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Remove tunnelling from the game

Torrin
Torrin Member Posts: 18
edited January 15 in Feedback and Suggestions

It is not fun for anyone to get repeatedly chased off the hook and removed from the game. Make it so killers can't down the person who was last hooked. It's so boring just getting tunneled every game and not being able to even play.

Post edited by Rizzo on

Comments

  • ControllerFeedback
    ControllerFeedback Member Posts: 199

    no.

    but also I don't think the game's best anti-tunnel tools should be locked behind perks. tunneling (and to a lesser extent these days camping) is clearly a friction point that pretty much everyone hates but can't come up with a suitable solution to. "higher tier" players know that a killer that hard tunnels will lose if people just do gens but holy ######### that's boring game design.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,376

    Maybe it's because having these options as perks is like a absoloutley awful game design.

  • NarkoTri1er
    NarkoTri1er Member Posts: 721

    awful game design that is pushed thanks to bringing many problems related to hooking/spreading hooks that just made those not that worth playing anymore unless you are willingly handicapping yourself.

    BHVR has done basically nothing to fix the core issue around tunneling (and slugging) by making hook aspect of the game so irrelevant for killer, but instead they just kept bringing constant bandaids.

  • Adrien
    Adrien Member Posts: 114

    Ok you hate tunnneling, but there is hard tunneling to get a sacrifice ASAP (at 3 hook stages) and tunneling a survivor when there is one gen left when the killer needs to confirm a kill before the end game to maximize their chance to win.

    Basically your suggestion also punish killers that played chill/struggled during the early game and just try to get a bit of results later in the trial.

  • Oputeeva
    Oputeeva Member Posts: 234

    Then we should have a list to ban 5 killers too so you all start to play with normal killers and actually get better with A/B/C tier killer

  • Oputeeva
    Oputeeva Member Posts: 234

    I agree with you dear OP, tunneling should not exist, make our hooks teleport like from 2v8

  • Oputeeva
    Oputeeva Member Posts: 234

    Dear there is an mmr system, even if you lose a match without tunneling next match will easy survs and you can win, while as a solo survivor you barely escape literally it's 1 out 10 match

  • Oputeeva
    Oputeeva Member Posts: 234
    edited January 15

    Game won't die there is no such games like dbd, so don't waste your time to proving it, ban list is a healthy addition to dbd or killer repeat prevention

  • kit_mason
    kit_mason Member Posts: 321

    I'm just gonna address both at once, rather than making two posts.

    1. A 4 man lobby all with unique picks would ban out over half the roster. Words cannot describe the damage this would do to the game's queue times which already struggle during events like 2v8.
    2. We know the escape rates hover ~40% both for SoloQ and SWF. So 4/10 matches.

  • Oputeeva
    Oputeeva Member Posts: 234
    edited January 15

    No it's barelty 10-15% escape rate, I play at mid-high mmr and all I face sweaty killers who plays dirty

    While as a killer I lose 1 match to a good survs and then 2 after that so it's pretty balanced

  • Adrien
    Adrien Member Posts: 114

    Dear, you are known on his forum for your very pessimistic posts about the state of solo Q.

    Solo Q survivors need love, I made a post about buffing them, but we have strong tools against tunneling already :

    1. Avoid running into dead zones (Windows of Opportunity).
    2. Being decent in chase (personal skills/resilience/exhaustion perks).
    3. Equip anti-tunnel perks (DS, OTR, Dead Hard).

    10% escape rate claim is clearly hyperbolic.

  • This content has been removed.
  • FMG15
    FMG15 Member Posts: 517

    What killed VHS were the obnoxious queue times on top of monsters not being any fun. Banning all good killers from ever getting picked will result in long queue ties because many people don't enjoy playing weaker killers. Rising queue times will drive people off the game. Let's not recreate the fate of VHS. Even if dbd is unique it's not unkillable. We've been bleeding player numbers during terrible metas, it's totally possible to kill this game.

  • FMG15
    FMG15 Member Posts: 517

    Based on the official stats it's around 60%. It definitely leans towards the killer side, but 60% is closer to 2 kills than 3 kills. Soloq is definitely different you lack information and often the mates you get do whatever they want but that's a soloq issue. SWF are still in a good spot. If I play with a strong squad I escape the majority of my games

  • smurf
    smurf Member Posts: 602

    Isn't that a problem though that SWFs are so different than solo queue? I sometimes play in SWFs, but never with comms, and I think most survivors are solo queue, with duos being the most common form of SWF. I forget, do we have access to the stats on SWF vs solo queue escape rates adjusted for MMR?

  • Brimp
    Brimp Member Posts: 3,107
    edited January 15

    But I thought people like agency with what builds they want to play with? How come we can't ban perks for killers to use?

  • kit_mason
    kit_mason Member Posts: 321

    Your MMR is a hidden value, you have no way of knowing what it is and even if you did have the number you'd have to know how the playerbase is distributed amongst those MMR values to know where you were.

    Additionally, we've been shown that escape rates for survivors hover 40%. Hell- from my own data collection, my SoloQ escape rates are ~42%. Yours may be 10-15% - I trust that you have no reason to lie about that, but this fact makes you an incredibly huge outlier, and I'd be very interested to see how you played to ascertain why it is that astronomically low.

  • smurf
    smurf Member Posts: 602

    I think we also don't know the shape of the distribution of escapes/sacrifices per player. The standard deviation probably matters somewhat.

    You're also probably right that 10-15% is at the lower end of the distribution though. If someone got a 5% escape rate, they'd probably quit playing survivor.

    But also, MMR should correct this over time, shifting such an escape ratio to face opponents that lead to a higher escape rate. Maybe it's just a temporary streak and MMR will shift at some point to fix the escape rate?

  • Nocturnum
    Nocturnum Member Posts: 19

    This is exactly what has bothered me in this game for so long. It's a GROUP activity yet some people ignore that in favor of their own fun. "Your experience doesn't matter, it's more important that I do what I want." I don't understand these people. Like you said, I can't imagine playing with friends like that or even having that attitude to strangers.

    Half the time I let everyone go or mess around just because it's more fun that way to me. And even if I'm playing to win as killer for adepts etc, I've never needed to tunnel just to win. Same with people going out of their way to slug or camp hooks/hexes. And there's nothing implemented to really stop them. Hexes don't turn off or move etc if a killer camps them (same with torment gen camp). Even with the anti-camp hook, the killer can chase them down and put them right back on the hook with no form of penalty.

    At this point the devs need to do a lot of work shopping and effort to find a good solution but, people should be able to enjoy the game how it's meant to be played instead of dealing with the growing number of players with terrible selfish attitudes.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,376

    All the killers on copium on this thread justifying tunneling, when chaos shuffle comes out and killers still tunnel

    BuT UsE PeRkS

  • Zuiphrode
    Zuiphrode Member Posts: 53

    The killer is not there to make sure you have fun and he shouldn't be expected to.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,448
    edited January 17

    And if the Killer is not leaving the proximity of the hook…

    They can sit far enough to not proc the anti-camp, but close enough to where they can intercept and unhook and/or tunnel the Survivor who gets unhooked.

    You unhook/trade, they tunnel (and potentially get an extra down on the unhooker and slug them for pressure), you dont unhook, they die on hook and that person just loses, and if your team doesnt have the perks to handle this situation (or are in an event queue that restricts perk options), they just lose without any recourse.

    Keep in mind that perks that counter this, such as Decisive Strike, Reassurance, Camaraderie, etc. are locked behind paywalls since they are licensed perks, so not everyone has access to them either. To put it bluntly, I think you are oversimplifying an issue.

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 123
    edited January 17

    You remove tunneling from the game and Survivors will only see Nurse, Blight and Hillbilly every single match

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,448

    People have been saying stuff like this for years and we still have good Killer variety so I beg to differ.