http://dbd.game/killswitch
What do YOU think BHVR is going to do to address tunneling?
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As long as there is going to be body blocking from survivor side getting someone out first will be there. How many times I have seen someone with 2 hook stage running off the record just wants to body block right out of the hook. At that point you are definetely getting mori'd. Babysitter was good for anti-t but devs thought nope too op. Honestly it was pretty funny seeing survs with that speed.
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Oh yeah, that post.
Either or. Fifteen ish seconds that doesn't change, or ten seconds that is increased by ten seconds if they're actually chased. They don't work out to be substantially different really, but the latter would make it much harder for someone to get in position for a pallet save when the killer's flat out ignoring them, hence me suggesting it.
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It'll be a placebo that doesn't actually fix the issue, like every other "anti-toxic killer strategy" crap they've added. They'll add it and then demand that survivors be happy.
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somewhere in my gut its telling me that they prob will make DS basekit but weaker. Perk then buffs it like what they did with BT.
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I think it's important to keep in mind what the problem with tunneling is in the first place. A player having the entire match be hook, unhook, immediate re-down and re-hook, unhook, immediate re-down and death is simply not fun for that player. It doesn't matter WHY the killer engages in this behavior, it's still just as unengaging and frustrating for the survivor.
Since the only way to prevent that is literal invulnerability and I doubt BHVR would consider even a limited, deep wounds, style version of that I'd say the only way to improve things would be to make it so disadvantageous to tunnel that it's punishing to do so.
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Exactly. Especially since a good chunk of this playerbase plays both sides. If a player is BMing as a survivor, there's a good chance they're also BMing when they switch to killer.
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What else can they do? we got endurance, DS for a second chance, faster movespeed. What next just straight up invincibility???
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That's what people are unironically asking for, yes.
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If that's balanced properly, it'd be beneficial to everyone.
For instance, if a survivor gained intangibility instead of Endurance, you'd no longer have to deal with bodyblocking. You "lose" a tactic that it's generally a bad idea to rely on anyway, and in exchange, a really annoying survivor tactic is removed as well. Good trade as far as I'm concerned, as a killer player myself.
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I could see Decisive Strike not being a once per trial effect. Most killers who choose to tunnel will just eat the DS hit and keep tunneling, letting it work a 2nd time would punish the tunneler more.
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"Hello, fellow killer players."
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Genuinely, I would advise not assuming people who simply disagree with you must be lying about their true allegiances. It kinda just makes you look silly.
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I have literally never seen you post a killer sided take one time.
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Well, two things to be said about that. The first is that this is a killer sided take, since I want anti-tunnel that cannot be abused, and the second is that I attempt to be measured and unbiased as much as possible.
Also, y'know, you haven't been here that long. I've made a lot of posts.
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Is it really, though? Intangibility for every survivor off hook for how long, exactly? How long should survivors be allowed to just be… invincible? When does it turn off? What about end game? Are we back to the days of "unhook = free escape?"
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There's no reason to assume these questions don't have answers. For example:
How long? I have two answers. A while back I suggested it last ten seconds by default, but the timer gets paused for an additional ten seconds if you actually get chased, but if that's too complicated somewhere between ten and fifteen seconds would work.
When does it turn off? In addition to the timer running out, also when survivors perform Conspicuous Actions, which I would amend to also include any successful saves.
What about end game? Probably disabled, or replaced with a shorter period of Endurance just to ensure you can't be downed the second your feet touch the floor. This would need to be tested the most, I think.
You could've started out by asking these things in good faith, and I'd have answered.
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What about Trapper? Does the unhooked survivor just get to walk out of the basement for free? Do they set off traps, but not get caught, or do they float over them like old DH?
Or Hag? How much are you willing to nerf the game's weakest killers, "fellow killer player?"
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It's no collision and there's no reason Trapper's power should get special treatment. They'd walk over the traps and not trip them.
Now, I am no fan of Basement Trapper and I'd love to see that weakened so he can be buffed properly elsewhere, but lest you think this makes basement useless for Trapper, I'll remind you the person who unhooked them still has collision, both going into and coming out of the basement. Two opportunities to trap them still remain.
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Please.
That would kill Trapper and you know it. The whole thing about the basement with Trapper is that you run the risk of getting two or more people trapped in the basement. Being able to run in for what would at best be a trade is BS and you know it. It would nerf the game's weakest killer considerably. Trading survivors out would be a losing situation for Trapper.
And they would NEVER buff him. He's been the game's weakest character for a decade, and they still never buff him. What about Hag? Would the invincible survivor set off Hag traps? Old DH for Distance did. How much are you willing to gut the game's weakest killers?
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Honestly? Maybe. Maybe this would make Trapper just not worth it anymore. I suspect it probably wouldn't, but who knows, it might.
That doesn't make it good for the game for him to be able to win just based on a basement hook and a bit of RNG. It's still better for the game to remove it, and then for Trapper to be buffed elsewhere.
As an aside, Trapper does get buffed. Not very often and not by huge increments but it does happen.
As for Hag, it probably wouldn't be problematic for those traps to still get tripped, if that's how the code works out. She still can't hit them. Hag needs this less than Trapper too, she's on the weaker end but she's not a one-trick-pony like that.
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So what you're saying is, "Trapper can go eff himself."
You're right. Trapper got a 5% haste for 5 whole seconds after he stands still for 2 seconds. Awesome buff! Really, just makes the whole killer worth it, you know? Basement? Who needs it? Just stand still for 2 seconds mid chase and get the smallest haste buff you can imagine.
And the invincible survivor can just run all over Hag's web and destroy as many traps as they can with Hag being unable to do anything about it. Just amazing game design.
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No, I'm saying Trapper needs more than just letting him tunnel after a basement hook.
The buffs he gets not being gigantic don't invalidate them existing, and they helped more than you might think. Remember, they also adjusted his trap spawn logic, and that was the biggest spike in power he'd had in years, it was pretty damn nice.
As for Hag, how far can they get in ten seconds…? A survivor can already destroy some of Hag's traps while she's indisposed, too, that's just how Hag works. Should that be the case? Eh, I'm not a Hag main. It is how she is now, though.
If this is really a big deal, though, those killers can be pre-emptively changed on the same PTB as these changes. It's not a hard wall, it's just something else to keep in mind.
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But they won't be changed. And you know they won't be changed. I think intangibility is a horrible idea. DH for Distance was removed from the game for a reason.
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What does that have to do with my suggestion? I still think it's a good idea, and IF it ends up being a problem for some killers, I also think it's a good idea to change them at the same time.
How likely it is doesn't matter. It's my opinion on how the game should move forward.
It wouldn't be even close to old DH, since it wouldn't be on command.
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idk probably something wild like adding permanent gen progression for each time you hook the same person back to back in the match.
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Turning a 4v1 into a 3v1 is just smart to do. There is no reason to spread out hooks. So, the way to fix it is to give killers ar reason to not tunnel.
As the saying goes, you attract more flies with honey than ####.-3 -
I don’t think they will fix it they just keep making it worse.
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The problem with that is, in order to give killer players something more enticing than taking easy chases into massive value from someone being dead early, you have to give them something MASSIVE.
If you give killer players overall something that huge, the people who already do fine without tunnelling are going to do even better and become borderline unstoppable.
It's much safer and more appropriate to just nerf the unbalanced cheese strat so it's not as easy and/or rewarding.
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Well, yes but in that case, what about when 2-3 generators get done before the killer gets even one hook? So called "gen rushing" is not a problem, it's just survivors being efficient with their objectives.. So why can't the killer be efficient?
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Well, first, tunnelling isn't efficient, it's trading short term inefficiency for big results if you do it fast enough, which is very doable in most matches.
Second, if the killer is in that situation through no fault of their own, that's worth doing something about- but there's historically been two reasons that'd happen, and BHVR already made survivors not spawn spread out anymore, so it's just toolbox builds left.
Broadly speaking you're only in that position if you mess up a few times, and while that sucks to be dealing with, it is kinda how the game needs to work.
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Jesterkind and I were on opposite sides of the Distortion changes. Take that how you will.
Those are not even close to comparable. Intangibility that is contingent on you -not- progressing the game is much, much weaker than being able to extend a loop with a button-press.
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at this point I’m waiting for them to just load us all in hooked and we all just insta die and the killer gets max points ggs
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interesting fearmongering when they consecutively add mechanics that might as well teleport survivors into exit gates.
we already have a mechanic that takes survivors off hooks for free and bans killer from kicking generators, a few more years and we're going to have a system to automatically teleport people to the exit the moment killer gets their 6 stages evenly spread on everyone.
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It's not smart, it's easy, there is literally nothing smart about it lol Hence why it's getting changed and no, the way to fix it is to punish Killer for doing it. Those that want to keep on keeping on with that oh so "smart" tactic can suffer penalties that make the match harder for them. Easy.
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Exactly this, but that person already knows that lol Anyone with a shred of common sense knows this. They just want incentives to not play toxic while still having the option to play like a toxic baby.
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because they want you to kick sand and seethe when you get punished for doing your objective
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Nothing needs done. It's part of the game.
Survivors have options. Tunneling was an issue back in the day, when there was no BT or Haste effect off the hook. Even then though, there were options to deal with it if you found it to be egregious.
Borrowed Time, Babysitter, Decisive Strike, the current anti-tunnel effects on the unhooker, probably a number of other Perks as well. These all can be utilized by Survivors to assist their team. People just don't want to use them because they want to play "efficiently", and helping your team isn't efficient. Maybe be a bit less self-centered, and toss on a Perk to help people other than yourself.
It's not a matter of a game mechanic being bad. It's just a matter of Survivors knuckling up and actually helping each other rather than trying to stroke their own egos while whining about how things are "unfair".
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Intangibility like how? Like wraith where hes invisible but shimmers
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But it shouldn't be part of the game because it is, in fact, unfair to have one player be dramatically more powerful than another and then have that more powerful player abuse that fact to ensure one player can't participate in the game from the outset.
It's also pretty mind-numbing when all a killer can manage to do is run back to the hook. If I can't win chases without abusing the need for two survivors to be in a known location with one of them injured, ensure the injured survivor can't get healed, and then chase the injured survivor so I only have to get one hit to finish the chase, all so I can shift the game into a 3v1 without winning chases against full-health survivors, then I need to get better at the game. I'm currently playing about 40:60 killer:survivor, and I genuinely feel ashamed if I find myself taking someone out too fast. I essentially always just slug someone if they were unlucky enough to be the first target, somehow became the second target, and then get downed again.
It blows my mind that people see it as alright to just essentially tell someone they don't get to participate in the game we all chose to play together with everyone else just because one person thinks they aren't good enough to win if they don't do that. If that's the case, then the killer player is outside their skill range with their chosen killer. Anyway, I'm just tired of seeing people state that something is in the game, so it must be alright to do. Rant over :(
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If they add basekit decisive strike then you still cant talk abou balance, this change will only punish weaker killers but ones with good mobility or some catch up wont get slowed much like nurse, blight, ghoul, billy, dracula, spirit even slinger can catch you after ds when you ran in the open, this change would only make gap in power level between killers punishing the weak ones and doesnt do anything ( it will do something but result wont be same as the weaker ones) to stronger ones, this will force more players to play stronger killers and wont be healty change just like basekit bt which can hurt killers that need some slugging for their power to work like oni ( he needs to do as much damage as possible to keep blood orbs in the game for his power, his power is literally earned, he cant get one hook after power use this isnt good because him getting his power is slow if there are no injures) or twins ( they wont be hurt by this as much as oni but they whole power works more with downing survivors on the map applying preasure, they cant hook all of them sadly because charlotte cant get to them in time with base killer speed).
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With the amount of things that BHVR did over the years to nerf killers and make it more miserable to play with each update… I expect nothing less from any anti tunnel measures they take. If they don't simultaniously rebalance the game, any anti tunnel measures will just make killer even more miserable than it is right now.
I was a killer main since 2016, and… **checks stats** … I have now surpassed the hours on survivor in just the last year, cause I have MUCH more fun playing that, even in solos. Survivor is so much more chill and easy. Just slap on an OP build like vigil sprint burst and good to go for a likely escape. Currently sitting at 57% solo Escape rate for this reset.
Just to add an anecdote. Tunneling doesn't even always work, cause those pesky swf like the one I had yesterday just stack bs on top of bs. They were rushing gens, so I started focusing more on getting someone out at 1 gen. Well while he was on deathhook, I downed that one person about 3x and every time someone was rdy to instantly pick him up with a shield. How that SHIZ isn't getting nerfed, I have no idea…
Conclusion: First nerf SWF, then do other things. Cause killer is alrdy as miserable as it gets these days at the top bracket.
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With the amount of things that BHVR did over the years to nerf killers and make it more miserable to play with each update… I expect nothing less from any anti tunnel measures they take. If they don't simultaniously rebalance the game, any anti tunnel measures will just make killer even more miserable than it is right now.
I was a killer main since 2016, and… **checks stats** … I have now surpassed the hours on survivor in just the last year, cause I have MUCH more fun playing that, even in solos. Survivor is so much more chill and easy. Just slap on an OP build like vigil sprint burst and good to go for a likely escape. Currently sitting at 57% solo Escape rate for this reset.
Just to add an anecdote. Tunneling doesn't even always work, cause those pesky swf like the one I had yesterday just stack bs on top of bs. They were rushing gens, so I started focusing more on getting someone out at 1 gen. Well while he was on deathhook, I downed that one person about 3x and every time someone was rdy to instantly pick him up with a shield. How that SHIZ isn't getting nerfed, I have no idea…
Conclusion: First nerf SWF, then do other things. Cause killer is alrdy as miserable as it gets these days at the top bracket.
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this is the most unhinged suggestions I've read LOL!! jesus christ.
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No, just losing collision. Think like Sadako while she's demanifested- she can move through survivors, because she doesn't have any collision.
You'd still be able to see the survivors, they just can't bodyblock you.
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Then why not try something new? Get in there and bodyblock for your team mate. Don't just watch from the sidelines. Don't expect them to use up their Endurance taking a hit for you, YOU take a hit for them.
If you're that concerned with Tunneling, start bringing Borrowed Time. It adds a massive amount of extra for the unhooked. Bring a flashlight and stun them while they're picking up the Survivor. Bring a toolkit, or Sabotage, and take down the hooks. Stop being a sideline watcher recording the "tunneling" going on and be a good Samaritan. Bring Babysitter which is actually quite strong in preventing a tunnel. Stop bringing your 3 Meta Perks and an Exhaustion Perk. Care more for your team mates and less about your own ego.
If you're getting Tunneled a lot, maybe it's you that's the problem? If you flashlight blind every pallet, or act like a toxic idiot, you're probably going to get tunneled out. People always want to focus on this like it happens in every single match, but I only ever see it 1 in 20? 5% is too much? Do you know just how that Survivor was playing? Maybe they actually deserve it for being stupid and trying to get the Killer's attention.
There is no need to address a non-existent issue. Sometimes you get killed. Move on to the next match and play some more.
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Why do killers have so many game tactics and survivors only have one? They even removed stealth tactics. Let's leave killers with one tactic.
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That doesn't make any sense. The answer to something that requires no skill at all to do from one player and which will very likely completely ruin someone's experience on the receiving end isn't to tell people to bring a perk or to tell those players their teammates aren't doing enough.
I've watched some players immediately break chase and run straight back to an unhook, ignoring the unhooker, and immediately tunnel out their target in spite of the teammate trying to stop it. It's actually also shockingly common for high mobility killers to just go back to unhooks so they get an artificially easier match. And we can't say I don't know how other survivors play because I watch them in chase with Bond. So yes, this is a massive issue and needs to get fixed.
It literally is used by players to simply make the game easier and place themselves into a higher MMR than they're ready for. The very sad thing is that I main Pig and don't feel the need to do this. I had a team yesterday that popped two gens on me pretty fast and then got a third one not long after. I had relatively few hooks by the time the third gen popped. But at no point from the start of the game to the end did I think "Well, I might not win if I don't tunnel the person I get at the end of my first chase," or "Wow, gens are going fast. I better make up for not playing well enough by just running back to the hook and tunneling the easiest target."
If I'm losing at a game, or if I think I'll lose the game if I don't lean on some cheap exploit, that doesn't justify me trying to ruin someone else's experience. Maybe if there were one gen left, it could be okay to think about since by that time everyone got to play the game. But tunneling someone out from five gens, and using tunneling to make up for a lack of skill shouldn't exist in the game.
Having said that, you're right that there are occasional people who are annoying. They're not common, but some players on both sides do bm a lot. And I obviously know how annoying it is to see a survivor teabag or blind at every pallet. If I see my teammate doing that, I honestly think they brought it on themselves. But that's much less common than tunneling.
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I never stated anything about it being base kit?
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MMR is a myth. Matchmaking is so lenient that as long as you're not in the "new player" MMR, you're going up against any and everyone.
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