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Tunneling

lightofheven
lightofheven Member Posts: 1
edited August 2025 in General Discussions

This tunneling by any killers that likes to tunnel the survivors needs to stop. Can't even pip up if the killers are doing that to the survivors. I know that the killers are trying to pip up as well but there are ways to get a 4K kill without tunneling that one survivor. It gets really annoying when the killers just tunnel that one player. I think that the should spread the love in between the survivors but that is just me.

Comments

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    Having to take a chase is “pain” for you?
    But if I’m supposed to stop tunneling… what toys are you giving up on the survivor side then?
    A nice, clean tunnel, a little bit of slugging when it makes sense — I like my toys, y’know?
    I mean, I really love it when a good, clean tunnel goes brrrrr.

    Efficiency is beautiful. ✨

    "spreading the love" between the remaining Survivors is still doable once the first person is out and the tunnel is done :D

  • Volcz
    Volcz Member Posts: 1,304

    They tunnel cause the teammates don't punish. You ever go against a face camping Bubba? The play is to do gens and put pressure on him. If you don't, your match is over.

  • francesinhalover
    francesinhalover Member Posts: 376

    Just make off the Record/decisiv strike basekit and rework oftr/decisiv strike perk to do something else

  • PigWithTvs
    PigWithTvs Member Posts: 377

    make those basekit which will effect the lower tier killers potentially killing their playrate even more then what?

    nurse/ blight all over again for another year?

    making perks basekit is a bandaid fix, it should not have been a thing to begin it, give the killers a reason not to tunnel, not punish them and not fix the problem

  • oecrophy
    oecrophy Member Posts: 448

    I don’t tunnel. I prioritize.

    if you don’t like the direct tunnel, feel free to let your friends die first. Sharing is caring. :D

    But hey, you should probably be doing gens while stuff is happening.
    A lot of people seem to forget that part. xD

  • PigWithTvs
    PigWithTvs Member Posts: 377

    don't blame the killers

    blame the fact everyone seems to be ignoring the fact gens are overtuned as hell and are no longer pressurable

    i had mulitple nice killers who started tunneling when 3 gens flew in one short chase

    hell killers are currently playing with 3 gens

    no matter how bad or good your chase is u will always lose 2 gens it was 1 gen before springtrap

    so you know getting one person out fast makes the game winnable, less stressful and more managable, it also makes it so survivors are gonna lose because how this game is designed for the survivors to fall down like legos the moment one survivor dies

  • Raptorrotas
    Raptorrotas Member Posts: 3,385

    I rather have the feeling that bssekit-perks are the endgoal. Borrowed time was THE perk back then.... Nobody wastes the perkslot anymore since 100% of its t3 became basekit.

    Why bother with a perk when it could be basekit.

  • oecrophy
    oecrophy Member Posts: 448

    yup .. exactly this.

    Perks should never be there to fix design flaws – they’re supposed to add variation, not be mandatory to patch bad game design. Without old Borrowed Time, survivors just wouldn’t get away once camping started. No matter what. It wasn’t right that players had to bring a perk just to counter that situation.

    There are still hooks in the worst RNG spots on some of the worst survivor maps where, without solid bodyblocks, OTR, or DS, survivors just can’t get away. Map design and RNG are the real problem here—looking at you, Borgo… Coldwind… sometimes Haddonfield. What’s really needed are map reworks, not basekit stuff.

    Sure, you could just throw DS and OTR into basekit (let’s be real, people tunnel through those perks anyway—just let the tunnel run), but then survivors would actually have perk slots for other stuff. That wouldn’t be healthy.

    Nurse and Blight already dominate as it is—they’d just end up being even more common. Classic “fix” that really isn’t a fix.

  • oecrophy
    oecrophy Member Posts: 448

    Killers that tunnel basically limit themselves and stop themselves from getting better at the game in exchange for some cheap wins. And it's a vicious cycle too. Once their MMR starts rising from all the undeserved wins they get faced with better survivors that know how to punish tunnelling more effectively (be it, by just being better loopers in general or whatever), they will need to start using all of the best tools in their kit to stay competitive in their inflated MMR, which will then reside in even more tunneling or cheap tactics for cheap wins.

    I’m curious… how much better are the teams supposed to get than the ones I’m already matched with? Enlighten me.

  • DaSonic
    DaSonic Member Posts: 45

    Well that depends on how far you are into the cycle. After all I have no idea how good the teams you are matched with are. That's probably something you can answer for yourself better than I can do for you, by analyzing what the survivors are bringing and how well they are utilizing everything at their disposal.

  • oecrophy
    oecrophy Member Posts: 448

    It’s always the same. And I just find it hilarious how everyone talks about 'cheap wins'… with the oh-so-scary 'high MMR' like the evil tunneling killer is suddenly gonna get these teams ppl fhinks he deserve it because "big bad evil tunneling" and they ‘don’t wanna learn the game.’ After over 10,000 hours, with a constant grind of 100+ hours in two weeks, (and a kill rate of 85) I’m still waiting for these lobbies to actually exist.

  • Tenac
    Tenac Member Posts: 95

    My question in regards to tunneling penalties is who would they know or enforce it. For example what if a killer just happens to run into the same survivor multiple times? Are they supposed to say "Oh well I've hooked them twice, I don't want to get in trouble." Also we have all encounted survivors that deliberately engage with the killer for bold points or just to be funny/rude. I'm not saying tunneling can't be a problem if they are constantly targeting the same player over multiple matches or simply ignoring easy downs to chase that one person. I just feel it would be very difficult to fairly implement.

  • VibranToucan
    VibranToucan Member Posts: 674

    Killers that tunnel basically limit themselves and stop themselves from getting better at the game in exchange for some cheap wins. And it's a vicious cycle too. Once their MMR starts rising from all the undeserved wins they get faced with better survivors that know how to punish tunnelling more effectively (be it, by just being better loopers in general or whatever), they will need to start using all of the best tools in their kit to stay competitive in their inflated MMR, which will then reside in even more tunneling or cheap tactics for cheap wins.

    Why is tunneling the only "cheap" tactic? It's a tactic you can use that helps you win. You could say the same if anything else. "Oh survivors who bring medkits/toolboxes artificially inflate their MMR and then they'll go against stronger killers they need to rely on items more and more for more cheap escapes. Survivors hurt themselves by bringing items." Like no, tunneling isn't some oversight exploit that breaks the game. It is a part of the game that you can use if you'd like and know how to and that can help you.

    That's also completely disregarding how the person being tunneled feels about it, which is another pain-point entirely. But since the overarching mentality that's been plaguing this game has been "I am not responsible for your fun" (For both sides by the way), I doubt that's gonna change anytime soon.

    Killers losing games isn't particularly fun either. I personally hate chemical trap and syringes, but that doesn't mean Survivors are bad for using them.

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    Part of me feels like this strat is outdated though. Gens take more charges to complete now and all it takes is one or two gen regression/blocking perks to increase that time even further. I don't think hook timers have been extended either unless you count perks that force other Survivors to be near the hook. That means you can't pop all the gens while that Survivor is hooked without risking more dying in the process. It's incredibly tight and is unlikely to be successful unless you're blessed by the matchmaking gods.

  • DaSonic
    DaSonic Member Posts: 45

    There's a couple things here that simply can't be compared.

    Tunneling is a playstyle, items are not. At best, you could compare survivor items with killer add-ons, in which case I could ask you the exact same thing as you did with items. Also, items and add-ons don't change the core gameplay loop in a way that streamlines and deprecates gameplay as much as tunneling does.
    Tunneling is a "cheap" tactic because it requires such low skill to get such a high reward. Like I said in earlier posts, you don't need to learn any macro-skills in order to win games with tunneling. You need to know what the person you tunnel looks like, and the bloodlust timers.

    "Killers losing games isn't particularly fun either." Again, same thing could be said for survivors. Besides, just because you don't tunnel, doesn't mean that you will lose, far from it infact, statistically. The game still has a 60% Killrate after all, and even higher for alot of Killer Mains, but that is not the topic of this thread anyways.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    I don't think hook timers have been extended either

    In fairness, they did add an extra 10 seconds to hook stages about a year ago. While sorely needed, it still doesn't change your other point that:

    That means you can't pop all the gens while that Survivor is hooked without risking more dying in the process. It's incredibly tight and is unlikely to be successful unless you're blessed by the matchmaking gods.

  • cogsturning
    cogsturning Member Posts: 3,160

    Brother, you are wasting your time. Just walk away from this one.

  • cogsturning
    cogsturning Member Posts: 3,160

    Tunneling is a choice and a tactic. Items are part of the game's design. They're not comparable.

    I win some games, lose others. I never tunnel, and actively avoid recently uhooked survivors. I'm playing the game as I believe it was intended to be played, and I have the exact 60% kill rate the game shoots for.

  • cogsturning
    cogsturning Member Posts: 3,160

    The above response was to @vibrantoucan

  • VibranToucan
    VibranToucan Member Posts: 674

    Tunneling is a playstyle, items are not. At best, you could compare survivor items with killer add-ons, in which case I could ask you the exact same thing as you did with items.

    Why can't I compare playstyles to items? They are both things you can relatively easily try to use for an advantage. The same arguments can apply. You are just using a seemingly arbetrary line to draw a distinction.

    Also, items and add-ons don't change the core gameplay loop in a way that streamlines and deprecates gameplay as much as tunneling does.

    They absolutely do. Tunneling is the same gameplay loop. Get chased, get downed, get hooked, meanwhile the other Survivors do gens. Items meanwhile. Syringe and Styptic essentially give Survivors a free health state for free, Flashlights and Flashbangs add a whole new element in the form of saves even without pallets, Fog Vials add on demand LOS obstruction. Items definitely affect the gameplay loop more than tunneling.

    "Killers losing games isn't particularly fun either." Again, same thing could be said for survivors. Besides, just because you don't tunnel, doesn't mean that you will lose, far from it infact, statistically. The game still has a 60% Killrate after all, and even higher for alot of Killer Mains, but that is not the topic of this thread anyways.

    Yeah that was my point. Losing isn't fun for either side. So we shouldn't just suddenly put in huge balance changes against slugging/tunneling unless we know how to counter ramifications. Killers have a 60% killrate overall, tunneling included. Also, I am kind of confused on this point. Yeah, I won't lose every game without tunneling, so? Like am I supposed to be like "Damn, this game is wineable but I am already over the average winrate so I should just give up?" Like no, people generally play to win, regardless of how much they are supposed to.

    Tunneling is a choice and a tactic. Items are part of the game's design. They're not comparable.

    Tactics and hook stages are also part of the games design? Like there is no law that would stop the devs from putting in something like "Oh, once you get 12 hooks all Survivors die and never before that." Tunneling is not an exploit. Items and tactics are both parts of the games design.

    I win some games, lose others. I never tunnel, and actively avoid recently uhooked survivors. I'm playing the game as I believe it was intended to be played, and I have the exact 60% kill rate the game shoots for.

    My killrate on Skull Merchant is 77% and my Killrate on Dracula is 52%. That doesn't mean Skull Merchant is S Tier or that Dracula is mid. Self reported data from a few individuals doesn't say much about the general balance of a game of millionsm, especially if we have better data.

    Last time it was reported the escape rate data was at roughly 40% overall and easily over 40% at high MMR (https://www.reddit.com/r/deadbydaylight/comments/1k58ik7/stats_january_march_2025/) this data of course includes people who tunnel.

  • Destaice
    Destaice Member Posts: 114

    For the OP. I get that you're just venting because getting tunneled out is frustrating. Sorry you had to deal with that.

    For the discussion. It's a mix of two factors.

    First, the game is so snowbally that it actively encourages tunneling to win.

    Second, the role of killer is unfortunately really appealing to the worst kind of players who obsess over winning. As they have no teammates to "throw" the game, and the game is balanced in the killer's favor. These players tend to be extremely toxic. And they tend to revel in how tunneling is unfun for survivors while making bad faith arguments about the survivor role. They don't even seem to like Dead By Daylight as much as it serves as an ego boost for their belief they're an elite gamer.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    wdym?

    I’ve just been a super active player since release. I’m just really careful with some of the people here on the forums. There are a ton of “forum mains.”

    The last person who tried to tell me about “cheap wins,” “low skill,” and “git gud, you just have to improve” had 5k posts on the forum but hadn’t even played 100 hours in DBD since 2021. I rack that up in two weeks easy.

    Sorry, but when someone plays so little (and not even on Killer), it’s hard for me to take any of their “advice” seriously. There are people (like me) who play this game competitively, and tunneling/slugging and all that stuff is just part of it.

    It’s just funny how it always goes in the direction of: “You don’t have macro and can’t play/win any other way.” Just because you pick the most efficient strategy whenever the opportunity presents itself (no, there are plenty of matches where straight tunneling isn’t the best choice).

    You can do this in a lot of standard-average lobbies (even in high MMR) without perks and without add-ons. It’s basically a coinflip if u against “average teams”—so why should I gamble?

    Especially when I read the mindset of a lot of people: “You just have to know how,” “You’re just bad,” “You haven’t developed the necessary skills.”

    Being constantly confronted with this mindset from the DBD community, something I’ve really never seen in any other PvP game, I’d rather just end these lobbys fast, clean, and as efficiently as possible.

    This survivor community is sometimes so entitled, (or people like u are just ready to throw out, “you can’t even play this game no macro/no skill) I just don’t care about weaker lobbies anymore.

    Not that you’re thinking of.

    "but maybe not 85% though, and that's what's stopping you."

    I honestly don’t give a damn about my kill rate, but I’ve got my principles.

    For me, it’s simple—just like in Tarkov, Hunt, CS, or basically any other PvP: learn the game and fight back, oru will die fast in this match. Yup, I know, DBD isn’t the same because it’s asymmetrical. But I’ve never seen a community so damn unwilling to learn, but honestly, every time I’m confronted with the mindset of people in this game (forum, after-chat, whatever), I really ask myself: why should I even care?

    And there are plenty of people who play the game competitively, and their perspectives and opinions can be pretty different from the (admittedly way bigger) casuals… but it’s always the ones who just want their experience to count.

    i mean.. like this guy:

    cogsturning

    Brother, you are wasting your time.

    …and tons of other “I downvote everything and my opinion is the only one that matters” people. :D

    classic dbd community.

    but..

    Luckily, at the end of the day, everyone can play however they want as long as they’re not abusing bugs, glitches, or breaking ToS. That’s exactly what I’ll keep doing myself—without holding back (not even in casual lobbies, because I know this community way too well). And yip,

    I’ll still keep saying it on the forums whenever this tunnel talk pops up again…:

    tunneling is part of the game.

    Slugging is part of the game.

    Proxy camping is part of the game.

    Both sides playing for the win is just part of the game

    Edit: One side easing up in weaker lobbies might be possible in DBD (compared to shooters), but it should never be the baseline expectation—yet that’s exactly what the survivor community constantly demands. And the moment you don’t play along, it’s always the same story in DBD. No gifts: survivors instantly show their worst side. That’s why I just end those matches as fast and clean as possible—give them a reason to finally start learning the game instead of just flaming or complaining.

    Post edited by oecrophy on
  • cogsturning
    cogsturning Member Posts: 3,160

    The game gives you items in the bloodweb and in chests. It says, "Here, use this." Show me where the game says to tunnel. Is it in the tutorial? The tips on the loading screen? I must have missed it.

    Tunneling makes people feel like crap, especially early-game, immediate tunneling. It's rare that I come across a 4-man that leaves me feeling helpless as killer. But as survivor, that feeling is ordinary. There's no way for me (in soloq) to torment killers the way they torment me when they shove me out of a match. I've never had a streak of killer games that made me feel terrible. But I've had whole weeks of survivor that have.

    It comes down to what you care about: winning or fun. I'm not interested in winning so I can inflate some stats nobody cares about anyway, and at the expense of making everyone else miserable. I want to have a fun match, and that involves having my opponents be able to perform as well. I'm not trying to immediately cripple them. I want the game to feel even and fair regardless of what role I'm playing. I want it to be close. I want everyone's scores to be decent. If I'm the killer in a match that's rapidly snowballing two minutes in and I see hope is disappearing for the other side then I'll often pull back and let them heal and reorientate themselves. Because I'm trying to play a match, not just win and leave. What's even the point of that?

  • DaSonic
    DaSonic Member Posts: 45

    "Tunneling is not an exploit. Items and tactics are both parts of the games design."

    Yes, and like you just separated them yourself we were talking about gameplay tactics, not items. Tunneling and Items are nowhere near the same ballpark of impact they have on the match, which is another reason why they shouldn't be compared. A rogue syringe or killer add-on might have a viable impact of the outcome of the match, tunneling almost definitely always has an impact on the match. Forcing a 1v3 is probably one of if not the biggest impact you can have on a match, pretty much deciding the match right there if atleast like 2 generators are still remaining at that time in most games. It literally shifts how survivors have to approach the entire match.

    "Like am I supposed to be like "Damn, this game is wineable but I am already over the average winrate so I should just give up?" Like no, people generally play to win, regardless of how much they are supposed to."


    No, I never said that you shouldn't try to win. I said tunneling is a low-skill strategy to be used and abused for cheap wins. I have honestly no idea where you got that from. Again, I could also bring up that it is just straight up boring to verse ontop of everything else, but "Your fun isn't my responsibility", so I will just let that go for now.

    This survivor community is sometimes so entitled, (or people like u are just ready to throw out, “you can’t even play this game no macro/no skill) I just don’t care about weaker lobbies anymore.

    I’ve just been a super active player since release. I’m just really careful with some of the people here on the forums. There are a ton of “forum mains.”

    The last person who tried to tell me about “cheap wins,” “low skill,” and “git gud, you just have to improve” had 5k posts on the forum but hadn’t even played 100 hours in DBD since 2021. I rack that up in two weeks easy.

    Sorry, but when someone plays so little (and not even on Killer), it’s hard for me to take any of their “advice” seriously. There are people (like me) who play this game competitively, and tunneling/slugging and all that stuff is just part of it.

    I mean, complaining about entitlement whilst the first three paragraphs of that same post were pretty much just entitlement too is just funny.

    It’s just funny how it always goes in the direction of: “You don’t have macro and can’t play/win any other way.”

    Again, I never said that you don't have macro. Heck, I said the opposite stating that you probably have good macro with your amount of hours. Like I said in the post before, I am talking about the average Killer, that hinders himself with tunneling, artificially boosting himself to verse opponents his skillset can't handle, which then causes him to tunnel more and use even more crutches to win.

    I honestly don't give a damn about my kill rate, but I've got my principles.

    Then why did you bring it up? That wasn't me.

  • VibranToucan
    VibranToucan Member Posts: 674

    The game gives you items in the bloodweb and in chests. It says, "Here, use this." Show me where the game says to tunnel. Is it in the tutorial? The tips on the loading screen? I must have missed it.

    Are you saying that something isn't intended because the game doesn't explicitly advertise it? By that logic using voice calls in SFW is also on the same level, I never saw the game tell me "Use discord to chat with your friends while you play with them."

    Tunneling makes people feel like crap, especially early-game, immediate tunneling. It's rare that I come across a 4-man that leaves me feeling helpless as killer. But as survivor, that feeling is ordinary. There's no way for me (in soloq) to torment killers the way they torment me when they shove me out of a match. I've never had a streak of killer games that made me feel terrible. But I've had whole weeks of survivor that have.

    I mean there are plenty of things that make me feel like crap when playing Survivor or Killer, but that doesn't mean the other side is a bad person for it or that it should be nerfed to the ground.

    It comes down to what you care about: winning or fun. I'm not interested in winning so I can inflate some stats nobody cares about anyway, and at the expense of making everyone else miserable. I want to have a fun match, and that involves having my opponents be able to perform as well. I'm not trying to immediately cripple them. I want the game to feel even and fair regardless of what role I'm playing. I want it to be close. I want everyone's scores to be decent. If I'm the killer in a match that's rapidly snowballing two minutes in and I see hope is disappearing for the other side then I'll often pull back and let them heal and reorientate themselves. Because I'm trying to play a match, not just win and leave. What's even the point of that?

    Most people find winning fun. I am sorry, but yeah if Survivors swarm the slug for a pallet save against my Bubba and hand me a 4 man slug, I am not going to say no. Like if people didn't think winning was fun, then we wouldn't have this problem in the first place. Cause people play games to have fun.

    Yes, and like you just separated them yourself we were talking about gameplay tactics, not items. Tunneling and Items are nowhere near the same ballpark of impact they have on the match, which is another reason why they shouldn't be compared. A rogue syringe or killer add-on might have a viable impact of the outcome of the match, tunneling almost definitely always has an impact on the match. Forcing a 1v3 is probably one of if not the biggest impact you can have on a match, pretty much deciding the match right there if atleast like 2 generators are still remaining at that time in most games. It literally shifts how survivors have to approach the entire match.

    Four syringes have a huge impact on a game, I would say easily higher impact than tunneling. Even if tunneling was objectively more impactful, why do you get to decide that the line of "impactful enough to be worth removing", is drawn at exactly that spot? Also, items definitely shift how killers have to approach the match. If a Survivor has a medkit, hitting them and then dropping chase is less impactful. If Survivors have flashlights, you need to be much more worry about your surroundings. You are just finding any difference and then for no real reason saying "this is the line that matters most"

    "I said tunneling is a low-skill strategy to be used and abused for cheap wins."

    Again, you could say the same about anything.

  • cogsturning
    cogsturning Member Posts: 3,160

    So because other things make you feel like crap that's a reason to perpetuate things that make other people feel like crap?

    And yeah, I do think high-skill 4-mans on comms with coordinated perks and items are unfair to the game's structure. If you come up against that and if the survivors are being trolls with body blocks and endless saves then I think dirty tactics are valid, cause those are dirty tactics too. The power balance is totally thrown off in those cases. But that's not the norm, and approaching hapless soloqers or goofy, playful partys with that same viscious approach is crappy.

  • DaSonic
    DaSonic Member Posts: 45

     why do you get to decide that the line of "impactful enough to be worth removing", is drawn at exactly that spot?

    BHVR is addressing tunneling soon, not syringes, so why don't you just ask them? It seems to be high enough on their priority list to warrant addressing. Whether or not any changes they make will have a meaningful impact is to be seen. And there are different reasons as to why they are probably addressing it. To name a few:

    1. Tunneling is a low-skill high-reward strategy. You barely need to know anything about how the game works to do it. Compare it for example with spreading map pressure, probably what I would advocate for the most. Spreading map pressure needs fairly extensive knowledge of the maps, the survivors and potentially their perks if you pick up on them, how survivors tend to spread themselves out, how your killer interacts with the map. Probably a few more things too that I can't think of the top of my head. That takes a long time to learn and lots of experience. In comparison, for tunneling you need to know: What the survivor you are tunneling looks like, knowing that anti-tunnel perks exist and maybe playing around them, or straight up ignoring them for a marginal time loss, and maybe how your killer power can help you in tunneling. A pretty low bar to set, for a potentially high reward.
    2. It is boring. There is barely any interactivity happening, and it essentially removes any meaningful gameplay for one player. You just get chased, eventually go down, get unhooked, get chased with one health state, go down, get unhooked, get chased with one health state, go down, die. The most fun one can have is in really close games, where it could really end either way, coming down to the wire. When you tunnel someone out immediately, that rarely ever happens. The game has been forcibly made a 1v3, and they are at one maybe two generators left, there is pretty much no way that is gonna happen, unless you mess up badly (in which case you should lose).
    3. It actively hinders killers from getting buffed. Since tunneling is included in the killrate and artificially boosts it, BHVR is less likely to buff killers to get their intended killrate back in line, should it be out of line without it.

    Four syringes have a huge impact on a game, I would say easily higher impact than tunneling.

    Well, when you resort to tunneling you usually don't have to worry about four syringes, just the one from the person you are tunneling. As for flashlights you might have to waste a couple of seconds checking your surroundings, maybe getting a hit by finding a survivor waiting for a flashlight save (which by the way, stopped them from repairing a generator, hence slowing the game down). The impact simply cannot be compared, no matter how overpowered you make syringes or flashlights sound.

    "I said tunneling is a low-skill strategy to be used and abused for cheap wins." Again, you could say the same about anything.

    You really can't. If you compare strategies with each other, tunneling is the easiest and cheapest one to do.

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    Thank you for correcting me. I wasn't sure if they had or not. And yeah, exactly. I mean you can still make a dent, but it doesn't feel at all like it did back in the day when you could really punish camping.

  • VibranToucan
    VibranToucan Member Posts: 674
    1. Syringes are also low skill high reward. All it does is require you to press a button and you get a health state. Unless you do it mid chase the killer doesn't have enough time to catch up and even if you are bad at looping a basic few runs around shack or something should give you enough time to get the health state. Also, you absolutely need map pressure to tunnel lol. If you just throw someone on the hook and wait just outside the camp range to go for them again, the other Survivors can just easily push through gens. Tunneling is a pretty risky strategy because if done wrong you constantly have 3 people work at gens uncontested.
    2. Okay, but killers tunnel because they find losing boring. And if you just nerf tunneling all it does it create less fun games for killers.
    3. You could say that about anything. If we nerfs Invocations or No Mither we could buff broken, but that doesn't mean Invocations should be nerfed. If there are to be buffs for nerfing tunneling, they should come along with the tunnel nerfs, not be alluded too.

    Well, when you resort to tunneling you usually don't have to worry about four syringes, just the one from the person you are tunneling. As for flashlights you might have to waste a couple of seconds checking your surroundings, maybe getting a hit by finding a survivor waiting for a flashlight save (which by the way, stopped them from repairing a generator, hence slowing the game down). The impact simply cannot be compared, no matter how overpowered you make syringes or flashlights sound.

    I mean unless you hit of the hook, which you usually only can when you give up all gen pressure and are likely going to lose anyway or if the Survivors missplay, and even then gives the unhooked Survivor a huge distance boost, the unhooker can also pop a syringe on who they just unhooked. And once you tunneled someone out the game isn't over. Doing 1.5 gens with three people is entirely feasible. Also, when I brought up Flashlights it was about your point that tunneling shifts how you approach how you have to approach a match, not the impact on the results of the match.

    You really can't. If you compare strategies with each other, tunneling is the easiest and cheapest one to do.

    Not really. Tunneling effeciently needs you to be able to split pressure on a whim, while also pressuring objectives. Easiest is just hooking anyone you see, maybe keep hookstages in mind if you see two people at the same time. And what do you even mean by "cheapest"?

    So because other things make you feel like crap that's a reason to perpetuate things that make other people feel like crap?

    No, it means exactly what I said it means in my previous comment. You can't appease everyone. If we tried to do that we'd be playing a completely different game. I hate Oni. But that doesn't mean I think Oni should get nerfed to Skull Merchant levels. "I don't like X" is not a good reason to want it removed from the game, especially without compensation.

    And yeah, I do think high-skill 4-mans on comms with coordinated perks and items are unfair to the game's structure. If you come up against that and if the survivors are being trolls with body blocks and endless saves then I think dirty tactics are valid, cause those are dirty tactics too. The power balance is totally thrown off in those cases. But that's not the norm, and approaching hapless soloqers or goofy, playful partys with that same viscious approach is crappy.

    Weird how that only comes up now. So what nerf to SWF do you propose come to the game along with the nerf to tunneling?

  • cogsturning
    cogsturning Member Posts: 3,160

    It came up now because you brought it up, even though we were talking about items and not SWF. But comparing SWF to tunneling is wildly unfair. The amount of pro, super-coordinated 4-mans is much lower than instances of tunneling. As killer, I rarely see them. Most people in parties are not some psycho meta squad. I've played with many people and I've never had much of an advantage because of it. Often, it's the opposite, because the reckless altruism gets us all killed. Playing together doesn't make you magically good at the game.

    But as survivor, there's tunneling in about every 5th match I play. Everyone across the MMR spectrum has to deal with tunneling. Pro 4-mans, not so much.

  • DaSonic
    DaSonic Member Posts: 45
    edited August 2025

    Syringes are also low skill high reward. All it does is require you to press a button and you get a health state. Unless you do it mid chase the killer doesn't have enough time to catch up and even if you are bad at looping a basic few runs around shack or something should give you enough time to get the health state. Also, you absolutely need map pressure to tunnel lol. If you just throw someone on the hook and wait just outside the camp range to go for them again, the other Survivors can just easily push through gens. Tunneling is a pretty risky strategy because if done wrong you constantly have 3 people work at gens uncontested.

    I mean, syringes are low skill, but outside of chase do you know what is also low skill? Holding M1 on a survivor for 16 seconds. I do agree that it can save time to use a syringe if you don't tunnel, but it takes as little skill as healing outright, which is literally holding a button and hitting some skillchecks. But when you get tunneled you still need to not get hit in order for it to work. I honestly don't understand this argument at all.


    Besides, you are completely overlooking the fact that Killer perks exist. People that tunnel usually bring a plethora of gen slowdown perks like dead man's switch, grim embrace, corrupt, deadlock, pain res, surge, heck even thrilling tremors if you wanna get fancy. These perks literally take the job of having to apply some map pressure by just passively slowing the game down, or pushing survivors in a certain direction in corrupt's case. It requires no input from the Killer besides pain res (which is probably one of the worst tunnel perks anyways since it requires you to hook different people, and at that point you aren't tunneling anymore, you are splitting hooks) and applies map pressure by itself.

    Not really. Tunneling effeciently needs you to be able to split pressure on a whim, while also pressuring objectives. Easiest is just hooking anyone you see, maybe keep hookstages in mind if you see two people at the same time. And what do you even mean by "cheapest"?

    Okay, are we talking about the same tunneling? When you tunnel, you don't split pressure pretty much at all, unless the person that is being tunnelled is currently on the hook in which case you would usually try to disturb survivors from completing generators. Tunneling is specifically used because you DON'T need to split pressure or objectives, rather hyperfixating on making the game a 1v3 in the shortest amount of time.


    Also, by "cheapest" I mean, once again, that it is low skill high reward. You slap on gen slowdown, load into the match, find the mikaela, down her, hook her, go to some gens to get survivors of of them if your perks didn't do that by themselves until she is unhooked, then return to down her again, presumably whilst she only has one health state since she just got unhooked, rinse and repeat. In most cases the survivor is dead and only a couple generators have been completed in that time, and with 2 gens or more remaining, the game is already decided unless you mess up badly (which by the way, should mean that you lose). Again, in a 1v3 once you have hooked one more person, all you need to do is find one other survivor and chase them. Now you have 1 survivor on hook, 1 survivor being chased 1 survivor having to go for the rescue. 0 generator progress. This is why forcing a 1v3 fundamentally breaks the game and why tunneling (from the start of the game) needs to be addressed.

    Edit: Mentioning @VibranToucan because I forgot to in the post

  • VibranToucan
    VibranToucan Member Posts: 674

    Why should commonality determine balance? Hag is the lowest pickrate killer in the game. Does that mean they should never change hag again? What about maps? Map offerings are extremely rare nowadays and there are lik 45 different maps you could go to, so odds are any given map is very rare, and each time they add a new one all the other become more rare. Should they never rebalance maps? Or does the arbetrary line get drawn somewhere between these points?

    I mean, syringes are low skill, but outside of chase do you know what is also low skill? Holding M1 on a survivor for 16 seconds. I do agree that it can save time to use a syringe if you don't tunnel, but it takes as little skill as healing outright, which is literally holding a button and hitting some skillchecks. 

    Thats why I said low skill, high reward. Even ignoring you can use the medkit normally between popping a syringe, saving 16 seconds for each Survior or 32 second total is huge. There are definintely tons of games where the results would have been completely different if the last gens popped 32 seconds earlier/later.

    But when you get tunneled you still need to not get hit in order for it to work. I honestly don't understand this argument at all.

    If Survivors go down consistently in less than 16 seconds, that is a skill issue on their part, and the killer would very likely have won without tunneling. And if you don't get for 16 seconds off the hook its a free health state.

    Besides, you are completely overlooking the fact that Killer perks exist. People that tunnel usually bring a plethora of gen slowdown perks like dead man's switch, grim embrace, corrupt, deadlock, pain res, surge, heck even thrilling tremors if you wanna get fancy. These perks literally take the job of having to apply some map pressure by just passively slowing the game down, or pushing survivors in a certain direction in corrupt's case. It requires no input from the Killer besides pain res (which is probably one of the worst tunnel perks anyways since it requires you to hook different people, and at that point you aren't tunneling anymore, you are splitting hooks) and applies map pressure by itself.

    Dead Man's Switch requires you to let go off the gen, which in your view of tunneling the killer doesnt do. Grim Embrace requires different hooks to be remotely good. Corrupt only blocks some gens, meaning Survivor can just do the others and deactivates once you get a down. Surge requires the person to take chase to the gens being done. Thrilling Tremors only blocks gens nobody is working on. Deadlock and Pain Res are the only ones where you get free pressure without doing anything while tunneling. And by the same logic, Survivors have perks and items. Deja Vu, Hyperfocus, Brand New Parts, etc…

    Okay, are we talking about the same tunneling? When you tunnel, you don't split pressure pretty much at all, unless the person that is being tunnelled is currently on the hook in which case you would usually try to disturb survivors from completing generators. Tunneling is specifically used because you DON'T need to split pressure or objectives, rather hyperfixating on making the game a 1v3 in the shortest amount of time.

    You need to effeciently pressure objectives while the Survivor is on the hook, while also being in the position to return in time before they sneak off. Don't pressure enough and the team pushes through gens before the tunnel is done, too much and you lose your tunnel target.

    Also, by "cheapest" I mean, once again, that it is low skill high reward.

    If cheap means "low skill high reward", then anything is cheap. Lets talk about window vaults. By vaulting one you get distance on the killer for the price of holding shift and pressing a spacebar. Slap on Finesse to make the vault save and Lithe to get distance to use it on the next vault. Also it is not technically impossible to win as Survivor without using vaults? So is vaulting a cheap tactic that needs to be addressed?

    You slap on gen slowdown, load into the match, find the mikaela, down her, hook her, go to some gens to get survivors of of them if your perks didn't do that by themselves until she is unhooked, then return to down her again, presumably whilst she only has one health state since she just got unhooked, rinse and repeat.

    The average killer cannot teleport back to the hook. If you leave to pressure gens and the Survivors play it well, odds are they are gone by the time you return to the hook. And if you don't pressure gens you don't pressure gens. Unless you play Blight or Kaneki pressuring Gens and unhooks at the same time is far from easy.

    Also if tunneling is as OP, easy and common as y'all are saying it must have a massive effect on the killrate and just removing it would drop it massively. Even in your view, it would argue for massive killer buffs along with anti-tunnel changes, not just anti-tunnel changes.

  • DaSonic
    DaSonic Member Posts: 45

    If Survivors go down consistently in less than 16 seconds, that is a skill issue on their part, and the killer would very likely have won without tunneling. And if you don't get for 16 seconds off the hook its a free health state.

    Well you can't really generalise and say that a survivor should never go down quickly since that also undermines Killer skill or any Anti-Loop powers of the ever growing roster of Killers. And you know, if the Killers could have easily won without tunneling in that case, why didn't he do it? Because it is easier to do with tunneling. Honestly, in all, comparing a playstyle with items doesn't make sense either way, that's like comparing professional football players via the shoes they are wearing and how that somehow dictates how they play and not just by how they play.

    Dead Man's Switch requires you to let go off the gen, which in your view of tunneling the killer doesnt do. Grim Embrace requires different hooks to be remotely good. Corrupt only blocks some gens, meaning Survivor can just do the others and deactivates once you get a down. Surge requires the person to take chase to the gens being done. Thrilling Tremors only blocks gens nobody is working on. Deadlock and Pain Res are the only ones where you get free pressure without doing anything while tunneling. And by the same logic, Survivors have perks and items. Deja Vu, Hyperfocus, Brand New Parts, etc…

    I mean, I disagree but I'll chalk this up to the difference in what we play and how strong we percieve different perks. The answer is probably somewhere in the middle. Agree to disagree.

    If cheap means "low skill high reward", then anything is cheap. Lets talk about window vaults. By vaulting one you get distance on the killer for the price of holding shift and pressing a spacebar. Slap on Finesse to make the vault save and Lithe to get distance to use it on the next vault. Also it is not technically impossible to win as Survivor without using vaults? So is vaulting a cheap tactic that needs to be addressed?

    This is just a logical fallacy, because you can't break down complicated bigger things into smaller simpler things, and then claim the entire thing is simple as a result.

    Vaulting as an action itself might just require a button press, but much more goes into it to make it meaningful in the game. As a survivor and also killer you have to be able to judge your angle to the vault, distance to the vault, distance to the killer or survivor, whether it is useful to vault, whether it is useful to pull a mindgame or not, (this only for survivors) whether the angle you have to the vault will result in a medium or fast vault, which might change how you approach it and if you do decide to vault where to go after the vault. And of course, actually pressing the button to vault. In a vacuum, each of these things might be simple and given some time, you could probably determine the optimal play, but in a game, where you might have to do splitsecond decisions based on all of these things and more like whether the survivor or killer is doubling back, it is a very complicated task to do in a fairly fast paced game like DBD.

    Don't get me wrong, in a lot of cases the answer to the question of "should you vault" is an obvious one, depending on the circumstances, but when killer and survivors are mindgaming each other at a loop and you make the right decisions based on game knowledge and prior experiences, that's what one would call skill. The difference to tunneling in this case, is that vaulting is a high risk play in a lot of cases, where one wrong splitsecond decision vault could mean getting hit or downed, as to where tunneling is a safe bet in most cases. As killer, you usually have to worry about quite alot of things in a game at all times if you don't tunnel, like what the map looks like, tracking where survivors are, having a general overview of gen progress on non completed things, an overview of survivor resources and maybe even perks.

    Why? Because they have a huge impact at how you approach the game and where you want to be at anyone time. With tunneling, the answer of where you wanna be is obvious at all times. At the start of the game you need to find your tunneling target, and then chase them. When you hook them, go to a generator that might be getting worked on, but not too far away from the hook as to where you can't return it. With ever smaller maps that's getting easier and easier aswell. Once the target gets unhooked, you return to the hook, where, unless you ran to the opposite site of the map (which should result in you getting punished since its a misplay and should be obvious if you plan to tunnel), you will either find the survivors healing, or scratch marks leading to them. Rinse and repeat. The first survivor will be dead fairly quickly and now you are at a massive advantage with the 1v3. Just one more hook and finding another chase is enough to halt generator progress completely. But hey, you still have 2 generators left if you tunneled well, or 1 if you didn't.

    Also if tunneling is as OP, easy and common as y'all are saying it must have a massive effect on the killrate and just removing it would drop it massively. Even in your view, it would argue for massive killer buffs along with anti-tunnel changes, not just anti-tunnel changes.

    Okay, I will adjust my theory for you in that case. When the Anti-Tunnel changes take effect and everyone would stop tunneling immediately, then yes, for a while, I would expect the kill rates to fall, as people who have relied on it to win games lose more games. After a while though, it would adjust again and probably rise back to a similar, probably slightly lower Killrate as peoples MMR adjusts since they after a while will verse people that they can beat without tunneling. Killrates probably won't quite reach what they were before the anti-tunnel changes though, and that's where you then can apply buffs to rectify this issue. You could of course buff killers along with the tunnel changes, but if the tunnel changes turn out to be worthless, you have suddenly just massively buffed killers. Whether BHVR will go the route of Anti-Tunnel Changes first, killer buffs or later, or both at the same time, with potential killer nerfs down the line is up to them. One of the two has to happen, and depending what role you play most, you would probably prefer one of the two options. Either way, BHVR will get heat for their decision.

  • VibranToucan
    VibranToucan Member Posts: 674
    edited August 2025

    Well you can't really generalise and say that a survivor should never go down quickly since that also undermines Killer skill or any Anti-Loop powers of the ever growing roster of Killers. And you know, if the Killers could have easily won without tunneling in that case, why didn't he do it? Because it is easier to do with tunneling.

    I mean not really. If you don't last more than 16 seconds in chase consistently the skill between you and the killer is big enough so that the killer deserves to win. Also, killers tunnel because they don't know that. You don't know if the game is easy or hard until you a certain amount of time invested in it. And sometimes if you want to win you need to tunnel.

     Honestly, in all, comparing a playstyle with items doesn't make sense either way, that's like comparing professional football players via the shoes they are wearing and how that somehow dictates how they play and not just by how they play.

    I mean if the shoes had a huge effect on the outcome of the game, with different types of shoes offering different huge upsides and downsides, and each player picking different shoes based on what they want to do, then yeah they should be discussed the same as strategy.

    Vaulting as an action itself might just require a button press, but much more goes into it to make it meaningful in the game. As a survivor and also killer you have to be able to judge your angle to the vault, distance to the vault, distance to the killer or survivor, whether it is useful to vault, whether it is useful to pull a mindgame or not, (this only for survivors) whether the angle you have to the vault will result in a medium or fast vault, which might change how you approach it and if you do decide to vault where to go after the vault. And of course, actually pressing the button to vault. In a vacuum, each of these things might be simple and given some time, you could probably determine the optimal play, but in a game, where you might have to do splitsecond decisions based on all of these things and more like whether the survivor or killer is doubling back, it is a very complicated task to do in a fairly fast paced game like DBD.

    Don't get me wrong, in a lot of cases the answer to the question of "should you vault" is an obvious one, depending on the circumstances, but when killer and survivors are mindgaming each other at a loop and you make the right decisions based on game knowledge and prior experiences, that's what one would call skill. The difference to tunneling in this case, is that vaulting is a high risk play in a lot of cases, where one wrong splitsecond decision vault could mean getting hit or downed, as to where tunneling is a safe bet in most cases. As killer, you usually have to worry about quite alot of things in a game at all times if you don't tunnel, like what the map looks like, tracking where survivors are, having a general overview of gen progress on non completed things, an overview of survivor resources and maybe even perks.

    Why? Because they have a huge impact at how you approach the game and where you want to be at anyone time. With tunneling, the answer of where you wanna be is obvious at all times. At the start of the game you need to find your tunneling target, and then chase them. When you hook them, go to a generator that might be getting worked on, but not too far away from the hook as to where you can't return it. With ever smaller maps that's getting easier and easier aswell. Once the target gets unhooked, you return to the hook, where, unless you ran to the opposite site of the map (which should result in you getting punished since its a misplay and should be obvious if you plan to tunnel), you will either find the survivors healing, or scratch marks leading to them. Rinse and repeat. The first survivor will be dead fairly quickly and now you are at a massive advantage with the 1v3. Just one more hook and finding another chase is enough to halt generator progress completely. But hey, you still have 2 generators left if you tunneled well, or 1 if you didn't.

    You could the same exact thing about vaulting abouT tunneling. Tunneling absolutely can lose the killer a game. And it is also a complex thing that requires a lot of decision making that you are oversimplifying here.

    Okay, I will adjust my theory for you in that case. When the Anti-Tunnel changes take effect and everyone would stop tunneling immediately, then yes, for a while, I would expect the kill rates to fall, as people who have relied on it to win games lose more games. After a while though, it would adjust again and probably rise back to a similar, probably slightly lower Killrate as peoples MMR adjusts since they after a while will verse people that they can beat without tunneling. 

    That theory can't account for top or bottom MMR. Bottom MMR players can't fall lower, and top MMR players will match with the closest player. You can't have a top MMR made only out of Survivors.

    Killrates probably won't quite reach what they were before the anti-tunnel changes though, and that's where you then can apply buffs to rectify this issue. You could of course buff killers along with the tunnel changes, but if the tunnel changes turn out to be worthless, you have suddenly just massively buffed killers. Whether BHVR will go the route of Anti-Tunnel Changes first, killer buffs or later, or both at the same time, with potential killer nerfs down the line is up to them. One of the two has to happen, and depending what role you play most, you would probably prefer one of the two options. Either way, BHVR will get heat for their decision.

    Buffing down the line as a concept does not work well, if you want people to keep playing. If you nerf killer and then tell killer players "Hey, you might have a killrate of 24% against SWF now, but in a few months to year we will fix it" then people are just not going to play killer for a few months. Look at Skull Merchant. Her playrate is less than half of what it was when she got nerfed. If you want to nerf something, without it affecting the overall playrate, then the buffs need to come alongside it.

  • StalkingYou
    StalkingYou Member Posts: 394
    edited August 2025

    Tunneling is a necessary evil

    Many games against strong teams are impossible to win without tunneling if you are playing lower tier killers

    Anyone who says this is not true is deluded or is trying to gaslight; there is no way to reliably win against good teams by spreading hooks evenly as Trapper or Ghostface

    If they buff those killers and then buff the playstyle then they should nerf tunneling/camping

    No player who plays this game seriously/at a high level like comp thinks that tunneling should be nerfed further right now, especially not by giving SWFs more basekit meta perks

    And of course you have the midwits writing essays trying to make this very simple issue very complicated; this is one of the simplest issues in the game. Some killers tunnel because they are bad, yeah, but brainless tunneling gets punished and backfires into a loss against a good team. Effective tunneling takes some strategy (contrary to what people will say). Most killers tunnel because the situation they are in requires it, mostly games against strong SWF who are also doing anything and everything to win. Nerfing tunneling not only makes those games impossible but is also such a bias because both sides are doing everything they can to win in that situation and you're only singling out one side and going "you're the problem and deserve to be punished" while survivors are minmaxing gens, prerunning, and are cracked in chase