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Prevent Killer Tunneling

varnium
varnium Member Posts: 5

It really sucks if the killer is tunneling. Focusing on 1 survivor until he die, even though there are many other survivors so close to the killer. What's worse is that killer also camp around the hook. It just definitely ruin the fun for the survivor and give him no chance to play at all.

I suggest that everytime a survivor is unhooked, then he gets 10 seconds immunity from the killer. It will force the killer to chase other survivors.

Comments

  • Druzzt
    Druzzt Member Posts: 48

    It won't. I also think that tunneling is a valid strategy sometimes and there are already measures in place to prevent aggressive camping and tunneling (with the Basekit BT and the Anticamp meter).

    These strategies are simply part of the game as it is a 1v4 so the killer choses who to kill. Don't think about this game as a competition but about a game to have fun (chases, etc.) - if you die, you die.

    There are enough survivors out there that "tease" the killer - so I weould suggest: Play both sides more regularly and you understand what killers sometimes do.

    If you are tunneld - well go next (as killer you need to finish the game even if you are "bullied" - so this is worse from my opinion). But even with "bullies" try having fun.

  • varnium
    varnium Member Posts: 5

    "if you die, you die"

    Yes, that is fun for the killer. Not for the survivor, especially if we play with random survivors.

    Btw, it's still considered a tie if only 2 survivors managed to escape. If all 5 gens are completed, but no survivors escape, then it's a win for the killer. So the question is whether you want to have fun together will all survivors or just fulfill your lust for killing and winning?

  • SkeletonDance
    SkeletonDance Member Posts: 553
  • Abbzy
    Abbzy Member Posts: 2,276

    There is nothing to compensate the killer for spreading hooks and not tunnel, only punishments in form of perks and basekit features and more time for gens, if there was some kind weak pain res like 5% regress to gens for hooking new survivor or slowdown in form like dying light( more hoos you have bigger slowdown you get) the it would be solid reward. Now its just spread hooks on 2 survivors if you dont wanna tunnel just one and hope for best. Even copetive players tunnel just straight up because its just most rewarding play.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    Killers cannot facecamp around hooks without setting off the anticamp. Killers soon will have trouble hardcore tunnelling or slugging as a form of griefing. Soon Killers can't bodyblock you in a corner anymore. You have basekit Borrowed Time. Several unhooking perks were recently buffed to give you more of a chance to not be tunnelled off the hook. You have an abandon feature if the Killer decides to bleed you out on the ground or force you to DC like this. There are also multiple antitunnel perks and three others to help draw heat away from you in a pinch.

    How much more do you really need before the Killer isn't allowed to do anything to you at all?

    The issues you're describing are fixed, or being fixed. Please can we stop complaining about issues that are, or will soon be, obsolete?

  • GeneralV
    GeneralV Member Posts: 12,666

    It is already on the roadmap, thankfully.

  • burt0r
    burt0r Member Posts: 4,292

    Hahahaha đŸ˜‚

    As someone who hasn't played in years, I hope that the "....and more," includes some kind of "12 hook equally spread rewarding system" otherwise these forums will get really entertaining in the future.

    Seeing Anti-Everthing there I am really curious to see how bhvr is going to (try not to) f it up. đŸ˜‚ Their track record isn't looking too promising.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    You do not need to hardcore tunnel, slug, or camp at 5 generators left to win a round… as any Killer. We already know if anything, the changes are gonna be as mild as the AFC is and somehow Survivors will STILL find a way to complain. Killer's in a good state if I the average player can play, IDK, Trapper - and not tunnel slug or camp - and STILL get a 60% killrate; it doesn't need these tools to win. At all.

    We can stop with this stupid, stupid lie, too. It's also time to stop the "but weaker Killers, they have to do this!" lie too. There are no weak Killers in DBD - just Killers a player personally struggles with. It's time to admit that the metric of "win = gate escape or 3-4k" is and always has been total bullcrap.

  • Abbzy
    Abbzy Member Posts: 2,276

    No you dont need tunnel on 5 gens but when game is near end somethimes you need tunnel, slug( for preasure) to get a chance to get more hooks and kills. Smart teams can bodyblock m1 killers and make them have super long chases. There are weak killers called m1 but weakest are trapper, skull merchant and 60% winrate doesnt mean every game is 2k and biggest difference is getting 2k with trapper and 2k with blight, one is supper stressed out, ftustrated and sweaty while other one done it with ease almoust relaxed.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited June 2025

    tl;dr - You're oversimplifying this. Read on.

    There are no "weak Killers" Only randomness being more of an obstacle to some Killers than others, and Killers a player struggles to get a 60% killrate with. That 60% means a 2k or better, which is what the devs want. They just want you to be able to tie or better most of the time, and generally speaking, most players hit this regardless of who they play because it's not really that hard to be decent at DBD. M1 also does not mean weak. Spirit is a very strong M1, for example. All M1 means is that your power does not damage Survivors in any way, it doesn't mean the Killer is weak. There's also M2 Killers that can struggle - Pig is an example of a technically M2 Killer like this. Pinhead is also M2 and he can struggle terribly in chase unless he's using a certain addon that makes his chains injure. It's just not true that M1 = weak, and M2 = strong and that's that.

    Furthermore, Trapper is kept in the state he is in to be a Beginner's Killer. I don't think that's right, but this is what BHVR decided to do. Skull Merchant is also only in the state she is in because the community complained about her to death, literally, so the Devs completely nerfed her in order to make her less common until they redesigned her power. She WAS a very strong M1 who got her strength from being too good at 3genning, and even after that was gone she was still a pretty solid B tier. Knight had the same complaints, but because he was too strong at the same problematic playstyle, so the Devs changed it. The change he got turned him into a B tier and arguably even a C tier, when he was an A tier because he could 3gen, but he is still considered OK, even balanced, despite his glitches - and he obviously still wins rounds fine. You cannot count on having a strong power to be enough to save you, M1 or not - and frankly it doesn't matter in average lobbies anyway; most M1 Mains I know are still getting 3 and 4ks just fine. So obviously, they aren't too weak to compete, not at all. They just aren't meta.

    As has been stated here and by various people more knowledgable in the community than me several times, the MMR system supposedly works like this:

    For Survivor, you just need to make it through a gate. You don't need to get out with your team, you don't need to escape, it has to be you going through that gate and all the way out. That counts as an increase in MMR - not a win, though you do win at your goal doing this. Hatch is considered null MMR, despite being an escape.

    For Killer it's more complex - for Killer, the game sees it as four 1v1s (regardless of whether the community sees it as a 1v4, the MMR system sees it as four 1v1s for the purposes of gain and loss of MMR). So, if you fail to Kill a Survivor, then your MMR goes down for that Killer. If you Kill a Survivor weaker than your MMR, it stays the same. But if you Kill someone stronger than your MMR, you go up in MMR. Now, at the end the game looks at how many you killed, tallies it all up, and determines how much your MMR goes up, down, or stays the same. If you won more than lost, you generally go up, with a 4k netting the largest increase in MMR. If you tied, you pretty much stay there, and if you lost you generally go down in MMR. The stronger the Survivors you beat/lost against are, the greater the increase/decrease is. So functionally, if you killed the strongest person but the weaker three got away, you would still slightly go up in MMR but not by enough to matter. If you killed the weakest three but not the strongest, you could go down or you could stay in the same spot - or, you might go up. This is part of why Killers tend to get "hardstuck" at higher MMR even when they lose rounds as 0ks, because just going for kills above all is the fastest way to boost yourself above your true MMR level, and also it can sometimes just not decrease because you beat weaker people but not enough to actually decrease your MMR.

    This is why people will then call Killers weak - because they boost themselves to a level where that Killer's kit may be more difficult to use effectively. Then they make all sorts of tierlists saying how "trash" the Killer is when the real issue is, they boosted themselves or aren't ready to play that Killer at that level yet. The less a Killer's kit has, the more difficult it is to win against stronger Survivor players, though it's certainly still possible. The more you play Killer and start winning consistently with a given Killer, the more you will see this is true. If you're that stressed out trying to do this as any Killer, maybe you are not running the right perks, ran bad addons for your playstyle, made a critical error in your gameplay, struggle in some aspect of the kit or Killer in general, are on a bad map, the RNG screwed you over, or you just aren't quite as good as you think at that Killer yet. There are far too many factors to just outright conclude any Killer is "bad" and "too weak" to do anything, the kits are designed to function in a given niche. At some point, if you play Killer enough, you have to grow out of this idea that a) you can win every game, b) you SHOULD win every game, c) if you can't win every game the Killer themselves are trash - and start admitting sometimes, this game is just that randomized against you or sometimes it really is just a skill issue with you.

    The truth is that the Devs are not out here designing any Killer to win 60% of their games, but to successfully kill 60% of Survivors over a set of games - because the Devs do not want this game to have true wincons and don't want it to be a game about measuring how many kills you can get or how many times you can kill most/all of the Survivors. They only look at "winning" in terms of "winning/losing MMR", meaning "winning a difficulty increase." Eventually, going for kills or escapes above all, means you just end up losing even harder against players you can't handle - and that's by design. That's all MMR is supposed to be used for, only issue is MMR doesn't really work, so sometimes you get thrown a random super hard or super easy team.

    As for body blocking, not only can Killers also body block Survivors, I promise you every single Killer can handle it by just hitting the body blocker and chasing them instead, every Survivor goes down in 2 hits (unless Exposed or under Endurance). The answer to being body blocked as an M1 Killer is to just down the blocker. Very few teams are that smart anyway, and 4 man SWFs are not very common to start with - BHVR's own stats points this out. "But good Survivors tho" is not a valid argument because you will almost never see teams like that in normal play generally speaking, nor will you see many teams at all under average play conditions. Yes, even as an M1 Killer. :)

    This post will almost certainly be downvoted for telling the truth.