http://dbd.game/killswitch
So... when is the anti-tunnel and anti-slug measures BHVR promised is coming in...?
Getting pretty exhausting having to deal with certain killers tunneling or slugging, and I'm finding them WAY too often.
I get that it's a supposed 'strat', but at the end of the day it gets tiring with having to deal with it constantly.
It's to the point that I'd rather wait for 2v8 to come out and play that 24/7. That was the only mode enjoyable for both sides imo.
Comments
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Soon ™.
(Most likely not this year, they first need to grow balls of steel)
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an unpcoming ptb aka never
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Hopefully never, they will be a massive decline in gameplay quality and the inevitable compensation / killer design change will make the game so much less enjoyable.
edit: to people downvoting me, do you genuinely want the game to turn into blight (krasue/ghoul moreso) by daylight? or do you just completely lack the ability to understand cause and effect and think they'll actually keep making fun and interactive mid tier (as of today's standard) killers in the dbd with these systems?
Post edited by SpringMyTrap on-45 -
When getting tunneled and camped out at 5 gen… def needs to be soon.
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People are always mentioning these endless Blights that I basically never see.
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They did not. They said 'a future patch', so they've not set any kind of timeframe anymore. It's entirely possible it'll be years before they make another attempt.
This argument always assumes the game would be horribly unbalanced without tunnelling and slugging to underpin 'weak' killers, something that hasn't been proven in the slightest but gets rammed down everyone's throat regardless.
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I think they updated the road map. The anti-tunnel/slugging changes are scheduled for October - January.
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no, it assumes it WILL BE BALANCED :)
DbD is balanced around casual survivors AND killers.
it aint going to tell only ONE half of the playerbase to "get good" while lowering the skill requirements for the other, it's not how things work here. either everyone has to get good or nobody does.
if they remove killer's macroplay that is vital for equal skill performance, then they're going to make up for that anyhow which you can see with killer design philosophy changing to more consistent and efficient chase powers with less defined or functional counterplay.
you can already see it with ghoul/krasue fundamental design - unavoidable free hit + freest catch up / mobility in the game + scamper for ghoul or unmindgameable / uncounterable head/body form powers with slow burn free tag, scamper and catch up.
the only way this whole thing works out is if they somehow manage to create an ACTUALLY viable compensation for tunnelling / slugging removal in which case the only consequence will be in DRASTICALLY increased amount of "win harder" killer matches and gen repair simulator.
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I hope its soon, I hate the fact Im punished when as killer I dont tunnel because I give survivors more time on gens and strong perks like dead hard which cost me time later on and loose me the game, another big fact is if I had ptb effects from unique hooks I wouldnt loose or just hardly 2k many games which is irritating.
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This argument always assumes the game would be horribly unbalanced without tunnelling and slugging to underpin 'weak' killers, something that hasn't been proven in the slightest but gets rammed down everyone's throat regardless.So you think on higher mmr weaker killers are common and 4k same as a-tier killers and killers above?
Personaly I dont think so, even if killer like hag who is now around high b-tier can win against momos swf team but only if they missplay which is rare with these teams then she gets 2k max and 1k if she plays good. Ghostface another killer whose power can be controled by survivors and influenced super easy with swf, he is one of and probably the most bullyable killer in the entire game and you say to me that he can get 12 hook game against strong survivor team or strong swf casualy.
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Buddy… it's already Blight, Nurse, Krasue, Ghoul nonstop in my games without anti-slugging/anti-tunnel in place. This argument holds absolutely no weight.
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buddy, if you'd rather keep facing these killers and have the game balanced around them instead of having THEM balanced, I think you should heavily reconsider your priorities.
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I think both need to be taken in to consideration to be fair the killers aren't the only thing that needs to be tweaked as the more they release the more the likely the outcome is going to be the same
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Purely a guess on my behalf, but i suspect they might give it another go maybe after the SBMM update
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I'd like to have actual balance discussions instead of this bullshit "the game will die" every single time.
Zero constructive feedback for how to actually improve on the problem, let alone fix it, while avoiding these self proclaimed "catastrophies".
We can't even have a meaningful discussion because of doom posts like this that just serve to derail useful conversation about it.
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The doom posts are a real concern though, and they aren’t there to derail conversations.
The phase 2 changes were completely out of control, and would have caused massive issues if they reached live. There shouldn’t even be conversations of “what SMALL changes can we make to fix it”, because the PTB was so bad that they need lots of major changes in order to be acceptable.
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it aint going to tell only ONE half of the playerbase to "get good" while lowering the skill requirements for the other, it's not how things work here.
That is absolutely how things work here. Every bit of killer powercreep has been met with survivors being told to 'get good'. Complaints about tunnelling get met with 'just loop for 5 gens, 4head'.
Every single killer buff gets forgotten by the end of the week they're released and then we're back to footstomping on the forums, demanding more killer buffs. This is absolutely how things have been working for the past couple of years.
if they remove killer's macroplay that is vital for equal skill performance
Tunnelling is the absolute lowest level of macroplay that any bot could figure out. This argument always tries to present some kind of grand strategic choice but ultimately always comes down to 'just tunnel 24/7 lol'.
you can already see it with ghoul/krasue fundamental design - unavoidable free hit + freest catch up / mobility in the game + scamper for ghoul or unmindgameable / uncounterable head/body form powers with slow burn free tag, scamper and catch up.
Ghoul got released before anti-tunnel's design was even on the table. You think they released a killer designed around anti-tunnel, months before their first attempt at anti-tunnel?
This is defeatism for argument's sake, where there's a hope that they're the way they are because of the anti-tunnel, because then you can claim that anti-tunnel is the cause. Sadly, though, both of these released without anti-tunnel, one of them long before anti-tunnel, so it's more likely that BHVR just keeps powercreeping killers, and anti-tunnel has nothing to do with it.
Also, we didn't get anti-tunnel, but we did get Ghoul and Krasue, so the threat of getting broken overpowered killers is kind of moot by now. The reversal of the anti-tunnel changes did not see these two get adjusted in any way, so the choice is basically 'get all the alleged drawbacks of the anti-tunnel without the anti-tunnel' or 'get all the alleged drawbacks of the anti-tunnel with the anti-tunnel', and that's a very easy choice to make.
The doom posts are a real concern though, and they aren’t there to derail conversations.
They are absolutely there to derail conversations. Just in the post quoted, they refer to an 'inevitable' compensation or killer design change that will make the game much less enjoyable.
Given we've had one (1) iteration of this system, this is just absolute doomposting without any constructive criticism or logical underpinning. It's got 'We've tried nothing and we're all out of ideas' energy to it.
It's declaring the problem unsolvable, not because of a genuine belief that it is, but because it's a problem they don't want solved.
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It’s absolutely terrible that the AFK crow update and the Go Next update was absolutely flooded with “survivors should NEVER EVER be punished if they don’t deserve it”…
….and these same people are like “killers should VERY OFTEN be punished if they don’t deserve it”. Because that is what the phase 2 changes did.
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So from my perspective (97/3% killer main) I think some changes need to be made, this is completely unbiased as I hardly ever touch survivor in fact I have over 1100 in game hours on killer and only 99 on survivor.
So we all can agree that hard tunneling combined with camping/proxy at 5 gens can and do win games that's an undeniable truth. We see then stats of 80+ KR daily, the win streaks daily, and what they all have in common. If hard tunneling wasn't as strong as it is then you wouldn't have so many people staunchly defending it while refusing to admit these things wouldn't be possible without it.
I do in fact think the 1st iteration was over kill from the perspective of someone who rarely if ever tunnels. 6 hooks and all gens being blocked was crazy. I feel like 4 is more reasonable due to the fact that someone dead at 4 hooks is without a doubt hard tunneling.
The BK tenacity wasnt needed. The 90 secs slug prevention in my eyes was fine I mean come on outside of end game why in the world are you slugging for that long.
The perks of not tunneling were kinda meh but also good as you actually got a basekit benefit for going unique hooks, which if you already did you got nothing for so it was just a straight up buff.
I do think removing tunneling entirely would make killer extremely unbearable and most of the vets would probably drop it. As it stands tunneling has never been truly addressed and I think it's time we actually see how the game would fair with a bit of it's power stripped away, you can doom post all day long but no one actually knows exactly how it would play out. Making straw man arguements definitely isn't the way to go.
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Year 11 will surely be the year for these changes.
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I do in fact think the 1st iteration was over kill from the perspective of someone who rarely if ever tunnels. 6 hooks and all gens being blocked was crazy. I feel like 4 is more reasonable due to the fact that someone dead at 4 hooks is without a doubt hard tunneling.
The BK tenacity wasnt needed. The 90 secs slug prevention in my eyes was fine I mean come on outside of end game why in the world are you slugging for that long.
The perks of not tunneling were kinda meh but also good as you actually got a basekit benefit for going unique hooks, which if you already did you got nothing for so it was just a straight up buff.
All of this was exactly how I felt too. Four hooks was the way. There's no reason they couldn't have made adjustments and tried it. If it didn't work out right, change it. Two days of a limited test group with zero adjustments wasn't enough to gather any meaningful data. And it's not as though you couldn't still hard tunnel. If you get someone out at 5 gens you're probably still gonna win even with these penalties. If a game is snowballing heavily in my direction, I often don't even waste time kicking gens. I don't bring regression perks either. So the gen stuff isn't as game-ending as people made it out to be.
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I really hope so soon… This strategy has been the most rewarding concept in the game since the beginning for killers. I wish I knew how to fix it and tell the devs how to do it, but i don't think anyone knows how. It boils down to the question of: what can replace tunneling that is equally as rewarding for killer and keep survivors in the game? A solution that would both sides happy?
I hate being tunneled and hate having to rely on a singular perk that slaps the obsession on me and works only one time in a match — i still question as to why they dont make DS available as many times as DH (deactivating it end game, i understand). I'm only here for the addictive skill checks!
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Depends on your MMR. My MMR is at the point where most of my matches are against mediocre killers trying to boost their kill rates with Kaneki and Krasue along with the occasional good Blight or Nurse, but I'm a high (not top) MMR mediocre survivor who can only do well against a good killer when the entire team is coordinated (and I play solo, so that's basically never).
I'd imagine things get rough if you're good enough to get to a higher MMR than that.
And if the tunneling changes go through… well, it's clear that the last couple of killers were designed for nu-DBD where playing the same way every single game is mandatory, but the majority of the roster will suffer, and past a certain point in MMR, you'll see like three killers all the time (even more than you already do).
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Dunno.
Historically? Could be years.
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> Every bit of killer powercreep has been met with survivors being told to 'get good'.
Im not wasting my time on this immature game of counting "who gets it worse"
I understand that you werent here since first year and dont remember OP ######### killers could crutch on, but Im not going to take the role of educating you on it.
Killer role's only "powercreep" was in getting more alternatives, if that's how you define powercreep, you're compromising your entire point so badly, I am going to consider not wasting my time on you any further.
>Tunnelling is the absolute lowest level of macroplay that any bot could figure out. This argument always tries to present some kind of grand strategic choice but ultimately always comes down to 'just tunnel 24/7 lol'.
If you actually took time to understand what Im talking about instead of yapping and knee jerk reacting to dogwhistles, you'd understand Im not saying that tunnelling is some kind of a high skill grand strategy or whatever strawman you made up here.
Tunnelling is the easiest / most consistent strategy that exists for casual killers to rely on and get their 60% killrate in the game balanced around said casual players (not killers in particular, I hope you're clever enough to recognize that devs arent actually either side biased) with the general killer design being fair / counterplay / medium strength level killers in that skill bracket. Any anomalies tend to happen either because devs didnt expect the killer to be so good in hands of players like you, in which case they promptly nerf that killer or killer's high capabilities are not an issue in the skill bracket they're balancing for, therefore they wont be a high priority issue - every S tier killer ever.
If you take away tunnelling which, amongst all other things, is the strategy casual killers rely on (and you will have to cope with le bad and casual killers, just like they cope with le bad and casual survivors) and force these people to do 2-3 times more work for the killrates, you end up with krasue/ghoul as default killer balance and judging by the fact these two not only didnt get any marginal nerfs but also got BUFFED and only insignificantly nerfed later on.
If you're content with dealing with these killers - I can only wish you the best and make sure not to regret it, but if not, you're not different than a sheep voting for the wolf.
>Ghoul got released before anti-tunnel's design was even on the table. You think they released a killer designed around anti-tunnel, months before their first attempt at anti-tunnel?
Rofl, lmao even.
Do you know how long they cook that #########? Like, do you have at least a slight idea? Or do you think they make patches from scratch in those 3 weeks in-between? To give you simple example, they were ALREADY PROMISING these systems (just nothing concrete) BEFORE the ghoul was even revealed.
And obviously, as I explained above, Ghoul's insane power has a different, not mutually excluding, explanation - devs' gross incompetence in estimating killer's power level because unlike other sanely developed games that often consider the full potential of something, DbD's balance is based on mediocre players which are insane wildcards in terms of how good they get with the newer killer or against them. The only thing defining the intention is how devs proceeded with addressing his issues.
They easily could've said that slide cancel is an exploit or that they didnt anticipate that and will nerf cancel more to account for that, they could've cancelled scamper buff, but all they did was add an insignificant token penalty while keeping Kaneki to be A+ Legion equivalent in terms of difficulty. Use your head and connect the dots, human brains are known to have pattern recognition ability.
>Also, we didn't get anti-tunnel, but we did get Ghoul and Krasue, so the threat of getting broken overpowered killers is kind of moot by now
And in that case those two would've got skull merchant treatment that they deserve as killers who do not deserve most of the strength they have in their kits. But alas, baby survivors refuse to get good vs other killers playing optimally so they're getting anti tunnel and baby killers will get a different way to autopilot the game by playing on these new killers and ######### on solo qers.
But recognizing that apparently means to be a biased survivor main. Oh wait, biased killer main, because that's what you're effectively accusing me of here, my apologies, Im lost in these accusations from different bad players being mad at truth.
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I hear this, but then I see people post their ERs and most are the same as mine, close to the target range of 40%. Only so many people are in upper MMR. I play with friends of varying skill so I probably see more than one MMR bracket. Yet I rarely see either Blight or Nurse. I also rarely see Kaneki. I think I've played against five or so Krasues, a super low number for a new killelr on my end. I really don't see anyone all the time except maybe Micheal.
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Why should I recite that over and over to have people like the other guy screech im making ######### up? Oh no, krasue/ghoul (and clown sidegrade by an extension) totally didnt happen in relation of these systems, these are TOTALLY isolated cases of devs hating their players and wanting to make them miserable and totally not committing to a different formula of appeasing casual players that refuse to learn playing the game.
Idc enough, Ill just keep it short and laugh when people like OP who are dreaming of "being free" will end up "under new management". Same for people typing novels about "krasue feeling like the only real killer". Have fun, Im going to be winning either way.
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well they can keep releasing springtraps and unknowns (great killers btw, both my secondary mains despite my gripes with them) with occasional blights/singularities that would only be recognized months or years after enough people finally get good with them.
or they can keep releasing krasues and ghouls, killers so painfully strong AND easy that playing them feels like watching the movie with how much they play the game for you.
knowing them, they're going to ######### up either way, the only difference is if they're going to put the latter in line or not. If not, then we'll have to deal with anti systems as a blanket solution.
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the best ways they can make dealing with tunnelling easier is adding things like elusive status effect and removing unhook notification (just the notification, not the whole UI obstruction failure they've made)
a lot of problematic tunnelling happens because killers autopilot back to the notification and fresh unhook can't really get away because they're injured and leave scratchmarks.
raising skill floor for implementing the strategy and lowering the skill floor for dealing with it is a good way to make it less frustrating without compromising the fundamental balance/design approach.
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Cynical take incoming, but the way I see it, any discussions on balancing the game aren't making it to the ears of the decision makers, and BHVR barely if ever publicly comments about why X wouldn't work or why Y would be a bad idea probably because they're afraid of being exposed as uninformed about their game or out of touch with their players. (No, Dead by Daylight is not, in fact, like a game of hockey. If you know, you know.) So what's even the point?
So many good ideas have been offered on these forums that have been left to rot. What's the point of diving into specifics if BHVR is just going to steamroll ahead with plans that I can only describe as having been birthed by the mind of a schizophrenic crack head?
The only time they give a damn about what the peons think is when there's a large enough public outcry that they're afraid it'll affect their bottom line. You're more than welcome to keep using your limited time on this earth trying to come up with ideas that probably won't even be seen by anyone who "matters," let alone have those ideas implemented into the game, but I've played this game long enough to know that discussing balance is not a productive use of my time unless it's with someone who I know actually has the power to make those changes.
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Hopefully in the next update (9.3 Mid-Chapter) because on their August 2025 Quality of Life video, they stated that we still will have a release in November but it will solely focus on bug fixing and quality of life. I think they might try to bring all 3 proposed systems (Tunneling, Slugging & Camping) all in the same update. Only time will tell.
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The moment BHVR starts threatening killers with disconnect penalties and grade losses, I'm right there with you.
Until that happens, comparing these "punishments" is just absurd.
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it aint going to tell only ONE half of the playerbase to "get good" while lowering the skill requirements for the other, it's not how things work here.
But alas, baby survivors refuse to get good vs other killers playing optimally
What can I even say at this point?
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Its my favorite pasttime being left crawling 5 minutes at a time or being downed, camped, killer returns to hook then tunneled out. Love it.
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Going off of phase 1, it will likely return prior to phase 3. If it doesn't, then it's anyone's guess. It took several years for anti-camp to make a return.
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That means you would be completely fine if the AFK crows got super boosted, because the AFK crows don't threaten anyone with disconnect penalties and grades losses.
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While I agree with the elusive I don't know with the unhook ui/noti is it really gonna matter whenmost killers that hard tunnel are gonna either straight camp or proxy, meaning they don't need the notification anyways, it might negatively affect the ones that don't though. For instance, one of the most common forms of indirect tunneling occurs when the unhooker hides immediately after unhooking instead of taking chase. Sometimes as killer you hook someone, roam the map and everyone is being as shifty as possible so the unhook is the only place you know where 2 survivors are. You aren't going back to tunnel claud but her unhooker just leaves her to take the chase again and bam there she goes back to the hook. DBD is a time based game, so every bit of time matters and good survivors know that.
There needs to be something that outright deters hard tunneling at 5 gens, incentives don't matter if I don't care about them and would rather just tunnel my way to victory. This is because if a killer does hard tunnel at 5 it's highly unlikely the survivors can recover just due to the dynamics of the game and hard tunneling will always be better than any benefit you can get from unique hooks if the deterrent isn't significant. I'm talking like if you kill someone a 4 hooks not only can you not kick gens but the remaining survivors get a significant buff to gen progression. That way if you want to stand by hard tunneling then do it but your gonna have a heck of time recovering from it.
As far as skills go a better tutorial for survivors (as well as killers) that touch on looping, strong/weak tiles, ideal saving scenarios etc would significantly help the newbies coming in.
Us vets it's high time we actually use our skill expression and stop relying on hard camping/tunneling to win games. I hear all this talk about skill expression but once you hit a certain point hard tunneling/camping along with game sense makes matches crazy predictable, meaning less skill expression. The amount of whining to outright stop the changes made me lose a lot of respect for my fellow killers. It showed me that most "really good" killers don't care about improving as long as they can have their however many game winstreak and high KR. Could you imagine if a good portion of the survivors had a consistent 85%+ because they could erase 1-2 gens(equivalent of hard tunneling), killers would lose their minds. I mean in a sense this was already a case I didn't play back at the time but survivors could insta complete gens.
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At most, it will be a perk that will get trashed on social media and then we’ll get nerved heavily.
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Not sure why you got down voted, but that's exactly how I felt. I wish the devs actually would play their game, or extensively watch good survivors and killers play it if they aren't going to. I would assume it takes a good two weeks at least with the entire community ( not just the select few of ptb) playing to see if something is terrible or not to point were you have to completely nuke it. After the Ptb they should've released a dialed back version with maybe one change at a time or maybe messed with the values of everything a bit. The fact they just scrap something after a select few get to try it out on the Ptb is crazy to me. Point and case the krasue they "nerfed" her but didn't really address the places that were the most problematic, they didn't completely nuke her they just dialed a few of the wrong things back. They should've focused on cool downs after changing forms and after spitting etc another topic for another day though lol
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Well, that's an extreme jump.
It's perfectly fine to discuss the balance/feel of certain things. It's possible AFK crows triggered too easily. It's possible that the proposed anti-tunnel measures are too stringent. It's also possible they aren't.
Those are broadly balance and gameplay feel discussions. Such discussions require a lot of nuance and focus upon how frequently might it occur, how much does it impact the game when it occurs, and the always subjective game feel.
You could have that nuanced discussion if you want, or you could paint with a very large brush and avoid it to lump everything together to create a strawman.
But you can't separate out the fact that people who are discussing BHVR's anti-go next systems did so frequently on the threats of actual punishments outside the trial, while everything about anti-tunnel so far has been about things that occur inside the trial.
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They just made every map having 20-30 Pallets. It does not fix anythinh.I do think this is one of BHVR's big issues where they try to solve a problem by fixing something else.
It would be like if they "fixed" auto finishing gens with BNPs by adding 60s to gens. It would overall weaken survivors, but do extremely little against the problematic issue that needs fixed.
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The fact that they must have worked on that for months and months and didn't even let it get a proper testing was crazy business. Because why? Streamers? Killer tears on social media? It was a lot at once, for sure, and they could have just started with the 90s slug recovery and the Elusive, but just try something, anything, of these ideas.
Krasue is a great example though. She also only got two days of ptb testing, people said the head control was a little clunky, so they buffed the holy hell out of her. Quite the stark contrast.
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You've offered absolutely nothing of substance. You're just doomposting and saying, "We shouldn't change anything about tunneling or slugging, OR ELSE you'll face nothing but Blights. You don't want that!!!"
The game is already that for many of us. You're talking like this is some zero-sum game where we can't have an anti-tunneling/anti-slugging system in place while ALSO balancing some killers.You sticking your head in the sand and saying, "We've tried nothing, and we're all out of ideas" doesn't help anybody.
Get offline. Adults are talking.
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are these adults here in the room with us, mr adultman? im only seeing people throwing a fit about being killed in a videogame about killers and beating themselves in a chest about how adult they are which is the most immature thing one can imagine.
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incredible way of arguing, you might as well just quote individual words and smugly say "what did I say" and have the echochamber upvote you nonetheless.
actually, please do that, you seem petty enough to do that when pissy about not being able to argue back
-9 -
health of the game by shifting balance focus to killers like krasue/ghoul as default? you do realize this is how it's going to work, right?
pallet density was made because it was part of them balancing for these killers, you know that, right?
-6 -
Never, and they buffed Oni for no reason thanks to that
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I don't know, but I hope soon. I don't have a lot of faith in that, but I can hope.
Me and my friends (5-6 of us), all of which were playing for hours almost daily either in a party or in solo queue, have all basically stopped playing completely. Ever since they walked back on the anti-tunnel and anti-slugging measures, the uptake in both hard tunnelling and slugging have been so awful, we've all kind of been put off. Including the friend who'd been playing for years who got me into the game.
Playing survivor just feels like being punished, so on the rare occasions I've gotten on the game lately, I barely last two games before I've had enough.
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Correct me if I'm wrong, but I thought the system already is designed to do that. I remember seeing when it went live that players were having trouble stealthing without triggering the system and receiving a punishment.
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That was the equally awful "go next" system that they launched at the same time.
Crows punishment was entirely within the match, since it was way, way overtuned at launch and revealing survivors who were playing the game normally.
The punishment was letting the killer know they were there and effectively deleting stealth, which was still not good.
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