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Tunneling Less Lucrative, Change Suggention

HypersKng
HypersKng Member Posts: 27
edited March 17 in Feedback and Suggestions

After experiencing about 500-600 hours of this game I got an idea on how to make tunneling less lucrative and improve the average survivor as well as killer experience. When a survivor gets tunneled out of the match (i.e. Survivor 1 has been hooked a 3rd time without being able to heal while survivors 2,3 and 4 are still on hook 0) all remaining survivors get 50 percent speedboost to generator repair speed for the rest of the trial, the exact number I'm not sure about but something like this, maybe if all 4 survivors are on hook 2, so nobody has died their could be a repair speed Malus even so like minus 15 percent repair speed for all survivors to make it less pressureable for the killer and make the killer not experience as much pressure and have less reason to kill off a survivor from the start of the trial.

As this alone is still an exploitable mechanic I recommend in addition, if survivor 1 has 1 hook, survivor 2 has been hooked for the 3rd time, survivor 3 has 1 hook, survivor 4 been hooked 0 times, the remaining survivors could still get 30 to 40 percent generator repair speed boost, that way people that try to outsmart this anti tunneling mechanic would still experience at least some of the blow.

Making experience both for the survivors as well as killers overall better and discouraging a playstyle (tunneling) from ruining the experience of so many DbD players! As in my experience tunneling has neither gone down nor increased with the anti camp on hook mechanic that was introduced recently.


As survivor I experience this dreadful thing as both the observer as well as the one being tunneled. I wanna give up on hook when it happens to me and give up the match as an observer as I know even if we manage to do the remaining generators it will take a loooooong while and the match will drag on and on far overstaying it's welcome. Leading to me feeling no longer wanting to play DbD.

And as a killer I experience the reason why so many killers play like this! The enormous feeling of pressure when one or two chases take too long and that dreaded generator number quickly approaching 0! The feeling to not be doing well enough and needing to speed up! As to not get teabagged at the exit gate! Leading me with a feeling of no longer wanting to play DbD.


I belive this change would make even killer players that don't care about the fun of a survivor reconsider their playstyle.

Post edited by HypersKng on

Comments

  • HypersKng
    HypersKng Member Posts: 27
    edited March 21


    Post edited by HypersKng on
  • KatsuhxP
    KatsuhxP Member Posts: 890

    First you have to give a definition what counts as tunneling, because the hook-count is not an good indicator. What do I do if I find the person by accident because everyone else plays stealthy? And why should I be punished for good decision-making? If you have to choose between someone already hooked and someone with 0 stages, of course I choose the one already hooked, your system would punish me because I play effective.

  • HypersKng
    HypersKng Member Posts: 27

    True it could be that 3 play stealthily and you find the 4th every time but in my experience that happens once or twice every few hundred hours of playtime, it is much more common like 6 to 7 out of 10 matches that someone gets tunneled. Also you mentioned effective plays, who said kills or escapes equal effectiveness, what do you get out of a kill or an escape that is more valuable than bloodpoints? I have had matches where we had a 4 man escape but only 10 to 14k bloodpoints, that was a lost game in my book, even though we all escaped. Then I had matches with 4 people all reaching more than 30k, now that was effective gameplay!

    In my opinion getting the most amount of blood points possible per match is efficient gameplay and what I strife to achieve every match and that simply is not possible when getting tunneled.

    Maybe there needs to be 2 gamemode one for people who just want kills or excapes and one for people who just want to have fun. So like a casual and a competitive divide!

  • KatsuhxP
    KatsuhxP Member Posts: 890

    0-1 kills = loss

    2 kills = draw

    3+ kills = win

    Getting someone out as soon as possible while not loosing preassure is effective in my world.

    I should probably say that I don't hardtunnel, I won't search for you specific, but I will tunnel you if you give me the chance.

    Bloodpoints don't have any value in my book, I don't care how many points I got, I care purely about the result or beating someone specific (but most of the time it's just the result). I've never understood people wanting as much points as possible, it's just a number not an result for me.

  • HypersKng
    HypersKng Member Posts: 27

    Yes I figured from your previous comment that you are someone who only cares about that number. And to me kills are just a meaningless number that's why I said in my later comment that there must be a divide in players as there already is a massive divide in their interests!

  • KatsuhxP
    KatsuhxP Member Posts: 890
    edited March 17

    I agree, but at the same time i don't know how you'd do that. Maybe with a ranked and unraked mode, but it's not like you wouldn't care about winning at all because you get a lot more points with more escapes most of the time... so i don't know if this would fix the problem in our context.

  • Dream_Whisper
    Dream_Whisper Member Posts: 750

    If you truly want to de incentives killers from tunneling, there needs to be more rewards and incentives towards chasing and hooking other Survivors. Especially those with least amount of hook states.

    You can get matches in which Survivor A is the first to be hook and the rest of the survivor are playing stealthy, they go for the unhooked, and disappear from plain sight, while Survivor A is the only one that can be found. Why waste so much valuable precious time looking for hidden Survivors, when the same Survivor you just hook is a easy target and helps the killer achieve kills in the quickest way possible.

    2nd, There is no reward system (besides BP) for going for different Survivors (unless you have perk build in play, like Grim Embrace and old BBQ); it is much more beneficial for the killer to secure their first killer in the fastest and most efficient way possible, by tunneling; then if you were to not tunnel and let all 4 Survivors be still alive and can genrush and make a easier escape.

    Your suggestion would be bit harsh, as it would make Survivor more stronger. And in theory can be exploited, for the survivor that got unhooked to intentional bodyblock the killer and be "tunnel" for the sake of giving their teammates very massive impact in generator speeds. This would be a terrible proposal, plus, some toxic killers wouldn't even care about gens, as long as that survivor is a easy target (the weak link of the team) and make it much easier for them to secure a kill and have a 3v1 and be able to apply massive map pressure.

    If I were to suggest new better changes, to discouraged or even eliminate tunneling all together. I would scrap the BT Basekit changes and replace it with no Hit/body Collison with the killer, from the unhooking survivor. The unhooked survivor can no longer be attack or harm by any of the Killer's attacks, but.... they also cannot bodyblock the killer, just to protect their teammates whom rescue them. Any form of conspicuous actions such as fixing Generators, being fully healed, rescue other teammates, being the last Survivor left, new survivor hooked afterwards, Endgame Collapse, etc. Will disable the no Collisions and make them vulnerable to attacks like normal. Before these, the effects of no collision is pretty much last for 60 seconds.

    2nd: The rescuer, will be reveal to the killer for 4 seconds after they just unhooked the Survivor; to incentives finding them and punishing hiding Survivors, if the killer is close by.

    3rd: If the killer gets a different hook, that is not the same Survivor. How about a Basekit Regression Buff of 5% added for every unique hook they achieved, up to a maximum of 20% (for all 4 unique survivors they hook in the match) which can be added to 5%, for a grand total of 25% for their basekit damaging. Basically, like a Pop Goes the weasel Basekit, but it incentivises the killer to hook all 4 survivors at once in order to maximize their generator regression Basekit without perks. If by chance there is too strong, we can balance it so, if the killer tunneling and eliminated one survivors too early; the stack effects reverts back to 5%. Plus, there is a 8 regression events; so they can only used this 8 times when damaging generators, with all 4 survivors still standing in the match.

  • HypersKng
    HypersKng Member Posts: 27

    Very interesting points I haven't even thought about the fact that yes the survivor unhooked could get 60seconds of basically invincibility frames until they do something inconspicuous or are healed.

    The second point is also pretty good with the aura reveal on unhookers although this could be problematic with "Make your choice".

    The third im not sure about since you can kick every single generator 8 times and not just in general have 8 kicks to distribute, but still thanks for this great input!