http://dbd.game/killswitch
Are people really that upset about the anti-tunnel?
Comments
-
Tunneling isn’t something personal or “evil”; it’s a legitimate reaction tool for the killer. The killer responds to live, in-match information: poorly played hooks, positioning, spent resources, lack of rescue tools, bad rotations. If the unhooked survivor runs unprotected into a dead zone or someone is available on death hook, it’s rational to chase that target. Expecting the killer to ignore those opportunities just because the other side misplays is a double standard—survivors optimize too (gen-splitting, focusing the weakest link, body blocks, items/perks). As long as counterplay exists (OTR/DS, coordinated saves, info), tunneling is a permissible, situational response — not mandatory, but legitimate. Penalizing the killer for reacting correctly to visible information is absurd and shows where the game is heading: toward safety nets and balance built around very poorly playing survivors who, on top of that, don’t even want to learn.
already wrote this in my steam review:
What BHVR’s rolling out is straight-up dumb: more survivor safety nets that reward bad play while punishing the killer for, y’know, reacting.
And no, I don’t care what consolation buffs killers get—none of it fixes being told to play blind and ignore stuff happening right in front of you because “you shouldn’t.” You can’t have a PvP game where one side gets to play bad with zero pressure to improve, while the other side is forbidden to punish the misplays they’re literally watching. It’s wild—no other game does this. Play bad? Here’s your shield and a buff. React to bad play? Here’s your penalty.
This doesn’t reward good killer macro; it actually rewards bad survivor macro.
- Unhook Protection = all-inclusive shields
30s mini-godmode after unhook: Haste, Endurance, “elusive”/concealment (less info/tracks), sometimes killer aura reveal, no loud unhook notif, delayed hook status, etc.
Result: Unsafe unhooks aren’t punished—they’re masked. Team can play over-aggressive and the killer is told to “move along.” If I stay, I’m the bad guy; if I leave, it’s a free gen rush. That’s rewarding bad survivor macro (greedy trades, hook rush) instead of good play. - Hiding hook info = banning reaction
Killer doesn’t instantly see hook state, no hook ping, sometimes no hook aura. So: less info exactly when good reaction matters (anticipate trades, separate saver vs. saved, hold zone). That’s not “balance,” that’s blindfolded killer. Again: good killer macro (zone control, informed swaps) gets nothing. - “Hook someone else” bonuses = forced target swap
Sounds nice (“play fair, get Haste/gen-kick/aura ping”), but it’s basically a design shove: play our way or pay. It shifts skill from macro (holding zone, prioritizing) into a gen-kicking minigame. Survivors can even trade bad unhooks because the killer is incentivized to walk away.
Meaning: Mistake ≠ consequence; it’s “mistake → killer, please swap targets.” Bad survivor macro = protected. - Hard tunneling penalties are backwards
Early kill before 6 hook states? Team repair +25% and/or killer can’t block/kick/regress gens. So… if I play efficiently, I get punished and they get faster.
Literally “Play dumb, win dumb prizes—(for the killer).” Why would I secure a strong zone if a quick kill slams me with a gen lockdown debuff? That devalues good macro and rewards bad survivor macro (feeding in a hotspot). - Anti-slug on top = bodyblock fiesta
Combine unhook shields, info denial, target-swap candy with anti-slug thinking and you get: dive in, trade, mask it, while the killer loses reactive tools—the exact stuff that makes the role deep. Slugging isn’t pretty, but it’s a counter-tool vs. that over-aggression. Removing it protects bad survivor macro even more.
Everything this game is drifting toward: bad survivors can do whatever they want—no matter how aggressive, careless, or dumb—no consequences, still a good time. The killer? Not a threat, just the party clown to entertain the group. And when survivors lose interest because two things don’t go their way, they just DC for free and queue the next match. (Yes, really—no DC penalty when the round goes bad for them.)
Meanwhile the killer has to watch a hook get sabo’d, someone intentionally go down in a pallet, the full team rush in with flashies/body blocks/whatever—and the second you react correctly, it’s: “Yup, try to pick—nope, that’s evil… slugging.” And tunneling as a clear consequence? Also not allowed.
Play like a killer and you get punished; play badly as survivor and you get bubble wrap.3 - Unhook Protection = all-inclusive shields
-
One other note about the hook stage vs gen time changes, if I'm remembering my patch history correctly, the hook stages were changed at the exact same time the gen repair extension happened, or within a week or two after at the worst.
You are misremembering very badly. Gens got their charge increase in 6.1, hook timers got updated in 8.2, two whole -years- later, not weeks.
As it turns out, 10 seconds extra of hook time on the first hook of the game translates into around 30 seconds of gen time, which completely negates (and then some!) any benefit the killer received from extending the generator repair time.
Except A) It's only thirty seconds if the killer puts literally zero pressure on anyone else, B) It's still in the survivors' best interests to unhook as soon as possible, as an incapacitated survivor reduces gen efficiency. and C) It was 50 seconds of extra gen time total, so even a total misplay wouldn't fully offset the gen increase, at least in one hook.
It's kind of what @ratcoffee mentioned: Any value, even if perceived in such a myopic perspective that it disregards all drawbacks, is labelled as 'unfair'.
2 -
Self report that you didn't watch it, 16:30 he explains he plays 80:20 and usually in SWF.
If your actual goal is to ensure fair and balanced argumentation, since you're so keen to promote that, doesn't it track you should at least hear the argument first before you disregard it?
-1 -
I'm not against the anti-tunnelling measures but what survivors get for free when taken off the hook is honestly a bit excessive. Because once you're off a hook you get:
A 10 second delayed notification to the killer
30 seconds of the following:
-Haste
-Endurance
-No scratch marks
-No blood pools
-No pain noises
-No killer instinct
-Seeing the killer's aura within 32 meters (Not sure if this is affected by open handed yet)
And if somebody else is using borrowed time, those bonuses go up to 42 seconds. That's nearly three quarters of a whole minute. Like you could just keep the delayed unhooking notification, the 30 seconds of endurance and haste and that'd be more than enough to discourage tunneling. I do think there's such a thing as putting too much into something and it almost feels like the game's just hand holding you?1 -
Like you could just keep the delayed unhooking notification, the 30 seconds of endurance and haste and that'd be more than enough to discourage tunneling.
I doubt it. The unhooked target is still the obvious must-pick, so why wouldn't the killer go for them?
1 -
Pure assumption on my part here but I'm guessing it's excessive because of folks who will just hang around the general area of the hook. Looks like theyre making it simply not worth doing.
3 -
both sides are sweaty yet only one is seen as a problem that needs fixing
0 -
Just adding onto your point about hook timers, it's only 20 seconds because even in the worst case, the survivor only spends 2 of their 3 hook states waiting to be unhooked as the third one causes them to be sacrificed instantly.
0 -
As a killer main, I'm not calling you dumb or flat out in the wrong. Spreading hooks is ideal in this game to me. For a fun DBD game on both sides, I think killers need to not tunnel, but Survivors need to act like the killer will. This way I can chase people of gens, force them to heal up to stay safe, and buy me time to have more chases.
The concern however, is survivors exploiting ant-tunnel mechanics in a way they weren't suppossed to be. In the PTB, I was playing Myers, going for 8 hooks before my first kill, but this one Vee lady kept body blocking me from going after one of the only 2 survivors not dead on hook. I tried to M1 her, but thanks to me being in Evil Incarnate mode, I insta moried her instead. The game then punished me by blocking me from gen kicking for the rest of the trial.
I'm pretty sure this player wanted me to down her so she could use decisive strike, but it's one of many cases where survivors can intentionally exploit a feature meant to counter tunneling in a way it shouldn't.
1 -
It's 10 additional seconds of gen time per survivor on a gen.
Since the biggest issue usually occurs with the first chase and hook, it works out to:
3 survivors on gens x 10 seconds of additional time-on-gen per survivor = 30 seconds total additional progress
This does compound over the course of the match, of course, since there are two exploitable hook stages per survivor and multiple survivors to get hooked.
This leads to the common use of tunneling to make it a 3v1 ASAP, as well as highlights the problem with "eye for an eye" types of balance patches. Specifically, it means that one side lost an eye ages ago leading to an eye being taken from both sides now.
Apparently people don't understand what "balance" means and complain about a "one-sided" change without realizing that the change is one-sided at this particular point in time precisely because it was already out-of-balance in the other direction already.
-2 -
@Firellius also pointed out loud that it's in survivor's best interests to unhook ASAP most of the time because 3 survivors on gens is more progress than 2 on gens and 1 on hook, so the "30 seconds per survivor per hook states" only really applies if the killer is proxy camping and refusing to let survivors unhook, in which case good those killers should get punished
3 -
Since the biggest issue usually occurs with the first chase and hook, it works out to:
Again, this requires the killer to stand around like a dead fish and let survivors do their gens. Otherwise, you're not going to have three on gens.
1 -
First off, you said it yourself, casual survivors. Casual survivors are not what im seing in a majority of matches and for these people, this update can create an immense power trip. Just guess why they allowed the changes to be disabled in custom games. Because they know how unfair it would be in a competetive setting. Sadly, thats where base dbd is already going towards. The competetive setting isnt a myth. Its very much real in many public matches. What do comeptetive players enjoy doing? Optimizing everything and this update gives them a LOT to work with.
This update is making things worse. So much worse in fact, that its not going live at all.
You are looking at the changes form a superficial perpsective. Killer cant be generalised, as there are multiple with different levels of strenght.
While your typical nurse or blight wont get damaged much by this, a killer like Trapper does. There are killers that struglle getting their first downs due to pre dropping and the lack of a strong chase power. These killers, pig or sadako for example, tend to make a comeback through their power allowing them an instantly kill a survivor. Now they are supposed to get punished for exactly doing that.Other killers like trapper or hag cant really decide who to go for. They tend to chase whoever interacts with their traps. Survivor got unhooked and stepped into your trap? You know, something THEY did wrong? Well, you cant punish them or you will be punished for punishing their mistake.
I personally disagree with this on a fundamental level.
0

