grace period after getting unhooked needs to be implemented
They need to implement a grace period after being unhooked, meaning for example you cannot get hit for 10 seconds and the status doesn't disappear until the timer runs out, so not like endurance where it disappears after getting hit because it is simply useless when the killer can almost instantly catch up to you. I shouldn't have to use a whole build for anti tunneling.
Reasons? The tunneling is completely ridiculous. Almost every single game I've been tunneled, as soon as I get unhooked they will ignore the other people and target me.
This discourage killers from following you until the timer runs out so hooks and hits can be spread. Please can ya'll do something about the tunneling because I am on the verge of quitting.
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Of course, as long as it is added that the survivors repair more slowly when they are in chase
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Killers tunnel because the gen speed is way too quick. 12 hooks does not compare to 5 generators in time to fulfill
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Suggestion:
Generators now have 120 charges instead of 90.
Added: Desperate Fervor - When a survivor is downed within 60 seconds of being unhooked all remaining survivors gain 30% generator repair speed. This effect disables if the survivor takes a protection hit.
BHVR could adjust the numbers, just threw some random ones that might be in the ballpark of fair but the idea is to disincentivize tunneling while addressing the issue that gens just fly if you don't do it. We make the gens last longer, but if you chose to tunnel they go faster.
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Both tunneling and gen speeds need to be addressed. It's not fair for a survivor to suffer an awful match just because the gen speeds happen to be too fast. That survivor is not the cuase of gen speeds being fast, and doesn't deserve the tunneling treatment.
I am all for Corrupt Intervention becoming basekit. Sure, why not. But tunneling also needs to go. And if the killers don't stop it, they need to be punished for it, so they will stop doing it. An unhooked person only has 1 health state, and cannot get healed if the killer is tunneling them. It is just unfair.
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Killers tunnel because tunneling is effective and efficient for minimal effort.
Killers actually started tunneling *more* during the gen kick meta, when the killer could stall the game for 30+ minutes or completely stop gen progress entirely. So tunneling has nothing to do with gen speeds, it's just an excuse.
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That's insanity. Of course if the Survivors do their objective quick, the Killer is gonna do everything they can to make their objective as quick as possible, thus tunneling and camping is the strategy
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No. Killers need to be encouraged to go for chases by being rewarded for it. I can think of three simple changes to make the game way more healthier to play for both roles by doing just that.
- Killers get global gen about 33% (amount subject to change) regression on a first and final hook state of a Survivor. This would encourage going for different people and getting rewarded for it is a much better incentive than being punished for the alternative.
- All Totems in a trial are Dull until the criteria for activating a Hex is in play. Meaning if Ruin is used, the Hex is only assigned to a Dull Totem when a Survivors repair is interrupted and it begins regressing passively. This would encourage Survivors to look for Totems before a potential Hex is revealed. Giving the Survivors a secondary objective instead of just making repairs take longer.
- Killers now have 5 perks instead of 4. Going against 16 perks while you use 4 has always baffled me. It's asymmetric, there is zero logic behind them sharing the same inventory style.
And then as a bonus fourth spitball:
- SWF repair, cleansing/blessing and heal action speed is decreased by 25% (amount subject to change). To help bring them closer to solo queue efficiency without constantly giving Survivors free hand hold mechanics that make it harder and harder for Killer to actually win.
Those ideas would change how everyone plays DBD enough so that it would be both impactful and healthy.
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"I tunnel because you gen rush."
"We gen rush because you tunnel."
That's two sides of the same coin and one leads to the other and now no one is happy with the most effective tactic available for the other side because that's what these are. That's what nerfing too many other aspects of the game into the ground has brought us to. So maybe we need to stop nerfing everything we aren't happy with and instead make other playstyles be fun and viable again.
Tunneling simply is too effective, gets rewarded way too much and generally is easier done than gen rushing since the killer doesn't need to coordinate with an entire team often compiled of entirely random people.
Meanwhile getting into chase as survivor barely gets rewarded at all. Hence it's no wonder that stealth builds and gen rush ninjas are becoming more and more common. Often you even get punished for getting into chase by being tunneled out ASAP only to lose a pip to 'buy your team time'.
What punishment is there for tunneling? Literally none. Old hatch used to punish it really well, but that has been nerfed and keys have become the most useless item in the game.
One thing I really think needs to change is that de-pipping needs to go. If only to take away a bit of the sour taste of being tunneled out and making the player feel less punished for 'being found first'. If the player is in for a short game already there is no need to punish them even further. Will that fix anything? No. But it would give one less reason to be salty about a bad match.
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I agree with everything said so far but my only concern here is whatever the solution is, what happens if I as a killer go to the just unhooked survivor area and I dont see anyone but a trail of blood leading me to the just unhooked survivor? Because that happens all the time, not so cool fullheal teammates hiding and leaving the already hurt survivor there all alone. It would be unfair for the killer to waste all that time of leaving that survivor for not tunelling but not finding anyone else. Whats the solution in that case? Pretending im blind and leaving that survivor and go to the other side of the maps while at the same time 2 gens are popping? Honest question.
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Correct me if im wrong, but in the first point you are saying free pain res/pop for killers for the first and third hook? That would make survivor experience already more miserable than what already is, specially soloq. The problem is that until they nerf the top killers such as nurse and blight and maybe one or two more, its really hard to balance anything, because those killers that are already a pain in the ass against almost every team, would be insufferable and most people will dc against them.
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Ah, yeah, I was supposed to say the final hook is another gen regression, but it's less of a percentage that hits the gens. Maybe like 15%.
And yeah you're right, Nurse and Blight definitely do break the game when it comes to trying to add healthy changes to the game
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THIS!
Like you said its two sides of the same coin. Years ago when I played DBD I could do a gen, cleanse a totem, go for a hook save and stuff and it was OK, now if I'm not straight on gens or running for my life I'm throwing for my team.
I don't expect to win every game (obviously that's boring) but if I can have a good chase and get some points then I'm fine but when I load in, get chased, then tunneled with 5 or 4 gens left its just annoying and tiring.
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When I play survivor I am unfortunately the one that gets found first quite often. I now am pretty decent at evading in chases. I still get caught as is the point of the game. The key takeaway I have seen that can trigger the tunnel or remove it is if your teammates punish the camping/tunneling killer. If they run come full force with no plan on distracting/stunning the killer then why would they go for the healthy possible down over the hurt/loud guaranteed down. It is a bit unfortunate to say but it really comes down to how your team plays. I know this can be rough in soloq but this is the game.
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