more experienced at running tiles. So it can come with risks.

    The only thing they need to do is address depipping. If you're first found and tunnelled out, a depip can suck because your ability to engage in other objectives is out of your hands.

  • LordGlint
    LordGlint Member Posts: 8,511

    I was just correcting your statement of "nobody asked for reduced stun time". Whether it is strong enough in its current state is a whole different conversation. Either way, are you saying the correct way to strengthen anti-tunneling mechanic is to rely on perks? That the built In mechanics are fine how they are and the correct route would be to buff specificly DS? That if you STILL get tunneled out of the game after a 69 second stun, you'd say "yup, this is fine...no more buffs needed"?

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    Some Basekit-Mechanic would make more sense. However, this is harder to implement.

    DS being buffed to 5 seconds again would not be the ultimate solution. But it would be a Anti-Tunnel tool which does not resolve around Endurance. And when DS was a thing, there was less tunneling. Because the current Anti-Tunnel measurements are just not good enough.

  • Xernoton
    Xernoton Member Posts: 5,839

    No doubt about it. I give it another 12 months.

  • Reinami
    Reinami Member Posts: 5,508
    edited September 2023

    Not true, my proposed solution fixes the issue and is not exploitable by survivors:


    • Remove the endurance and speed boost survivors get when unhooked.
    • Create a new status effect that survivors get when unhooked called "Ethereal" for 20 seconds
    • Ethereal: While Ethereal, the survivor gains the following:
      • The survivor is completely invisible to the killer
      • The survivor makes no sound to the killer
      • The survivor makes no scratch marks
      • The survivor does not have collision with the killer or other survivors
      • The survivor moves at 200% movement speed
      • The survivor is unable to perform any action
      • The survivor is UNABLE to see totems, hooks, the killer, or any killer belongings (trapper traps, hag traps, etc.)
      • The survivor can see the aura of all other survivors
      • All perks are temporarily deactivated (except for new perks that might be made to work with this mechanic later)
      • Deactivates in endgame
    • Fix facecamping by making hooks work like PH cages, if you facecamp near them, they move to a different hook that is close to a teammate and far from the killer, giving that teammate enough time to save before the killer gets there, and the person unhooked gets "ethereal"


    Basically, the status effect gives the survivor Spirit's power for 20 seconds, but lets them see the aura of the other survivors, so they can run to a teammate and get healed but they basically can't do anything else. After this, you would probably need to do some buffs to killers as a whole, as now hard tunneling is extremely difficult as is camping, and the lower tier ones will need some help.

  • LordGlint
    LordGlint Member Posts: 8,511

    I feel like many survivors would actually see this as a nerf. Not being able to do anything useful except healing for 20 seconds can be rough, especially against killers you wouldn't bother healing against anyways. Plague would be laughing.

  • Reinami
    Reinami Member Posts: 5,508
    edited September 2023

    That's kinda the point, because it makes tunneling impossible, which i'd argue killers who aren't the top 3 probably have to do on some level. So it is intentional to basically "put the survivor on timeout" for a bit.


    20 seconds is also that sweet spot where you can have enough time to figure out the teammate you want to run to, run over to them, and get most of a heal off.

  • LordGlint
    LordGlint Member Posts: 8,511

    It's an interesting idea, but I feel like it would annoy both sides for different reasons. Eruption has already shown that survivors HATE the incapacitated status effect. On the other hand killers completely losing all ways of tracking survivors, just to find out there was an invisible survivor crossing the map to go to a generator they assumed wasn't being worked on... can feel frustrating. Just tossing in my 2 cents though.

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    I think there are many perks against it. I see no particular reason for this system.

  • pseudechis
    pseudechis Member Posts: 3,904

    Well no, its not needed, because the anti tunnel system is avoiding being hit in chase and escaping.

    That's on the survivor and the perks they choose to bring, that is the anti tunnel system.

  • Eleghost
    Eleghost Member Posts: 1,190

    I'm still just wanting d-strike/off the record endurance to deactivate after the survivor is healed to healthy state.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,314

    I don't think it's in the pipeline and there is only so much which can be done honestly. There's only so much that can protect a survivor fairly before it becomes overly unbalanced.

    As a side, I do wonder whether the anti-tunnel kit in place made things more obvious. Before, killers had to guess if a survivor had BT. Some would tunnel anyway, but others felt that targetting the rescuer may be quicker. Now, killers just need to count to 10 then hit. Many survivors don't arm themselves with DS like before (I know it's been weakened now), when before it was put in place as a back-up. The BT basekit in place gives a false sense of protection now. Also, people use the given NT as a shield. Most killers see through this and basically punish this with a quick hook.

    The endurance effect could probably be replaced by a brief 3 seconds of no collision, but instead vastly increase the speed of the survivor for maybe 10 seconds to get the hell away (unless they start on a gen or another conspicuous action which abruptly ends it). Obviously, once the gates are activated this effect should be cancelled.

    Maybe this would prevent tunneling better than just counting. A killer would more wisely give up tunnelling if the survivor sprints away with plenty of distance, than an endurance effect where the killer just waits it out.

  • 00berdisc
    00berdisc Member Posts: 96

    Hope so, tunnel at 5gens is the most braindead GGEZ gameplay

  • Beatricks
    Beatricks Member Posts: 857

    No, why would there be one?

    There was DS and in its previous iteration it was the healthiest perk in the game. The devs have gutted it and gave us no anti-tunneling perk. I mean ones that actually work, I know that OTR is technically an anti-gunnel perk, but it's utter garbage at combating tunneling.

  • caipt
    caipt Unconfirmed, Member Posts: 687

    no. I'm hoping bhvr will be sensible and just leave it with basekit bt. no other systems should be implemented. if anything were to happen they should just incentivize not tunneling with BP or something or maybe increased shard gain or something else tunnelers might want. but introducing another basekit nerf to killer, (another meaning basekit bt, AFC, now something else), which yes a bsekit anti tunnel system would absolutely be one, would just suck for killer players.

  • Hanuka5
    Hanuka5 Member Posts: 141

    If you make a good anti tunneling feature the top SWF groups can stop playing, since they will win every game 100%.

    We see it in tournaments that killers are trying to tunnel one out (and often failing) and that are very good killers. The problem on every anti tunneling perk is that you could use it offensive, like they are doing it with the endurance after unhooking and off the record allready.

    I think the "problem" is that in most scenarios you want to have at least 1 survivor down when 3gens are left or you are gonna have a very hard time. Thats why you kinda need to focus on 2 players, while ignoring the other 2.

    3 hooks on 1 player is better as 6 hooks splittet. Killers will never try to split the hooks equally on all players because why should they? They are not getting rewarded in any kind for that, the opposide; its way harder for them.

    And if a killer can choose between 3 full hp survivors or a injured survivor on deathhook who do you think he will take?


    There are perks who reward this kind of playstile like "Grim Embrace" (tunneling) or "Monstrous Shrine" (camping). But sadly they are weak AF.

  • dknb
    dknb Member Posts: 162

    We want a tunneling suppression system because we want to have fun, not because we want to win.

  • appleas
    appleas Member Posts: 1,128

    Implementing that would lower the skill level of Survivors over time. Veteran players aside, there is lesser motivation to improve in chase or decision making if there are mechanics to bail the player out when they mess up.

    People complain about tunneling or camping early on in the game but that doesn’t excuse the fact that they lost their first chase early on as well because they were caught in a bad position/greeded resources/lost a mindgame. I think more people would improve at chase if they played each chase like it was their last. Why else is predropping so strong in comp?

    Nonetheless if lowering the overall skill level of Survivors is the goal of the devs then yes it should be implemented.

  • Brimp
    Brimp Member Posts: 2,983

    Well if there was anti ANY thing coming in the next year or two it there would have to be a MASSIVE overhaul in balance before that happens.

  • utm
    utm Member Posts: 18

    I have 3k hours in the game and haven't played in months due to tunnelling. Something that is meta shouldn't feel like griefing.

    Nearly every match I've played, the killer tunnels the weakest looper, and doesn't engage with other survivors until it's a 3v1.

    It's not fun to get matched with killers who aren't great at chases or gen pressure and just get high MMR from tunnelling. It's not fun to get tunnelled out then not get to participate. It baffles me that anyone supports tunnelling or thinks it's fun. It's by far the biggest flaw of this game. That's why I stopped playing.

    Survivors that are bad at looping are still going to lose matches without getting tunnelled. The 'less incentive to get better at chases' comment moreso applies to killers that tunnel lol. They don't need to be good at chases because they can just find the weakest looper to win. Then you end up with killers at high MMR that NEED to tunnel to win. That creates this perception that tunnelling is necessary, and it's a result of poor game design.

    Reward spreading hooks and punish tunnelling. Balance around this - which likely means a buff to killers. This would 100% make MMR more reflective of experience/ability. Then the game is in a much better spot (and I would come back lol).

    See my old post for one way to address tunnelling.

  • utm
    utm Member Posts: 18

    I have 3k hours in the game and stopped playing due to tunnelling.

    Anything that is meta should not feel like griefing. Tunnelling is meta. Tunnelling feels like griefing.

    It is by far DBD's biggest flaw (moreso than facecamping, slugging, etc., due to its prevalence and severity).

     "there is lesser motivation to improve in chase or decision making if there are mechanics to bail the player out when they mess up"

    ^ This comment applies to tunnelling killers more than survivors. Bad loopers are more likely to lose their matches even without getting tunnelled. Killers that tunnel will win matches with little need to improve chasing ability, because they only need to find the worst looper to win. This boosts their MMR to the point they NEED to tunnel to win. That's what causes the perception that tunnelling is necessary - and it's due to poor game design.

    Reward spreading hooks/gen pressure, and disincentivize tunnelling. This will 100% balance MMR, and lead to more fun matches everywhere.

    I'm not a game designer but it's crazy to me that this isn't a top priority. It's so easy to fix and people have proposed so many good (and bad) ideas on here. See my old post for one way to do it.

  • Kius
    Kius Member Posts: 140

    Max you're getting is probably the upcoming feature.. after that I wouldnt expect anything else regarding "camping" without some serious game core changes which they arent willing to do by the looks of it..