Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

"Tunneling is the only way to consistently win"

135

Comments

  • GeneralV
    GeneralV Member Posts: 12,666

    Also true, my friends, but killer's actions have a different impact if the game allows you to mitigate them.

    For instance, getting tunneled in current Coldwind Farm and getting tunneled in Old Blood Lodge are vastly different experiences for survivors.

  • StalkingYou
    StalkingYou Member Posts: 394
    edited June 25

    It's such a funny coincidence that whenever I point out that the strategy you want killers to employ every game doesn't work against good teams, you either don't address it or bring up something else.

    Or, you interpret "good teams" as "comp teams" and go "those only make up .000000001% of the matches you play so who cares"

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    They just want a 4 man to be a guaranteed win, because that's what they use. It's why they hate literally every strategy you can use to win the game against strong squads.

  • Raptorrotas
    Raptorrotas Member Posts: 3,346

    Dont bother, the community is having problems to aknowledge the existence of bad players on the killer side.

    you probably seen the "killstats shows nurse needs buffs"-retort, should suffice as explanation.

  • KerJuice
    KerJuice Member Posts: 2,104

    My issue with tunneling is when players do it, clearly when they don’t need to. You can tell when you’re going to have a chill match- especially when that first survivor goes down fast and shows signs of inexperience with an OG survivor in old clothes. Then they continue to do the same thing and tunnel the second inexperienced or bad player out. Thats unnecessary. You know you can win even with letting your foot off the gas, but yet you proceed to tunnel the first two out. That shows you just want to make your opponent feel miserable.

  • Firellius
    Firellius Member Posts: 5,441

    Well, what is anyone supposed to do?

    This is the premise that -you- set. It's already been proven that for a competent killer, you don't need to tunnel/camp/slug to win the vast majority of your matches. We're talking 90%+, probably even 99%+.

    You taking an issue with the possibility of losing that last 1% of matches is so far outside the realm of balance, but you're hung up on it and you shift the premise to be all about answering questions about that last 1%. Never mind that for survivors, matches can be made -actually- unwinnable, that all is fine and should be maintained with great urgency, because killer always takes priority for you.

    100% winrate for killers should be fully achievable, and survivors can be left in the dirt.

    I'm not going to engage with that premise because I don't agree with it in the slightest.

  • KatsuhxP
    KatsuhxP Member Posts: 1,597
    edited June 25

    I don't know where you got that you win consistently with tunneling. It's a two-edged sword, you can get increadible value and win much easier if done correctly and survivors let it happen, but it can also cap you on 1 to 2 kill maximum if done wrong and survivors defend themself against that effectively.

    It's a little bit like a swf with 4 people only having gen progress perks and trying to genrush through it before they get killed - they can get insane value and win basically without interaction if they are fast enough, but they could also all be killed quickly because they only took gen progress with them.

    Of course both examples are (mostly) unrealistic, no one would just use only this one tactic and ignore the rest of the game, but it's the general logic behind it. In the end it only becomes effective if you tunnel only when it's possible and you ether don't lose anything or actually gain something, also it's good to combine that with camping and slugging - then it becomes consistent slowly.

    Post edited by KatsuhxP on
  • Madmillennial
    Madmillennial Member Posts: 120

    ive always hated "tunneling" as survivor i feel cheated. As killer i kinda feel dirty. Even when I choose to do it because its a sweat show, I still feel like... kinda bad for the survivor, and also it's a necessary evil.

    The game makes you feel like this

  • StalkingYou
    StalkingYou Member Posts: 394
    edited June 26

    You can call it "working backwards" but can you explain how my statement is actually false?

    If you're playing a card game and you've intentionally decided to only use bad cards (while your opponent can use whatever they want) and STILL win, I am going to assume your opponent is pretty bad. The fact that neither you or anyone else has been trying to argue that those cards are actually good is proof enough for me that you guys know that splitting hooks is a bad strategy, but you still want killers to do it.

    Post edited by StalkingYou on
  • StalkingYou
    StalkingYou Member Posts: 394
    edited June 26

    Are you actually saying that the chances of encountering a team that is good on gens and good in chase is 1%?

    And yeah, whenever the killer doesn't play wholesome pig boop chungus 12-hook, that's considered the survivors being "left in the dirt" for this community (along with the idea that the killer is an evil tunneler) so I'm glad you reinforced those ideas.

  • Brokenbones
    Brokenbones Member Posts: 5,627
    edited June 26

    Depends what you mean by 'Splitting hooks'.

    If I focus my attention on two different survivors and make sure to go out of my way to not chase survivors who haven't been hooked previously then I don't see how that's comparable to say

    Hooking all 4 survivors once each before anyone gets to second stage.

  • StalkingYou
    StalkingYou Member Posts: 394

    It depends on how the people I'm arguing with want you to play, and considering that one of them has advocated for basekit decisive I'm going to bet that it's not the first strategy you mentioned

  • terumisan
    terumisan Member Posts: 2,174

    tbf the average survivor can't read a hud and slam gens when someone is in chase

    i get really annoyed when i play survivor when i go to save and see everyone else do the same or even worse i have kindred on hook and no one is doing gens the killer is around me and i'm 1st stage

  • Brokenbones
    Brokenbones Member Posts: 5,627

    I get what you mean.

    The anti tunnelling mentality worries me a bit, not because I think it's fun gameplay to be taken from 1st hook to 3rd at 4 gens but because it's not a completely black and white issue.

    You know those times where you just hooked a guy and let's say you kick a gen right next to them and just as you're done someone's ran up and unhooked them. No patience just "lol i'm unhooking now bozo" like the optimal play is to punish that misplay. But people would call that tunnelling despite the fact it's the other SURVIVOR's fault for not giving the killer a chance to go elsewhere and commit to someone else

    (^ I've been the survivor on the hook in this scenario so many times btw and I can't say I blame Killers for punishing their opponents for bad play)

  • StalkingYou
    StalkingYou Member Posts: 394
    edited June 26

    Well BHVR has only worsened the ability of survivors to get monkey saves in your face. And when that happens you're expected to completely ignore the person who just got unhooked because if you don't then you're… ???

    It all centers around the idea that unhooks should be easy to get, and even more so that anyone who is unhooked should be granted complete and utter protection against literally anything the killer can do to hurt them. Almost like getting unhooked is an immediate "time out" button for that survivor, for some reason. You can be a very good survivor, but the second you're hooked that's when the killer is supposed to start treating you like you're a baby survivor who installed the game 2 minutes ago.

  • crogers271
    crogers271 Member Posts: 3,250
    edited June 26

    You can call it "working backwards" but can you explain how my statement is actually false?

    Sure. I'll start with your premise which you put at the end.

    The fact that neither you or anyone else has been trying to argue that those cards are actually good is proof enough for me that you guys know that splitting hooks is a bad strategy, but you still want killers to do it.

    What is a bad strategy? I've asked a couple of times for you to define what you mean and you don't and that leaves me guessing at it (which creates a secondary confusion because we don't know what BHVR will actually do). I want to say @Firellius argued this in a different thread, but you are describing something as bad in comparison to something that is way too strong.

    You seem to be defining as 'bad' anything less than non-optimal strategy. Instead you should be looking at whether something is too strong to be in the game and what the viability of other options would be if it was changed (and again, we don't know what they are going to do).

    The whole point of the thread is that tunneling is too strong, thus deserving to be nerfed. Once upon a time for survivors running anything but instagen completing BNPs was bad strategy. Then running anything but Dead Hard. Then for a while MFT.

    Anything else was bad strategy, but they deserved to be nerfed because they were too strong (and in most cases, also boring and hurt the theme of the game).

    Also to your comment about wanting 'killers to do it', I, and others, are arguing that BHVR should change it. I don't think survivors should have avoided using the above just because they were too strong, just as I don't expect killers to avoid overpowered tactics.

    You can play the game however you want, but BHVR should change them.

    If you're playing a card game and you've intentionally decided to only use bad cards (while your opponent can use whatever they want) and STILL win, I am going to assume your opponent is pretty bad.

    So this is a good hypothetical and it shows three problems some people have approaching the game.

    Problem 1: Card games, like DbD, have lots of randomness. You can handicap yourself and win, the opponents could handicap themselves and you could still lose. You would need multiple games to access the skill of the opponents (especially in DbD which has lots of guessing game elements). As the OP said, you aren't meant to win every game and so taking any loss as a failure of strategy is a bad approach.

    Problem 2: You've already made up your mind on what the 'bad' strategy is. In a card game, this would be like if you believed a player should pursue an aggressive playstyle, and then you watch someone take a cautious playstyle and win. Instead of reevaluating the merits of different playstyles, you just presume the opponents they played against must have been bad.

    Problem 3: Your use of bad is presuming that what currently exists is the baseline (i.e. tunneling as is). Instead you actually have a trump card that no one else has access to and you might potentially lose it, even though many people show you can still win without that card.

    Post edited by crogers271 on
  • XDgamer018
    XDgamer018 Member Posts: 698

    At the same time a 60% kill rate is a little over a 2k pet match wich means most games should be a draw...

  • XDgamer018
    XDgamer018 Member Posts: 698

    Without accurate data from the devs we shoudnt even discuss kill rates escape rates tbh and just go off of flst gameplay

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    The devs don't give out this data. The closest thing we have is nightlight, which isn't a complete sample of the entire player base, is generally going to be English speaking contributors, and is submitted data, which could be hand selected by contributors. It's not great, but it's all we have.

    Nightlight currently has the spread:

    • 4k (27.87%)
    • 0k (22.89%)
    • 1k (18.64%)
    • 3k (16.7%)
    • 2k (13.9%)

    Which, while the percentages aren't going to be perfect, is probably similar enough to take away that 4k and 0k are the most common outcomes, and 2k is the least common. (Which is how this data has been for a couple years now from this source).

    That also aligns with how people talk here. A 2k should be "close" and could go either way.

    But most people complain about getting stomped (gens fly 0k, or games just being unwinnable early for survivor is likely a 4k). "I didn't have a chance" or "I have to sweat to win" summarizes the majority of the complaints on this forum.

    You can still get a 60% kill rate just from the fact that 4k is weighted a bit heavier, 0k is next but not quite the same, and the other results still contain kills in the mix. It's obviously going to vary a bit (and usually 3k is higher than 1k when I look at this data, but not today for some reason).

  • HeroLives
    HeroLives Member Posts: 3,233

    Why would survivors trade their healing stuff so killers can get basekit corrupt?That would be like me asking you would killers trade their best addons for a buff to gen speed for survivors! Think about it.

    Except it’s nowhere close to even the same thing you’re trying to compare 16 perks that are premeditated picks to a strategy the killer role can pull out at any point upon a hook that requires no perks. Survivors can’t just pull gen progression perks out of their pocket the moment things are looking bad.

    That would be a good way to stop tunneling anytime you hook the same survivor back to back survivors get a permanent gen progression percentage added to all gens. 25, 50, 75, 100 ect%, There tunneling solved. Nobody in their right mind would do it, and now it’s nowhere near as effective.

  • KatsuhxP
    KatsuhxP Member Posts: 1,597

    I also just can't get hooks on a person out of nowhere, you have to start soon or at least play for 2 people you hook consistantly at max - otherwise you won't get much but 1-2 kills even with tunneling xD

    Also sure if we balance the game so that 4 survivors can be alive without completely destroying gens, it's just absolutely insane at the moment to let them live longer than needed if you intend to win in any way.

  • CrypticGirl
    CrypticGirl Member Posts: 1,424

    You call that a trade? That's a double-negative for Survivors. How about this...

    You receive: Basekit Corrupt Intervention

    We receive: Basekit Brand New Parts.

  • HeroLives
    HeroLives Member Posts: 3,233

    Ratcoffee was being funny, they made a meme to point out the joke of how terrible of a trade that is.

  • KatsuhxP
    KatsuhxP Member Posts: 1,597

    Well then is it like this. I already don't like this day very much, so I won't argue ^^

  • HeroLives
    HeroLives Member Posts: 3,233

    no it would be like if survivors had a built in come back mechanic they can pull out of their pocket whenever to progress their main objective faster just because they decided the killer has got too many hooks for how many gens are done.

  • KatsuhxP
    KatsuhxP Member Posts: 1,597

    I already said i won't argue anymore. I know how tunneling works as a concept.

  • FallenHeight
    FallenHeight Member Posts: 3

    I don't particularly agree with that, I'm a killer main that consistently gets 4k's without tunneling on the other hand newbies could use this strat just to make their games easier against toxic sweaty survivors, I do agree about nerfing tunneling though and I think it should come in the form of a perk, we only have one, hopefully this gave some insight (also yes I realize this isn't directly pointing your point out exactly)

  • Nazzzak
    Nazzzak Member Posts: 7,323

    That comes down to personal preference. For me? No. Because as I said in my post, the game is designed to give you harder opponents the more you win. The devs themselves have said this. Realistically, against better players, I *could* tunnel or camp and confirm a win when it might have been a loss, sure. But I'm the one who loses out in the long term. So I chase, I down, I hook, I patrol, I kick if necessary, and repeat. I can win doing this. Sometimes I don't, but more often than not I do.

  • StalkingYou
    StalkingYou Member Posts: 394
    edited July 1

    Anything but talk about how you want killers to spread hooks and keep the game a 4v1 as long as possible to please the survivors

    FFS, can we stop beating around the bush and pretending like this is a viable strategy to beat teams that are good in chase and crank gens? We should not be writing paragraphs here, I'm assuming we all play the game and have watched known streamers such as Otz be forced to tunnel or camp at least once to win a game.

    You want killer to spread hooks and play "normal". That strategy does not work against good teams while playing 90% of killers. You want only strategy that gives the killer leverage against those teams to be nerfed. There is your problem. No need for mental mindgames where Firellius asks me questions like "should the best player in the world win every game" or suggest that skill alone can get you out of any situation in this game. You and Firellius just over-complicate this each time because it's very hard to dispute simple logic without adding unnecessary fluff to make yourself sound right.

  • Sjady
    Sjady Member Posts: 41

    Tunneling exists because of a fundamental imbalance in the game's design. A killer is forced to manage four coordinated players, each with unique perks and strategies, while being alone and under constant time pressure. If you try to play 'fair' and avoid tunneling, against decent survivors or SWFs, you lose. Not sometimes — consistently.
    The idea that 'you’re not meant to win every game' only holds if survivors are equally restricted, but they’re not. They can use the strongest perks every match, coordinate in voice chat. Meanwhile, killers are expected to play with a handicap — avoid tunneling, avoid camping, avoid slugging — and still somehow win? That’s not balance. That’s wishful thinking. And tunneling is counterable. You can hide when you're on second hook, your team can bodyblock, you have perks like DS, Unbreakable etc… and good pathing can waste a killer’s time. So let’s stop acting like it’s an unbreakable tactic. It's just the only consistent way to control pressure in a match where the killer has fewer tools than the survivors. You want less tunneling? Give killers more map pressure, better regression tools that can’t be instantly countered, and incentives to hook multiple people. Until then, tunnel stays — not because killers want to, but because the game forces them to.

  • crogers271
    crogers271 Member Posts: 3,250

    We should not be writing paragraphs here

    Discussions and game design are complex issues that require time, but I'll do my best to keep it brief.

    FFS, can we stop beating around the bush and pretending like this is a viable strategy to beat teams that are good in chase and crank gens

    I'm assuming we all play the game and have watched known streamers such as Otz be forced to tunnel or camp at least once to win a game.

    1: How do you define 'viable'? As I and others have mentioned in prior threads, tunneling is really strong, that doesn't mean other strategies aren't viable.

    2: Going all the way back to the origin of the thread, you aren't meant to win every game. Even someone like Otz isn't meant to win every game. I watch Otz, Hens, Scott, Spookyloopz and they win the vast majority of their killer games sometimes with extreme restrictions and challenges in place.

    You want killer to spread hooks and play "normal".

    You and Firellius just over-complicate this each time because it's very hard to dispute simple logic without adding unnecessary fluff to make yourself sound right.

    You seem to have great insight into not just the game but the thought processes of random people on the internet.

    I'm not over complicating. I'm asking basic questions. What is tunneling? What is viable? What win percentage do you think the killer should have? How to determine what a good team is or not based off the data in a single pub match?

    The thing about 'simple logic' is that it prevents people from questioning their idea or preconceived notions by even addressing basic challenges.

  • Scarlett1111
    Scarlett1111 Member Posts: 154

    But the vast majority of killers are not "managing 4 coordinated players" they are rolling through 4 randoms who have never spoken to each other and never will again, they will never be on the same page, and they will always make mistakes. The myth that you play against swfs often is so blown out of proportion its insane. Less than 10% of games are against "bully squads". They are 4 people who are just trying to have fun playing their objective.

    Not to mention the absolute nonsense that is the consistent winning that killers keep spouting. You don't deserve to win just for playing killer, no one deserves to win. People deserve their time to have fun in a video game, made for fun. There is no ranking system, there is no ranked mode even. There is loose mmr, that in most scenarios barely makes a difference.

  • Sjady
    Sjady Member Posts: 41

    4 randoms doesn't mean they don't know how to play, it's all about MMR. If they have a good MMR, it means they're good at the game and know the fundamentals. Also, the higher you go, the more likely you are to encounter coordinated SWF squads. As for consistent winning, no competitive game gives you the chance to never lose a match. RNG is an integral part of video games.

  • Scarlett1111
    Scarlett1111 Member Posts: 154

    So you just ignored the second half of my post. MMR barely works, even at "high mmr", the game gets rid of almost all mmr restrictions to queuing when last longer in queue. That's why there are constantly posts on every forum of "I am brand new to the game, why am I facing a 3k hour blight main", or the plethora of baby killers who get placed against the 4k hour Feng Min putting them in their bullying montage.

    And DBD does give you consistent ways to win matches as killer. Its why killers can hit hundreds of wins in a row with no perks, or on awful killers, exactly because of things like tunneling. If one person is out of the match before a generator is completed your chances of 4king as killer increase drastically. You also act like the majority of "high mmr" players play this game exclusively with 3 other people, why just isn't remotely true, or you would never find games at these mmrs quickly, you are getting matched with solos in the majority of games.

  • Unequalmitten86
    Unequalmitten86 Member Posts: 515

    I think everyone is looking at tunneling as Survivor view verses killer view and not someone who plays both.

    Survivor tunneling is annoying and when you are out of match in 2 minutes it’s frustrating. You don’t even get to learn loops or if your build is good. You don’t get anywhere and you are frustrated.

    Soloq is fading quickly. Either existing players are moving towards killer or they play a few games, have a bad experience and won’t play for a few weeks. This means the majority that a killer faces is some form of a SWF (trust me us soloqs are starting to despise them too).

    Killers are impatient. They feel they need to get a kill before two gens pop or they freak out, calm the eff down. Three gens can pop and you can still win. Killers don’t feel the game out or drop a chase, most professional tunnelers will proceed to chase the same person for 3 gens. Stop being hyper focused.

    If a killer goes up against a squad they automatically know they need to Tunnel. But a killer goes into every match thinking everyone is a team and stomps everyone.

    Most killers will take previous games frustration out on the next game. This is not competitive people, it’s literally a game you paid for with imaginary trophies relax.

    Survivors are being more crappier and the behavior is just bad so I get the killer frustration.

    Killer stats are actually higher. Considering they don’t count games were people DC and we will give a 5-10% AFK or farming match killers are probably closer to 70% kill rate. Also the SWF escape rates if you read the small print that is if only 1 player escapes from an SWF so that counts as a SWF win.

    Lastly you need 4 survivors to 1 killer, right not it’s probably 10 killers to 1 survivor. Survivors are slightly stronger only if their perks synergies of each other if not then they are useless.

    The game is balanced it is how players play that makes it not balanced. On paper it works but they forget they human element.

  • ratcoffee
    ratcoffee Member Posts: 2,110

    tunneling increased when they buffed gen kick in 6.1, your theory is disproven by historical precident

  • StalkingYou
    StalkingYou Member Posts: 394
    edited July 3

    I'm not going to answer silly questions if you refuse to even talk about my point that the way you want killers to play is objectively not a good strategy and that you essentially want killers to handicap themselves.

    But they're adding basekit unbreakable, so I guess there's no point in continuing this loop. It is clear that you, numerous other players, and BHVR themselves only want killers to play super nice wholesome boop pig chungus 12 hook and every other strategy should be nerfed. So that is what you are going to get.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    So you can't give basic definitions of what each of those are?

  • StalkingYou
    StalkingYou Member Posts: 394
    edited July 3

    no because im a trash kiler who relies on those Strats every game and I know nothing

    and also because these questions are redundant and are meant to distract from simple logic like I said

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    Tunneling: Going after the most recently hooked survivor despite there being another equally viable target without attempting to chase another.

    See how easy it is to define a version of tunneling?

  • StalkingYou
    StalkingYou Member Posts: 394