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Survivors and the use of Anti-Tunneling perks and basekits

GoodBoon
GoodBoon Member Posts: 6
edited March 9 in General Discussions

Here I thought anti-tunneling perks were supposed to protect the user from tunneling but instead what the survivor do is use it offensively to their advantage which is not how these perks and basekits were designed for. They were designed to defend against tunneling. We have Dead Hard, Babysitter, Off The Record, Shoulder The Burden, Decisive Strike and Basekit Endurance from the now defunct Borrowed Time that got reworked to extend haste and endurance basekit timers.

We all know before all these changes survivors had no endurance so all the survivors had to bring Borrowed Time to mitigate the tunneling aspect of the game. Now that's no longer the case, somehow BHVR wanted to battle it further. We get reworked or new perks to fight against tunneling but supposedly this isn't enough so phase 2 is coming with anti-tunnel QoL.

But despite all this, we have survivors using it aggressively and offensively. When killers do decide not to tunnel, they get punished for it. Why is this not addressed by the dev/balance/QA team? Who knows at this point.

So my question is: What will the people at Behaviour do to stop the tunneling but does not affect the killers who do not tunnel?

Comments

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  • jesterkind
    jesterkind Member Posts: 9,533

    The thing about DS is that whenever people talk about it being weaponised, as you are here, it's always not about DS, it's bodyblocking.

    If you lost collision, you wouldn't be able to bodyblock, and the DS issue disappears.

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  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    try to open up the locker where the unhooker is and instead of opening that locker she gets out of the locker and the game made me forcefully open up the locker where the unhooked survivor resided

    Sounds like baiting a grab isn't really a problem then. Since you would've either hit the unhooker or grabbed them here. You even admit you knew they had DS, so in every other scenario aside from "I opened the wrong locker" this is 100% avoidable.

    I know they won't be doing a generator but

    But there are two survivors still doing gens. So go chase them and let the person with DS be useless for 60 seconds.

    You already admit you can identify when the survivor has DS, so either ignore them (and they don't progress gens), or slug them (and because you know they have DS they can rethink their life decisions).

    The perk isn't the issue here, at all.

  • coolgue1
    coolgue1 Member Posts: 249

    TThe only time u would ever have a problem with half of the perks you listed is if u are choosing to return to unhook wicb is you choice not to go after someone wllse DS ans OTR don't actually last that long to be become abusive even dead head Is legit a joke now funny u even mentioned it

  • crogers271
    crogers271 Member Posts: 3,250

    Decisive Strike can also be used aggressively because if they do bodyblock the killer and you get downed, the killer is forced to do 2 things. 1. Eat the stun or 2. Leave them for about 45-60 seconds.

    That's so many elements of the game though. A survivor has to do gens or use the DS to try and protect a teammates. Being put in positions on both sides where you have to make trade offs to advance your objective while trying to delay the opponent's objective are kind of the core of DbD.

    It ruins the immersion completely.

    Immersion is tough to argue about because it varies from person to person. Fun is the ultimate value for BHVR in keeping its players engaged, but its really tough to have a discussion over what someone does or does not find fun.

  • SelectDevotee68
    SelectDevotee68 Member Posts: 199

    If they want to talk about immersion, it ruins immersion when a survivor that was previously in the healthy state is reduced to the injured status when freed from the killer or reduced to the dying state when the killer drops them.

  • WallHackingMyers
    WallHackingMyers Member Posts: 6
    edited March 10

    @AmpersandUnderscore

    so u just want the 1 or 2 injured survivors to run away freely when they're being seen by the killer and then you just have to go for the healthy survivor on a gen, who possibly already got notified by the survivor on comm or terror radius and pre-run to safe space loop?

    Good idea. Clearly you don't play killer.

    btw he didnt say hes chasing the ds user so ######### are u talking about

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I am concerned they may overdo the antitunnel, after all what really counts as a tunnel?

    I do think the endurance perks need toning down, but how? They already don't stack and they have conditions…

  • Firellius
    Firellius Member Posts: 5,453

    That's not 'a ton of distance' at all, it's one hit animation. They don't get a sprint burst out of it. And the trade-off is that the bodyblocker hasn't helped the team since getting off the hook and won't be helping the team until they're helped back up.

  • crogers271
    crogers271 Member Posts: 3,250

    Not to mention, in the example scenario another survivor is nearby for a quick pickup, so that's three survivors not doing gens.

  • Firellius
    Firellius Member Posts: 5,453
    edited March 11

    Bodyblocks?

    This entire thing is about the bodyblock, how is that not being factored in? And no, I'm not factoring in instaheals because that's an entirely different topic. Vaults or pallets, if they can make it to another loop, maybe, but the chances of that actually happening become increasingly slim, and likely increase the cost of the play in the first place, so it balances itself out.

    Besides, if you wanna talk about that, a healthy survivor bodyblocking would get the exact same result, so what's DS got to do with it?

    EDIT: Actually, not the exact same result, the DS bodyblock is worse for the survivors.