http://dbd.game/killswitch
New Anti-Tunnel Mechanic idea
When a survivor is unhooked, they receive two conditional effects:
Entity’s Protection (30 seconds):
- A Decisive Strike-like effect activates.
- If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
- The survivor uses the stun against the killer (4-second stun).
- The survivor is picked up by a teammate or picks themselves up.
- If unused, the stun remains stored and ready until activation or pickup.
Entity’s Fortitude (30 seconds):
- Survivor gains an Unbreakable-like effect for 30 seconds when unhooked.
- If downed by the killer during this time, they may self-recover to the Injured state once again.
- Crawling is disabled while this effect is active.
Both effects are deactivated:
- If the survivor is given the option to abandon.
- When all 5 generators are complete.
- When a survivor does a conspicuous action.
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Base-Kit Endurance & Haste Removed
- Survivors no longer receive the default Endurance + Haste effect when unhooked.
- These protections are now replaced by the above conditional mechanics.
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Perk Adjustments
Decisive Strike
- Increases the activation window of Entity’s Protection by 10/20/30 seconds.
Unbreakable
- No longer increases recovery speed.
Borrowed Time
- Now reveals the killer’s aura for 5/10/15 seconds when a survivor (yourself or a teammate) is hooked or unhooked.
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Killer Hook-Based Progression Incentives
The following regression effects are applied when survivors are hooked:
First Hook Stage (per survivor):
- All generators with progress lose 30 charges.
Second Hook Stage (per survivor):
- All generators with progress lose 15 charges.
These effects:
- Do not trigger regression (gens must still be kicked to regress).
- Do not affect untouched generators.
- Are capped at current gen progress (no overdrain into 0%).
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Pain Resonance – Reworked
Now has 6 tokens.
Each time the killer hooks a survivor on a Scourge Hook, this perk activates for 30 seconds:
- All generators not being worked on will begin regressing at 250% / 300% / 350% of the normal regression speed.
- If no affected generators are eligible during the 30-second window, no token is consumed.
- This regression immediately stops when a survivor interacts with the generator.
Comments
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They don't need to make tunneling less effective, they need to make tunneling less necessary. That's the solution.
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Oh, so if I get off hook, I can just bodyblock for free with no possible consequences. The killer either downs me, giving me basekit DS until I get back up with basekit Unbreakable, meaning the killer gains zero pressure and loses a bunch of distance against the unhooker. Or the killer tries to wait out my 30 seconds of basekit DS while I run to the strongest tile on the map.
Bonus points for bringing OTR, which will let me body block two hits for free. Oh, and since that would be two protection hits, might as well bring Mettle of Man, too. That way the next time I get chased, I have three health states, too.
You do realize that bodyblocking with your basekit invulnerability would become even more prevalent than it is now, due to there being literally zero risk associated, right?
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As long as there are players just bad at the game, struggling to make good tactical decisions, struggling in chase, or struggling to use their power effectively, there will always be people who will resort to "I need to tunnel!!"
So no. Just making the game easier overall for killers does not solve this issue.
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“Oh, so if I get off hook, I can just bodyblock for free with no possible consequences.”
You can already do that now for free especially with OTR.“The killer either downs me, giving me basekit DS until I get back up with basekit Unbreakable, meaning the killer gains zero pressure and loses a bunch of distance against the unhooker”
In the current game survivors can take the hit from base-kit BT then if the killer decides to go for that survivor they waste time trying to get that survivor also if the survivor has DS then they waste more time but with my version the killer gets the down wasting no time at all for chasing and possibly can go back to the downed survivor because they can’t crawl away
So really the killer hasn’t wasted any time because that survivor can’t do anything when downed and it takes about 30 seconds for that survivor to pick themselves up without a teammate so it gives the killer time to down the other survivor who unhooked.
“Or the killer tries to wait out my 30 seconds of basekit DS while I run to the strongest tile on the map.”
No good killer will wait because you can’t wait because of that:
- “If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
- The survivor uses the stun against the killer (4-second stun).
- The survivor is picked up by a teammate or picks themselves up.”
“Bonus points for bringing OTR, which will let me body block two hits for free.”
You can do that in the current game with DS.
“You do realize that bodyblocking with your basekit invulnerability would become even more prevalent than it is now, due to there being literally zero risk associated, right?”
There is risk because now the survivor is downed in the first hit without OTR and they can’t crawl away so good killers will remember where they downed that survivor and go for them if they pick themselves up and even if the survivor doesn’t then the killer has one guy on the ground for free doing nothing and the killer could go for others and get the benefits of the new
Killer Hook-Based Progression Incentives.0 -
"You can already do that now for free especially with OTR."
No, you can ONLY do that with OTR. If you try it without OTR, I just stand there staring at you for a few seconds before getting the down. And if you have to bring OTR, it's not free. It costs a perk slot. So, no, you can't already body block for "free." You're either risking getting tunneled, or sacrificing a perk slot for OTR/DS.
"In the current game survivors can take the hit from base-kit BT then if the killer decides to go for that survivor they waste time trying to get that survivor also if the survivor has DS then they waste more time but with my version the killer gets the down wasting no time at all for chasing and possibly can go back to the downed survivor because they can’t crawl away"
If I'm looking to tunnel… I'm not hitting base-kit BT. I'm counting to 10. Then I get someone on hook in like 15 seconds instead of the 45 it'll take to down the first survivor (who gets up for free and has free DS, so no pressure gained there) and chase the second one when they have a huge shift+w lead on me thanks to the body block.
"So really the killer hasn’t wasted any time because that survivor can’t do anything when downed and it takes about 30 seconds for that survivor to pick themselves up without a teammate so it gives the killer time to down the other survivor who unhooked."
Bro, unless you're in a massive deadzone, and I mean MASSIVE, it's going to take more than 30 seconds to down a healthy survivor who got to shift w while you were being body blocked. Even if you catch up and somehow get the first hit free, odds are really good that they'll make it to shack or main off of the post-hit speed boost. Unless you're using an S tier killer, and I don't think that acting like Blight will be the only killer affected by this is kind of disingenuous.
"No good killer will wait because you can’t wait because of that:
- “If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
- The survivor uses the stun against the killer (4-second stun).
- The survivor is picked up by a teammate or picks themselves up.”
Oh, so it's even more busted than I thought. It's infinite invulnerability. What a great design.
"You can do that in the current game with DS."
And to do that, you'd need to use two perk slots. Now, you'd only need one. Using up two perk slots isn't "free."
"There is risk because now the survivor is downed in the first hit without OTR and they can’t crawl away so good killers will remember where they downed that survivor and go for them if they pick themselves up and even if the survivor doesn’t then the killer has one guy on the ground for free doing nothing and the killer could go for others and get the benefits of the new
Killer Hook-Based Progression Incentives."Which isn't a risk at all considering they get up for free and have infinite DS. The slug is absolutely meaningless. It generates absolutely zero pressure.
And your "Killer Hook-Based Progression Incentives" will do absolutely nothing compared to getting someone out of the game. Oooooh, two gens lose thirty charges. That doesn't even come close to the power of the 4v1. How about "All gens lose 30 charges and are then blocked for 60 seconds. All survivor auras are revealed for the duration." Then it might begin coming close to the gen efficiency difference that getting someone out of the game brings.
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Tunneling is not an insta win strategy and if you are good at the game you can destroy a bad killer whether they are tunneling or not
The only exception to this is if you are playing solo queue with teammates who do not do generators and that's a solo queue problem not a tunneling problem0
