Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

We should give better benefits to murderers who don't dig tunnels.

まうっす
まうっす Member Posts: 87
edited October 2025 in General Discussions

If you hook a different Survivor, they'll become faster for 15 seconds!

What difference does such a useless benefit make?

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,969

    Part off the reason for this is because they removed any downsides to actually tunneling.

    And, for the record, there is no buff "for not tunneling", it's simply just a buff.

    There's nothing in the extra haste that requires you to chase anyone else, and it's fully compatible with getting back to hook faster and chasing the person off hook in a tunneling situation also.

  • Abbzy
    Abbzy Member Posts: 2,361

    Not faster because more than half of killers will use their power for mobility which bigger half isnt that good and others will use thier power for just info,stealth or setting traps so all these killers will get just few seconds of haste and thats pretty good job so far only.

  • GeordieKiller
    GeordieKiller Member Posts: 468

    they had it almost right with the 1st version with the gen damage and aura all they had to do was make it gen damage map wide not kick and total damage not current damage instead they took 10 whole steps back and once again in a sense stick a middle finger at the killer community once again.

    to say 15 seconds of bloodlust and BP bonuses is strong enough incentive they are clearly not getting what killers truly need to be incentives not to tunnel

  • The_Count
    The_Count Member Posts: 200

    I still don't know why they thought original Pop basekit was good.
    What good it does for killers with no mobility?
    Current Pain Res should've been made basekit and the perk reworked.

  • GeordieKiller
    GeordieKiller Member Posts: 468

    i just given up on devs actually thinking what is needed for killer side they are so focused on survivors issues which are symptoms of killer issue that are the root cause just no point in playing atm i do hope either new devs come in that actually balance the game fairly or a asym game comes in to kick them into being better like Rivals did for OW2 but im just done with these devs

  • The_Count
    The_Count Member Posts: 200
  • Blueberry
    Blueberry Member Posts: 14,459
    edited October 2025

    Yeah it should have been more carrot not stick to begin with.

    That’s true you could just call it a buff in general, but we can also say that about the anti tunnel/camp/slug features as well and those I would call drastically more significant. I’d personally have made the “buff” require not tunneling rather than passive as they did. So harder to actually take advantage of for the killer basically but with “actual” incentive.

    While I agree they could use it to come back hypothetically, the changes in total make tunneling/camping significantly more difficult than the current state, even if they did try to do that.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,375

    There also needs to be a downside to tunnel people at 5 gens remaining as well.
    This new update does absolutely nothing to address that issue.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,816

    I was really looking forward to the bonuses hooking in the previous iteration as a killer who leaves the hook to find another survivor, shame that we just only get the bonus now.

    The baseline bbq and pop would have given chase builds more breathing room.

  • supersonic853
    supersonic853 Member Posts: 5,776
    edited October 2025

    Yeah we go from finally base kicking meaning something and you can actually use different builds. To back to using the perks. Fun. Because now you just run pop or the like and nothings changed i guess. Gen regression as usual.

  • Rogue11
    Rogue11 Member Posts: 1,977

    What do you have against Demo and Xenomorph?

  • Abbzy
    Abbzy Member Posts: 2,361

    As there should be better rewards than those that are in ptb now for not tunneling dont you think too, punishing one side for doing one thing that is tactic but you dont want to see it on 5 gens like some comp game you cant just punish it but have to reward doing the opposite too which is some thing some survivor only enjoyers dont see because they are stuck playing one role and cry about their main role only something that isnt able to balance the game because they see only one side of the coin and are too bling to see other side tho.

  • DeBecker
    DeBecker Member Posts: 934

    For what reason? It wont solve anything.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,375

    Thing is, I don't play exclusively survivor. I play both sides, although I play mostly along with friends.

    surv-killer split.png
  • cogsturning
    cogsturning Member Posts: 2,271

    I'm currently playing more killer than survivor and don't feel I need a lollipop and a pat on the head for not tunneling at 5 gens. Don't assume everyone who thinks this narrative is bs only plays survivor.

  • Abbzy
    Abbzy Member Posts: 2,361

    I didnt meant you but globaly that only people that play mostly survivor or only arent that good pick to balance the game because they see it mostly from one side and not from other (they see it too but having low mmr on killer isnt same as having higher mmr and struggle in your games with weaker killers is significant).

  • Abbzy
    Abbzy Member Posts: 2,361

    So you are the type that rather nerfs everything than looks at problems from more vievs, your ideas are same as bhvr balancing addons just nerfing good and used ones and are oblivious to the fact others arent used becasue they are bad same way just nerf and punish tunneling without seeing full picture why it happens (tunneling on 5 gens ism bad but than its just most effective way to get presure same as doing gens with survivor).

    Im currently playing more survivor because of chalanges and my escape rate is better than before without some crazy antitunnel perks or features and still I dont sream here survivors dont need better antitunnel protection because Im doing fine without it and so should others.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,375
    edited October 2025

    Have you actually faced against the really "dead-set" ones who hard-tunnels yet?
    Myself, @cogsturning and @For_The_People can give you many examples on how it is going against those.
    Spoiler alert: It isn't fun at all

    Not implying that you haven't, but the frequency of that happening to our group has really left a sour taste in our mouths when it comes to survivor gameplay for the time being. It usually happens in around 1/3 of our matches, sometimes more frequent, and sometimes less, depending on the time of the day.

  • cogsturning
    cogsturning Member Posts: 2,271
    edited October 2025

    What other views? I'm playing killer and I'm fine. There's nothing I want changed. And what nerfs do I want? Maybe for S tier killlers, but most reasonable people want that. I want the lower tier killers reworked to catch them up and have everyone meet in the middle. And where did I say anything about nerfing addons? But there's plenty of examples of killers in the forum crying about BNPs, syptics, and syringes, two of which are now on the chopping block. So it's okay for one group to cry for addon nerfs?

    Tunneling at 5 gens is not the same as doing gens. There's nothing else for survivors to do. There's no other objective. Tunneling is a choice. Doing gens isn't. And even when there is another objective, look at the sweatfest that is the event. God forbid I go into the void and make a stupid crystal without the killer using it as an opportunity to down me at the well when all I want is to complete a Quest. Even when survivors aren't doing gens constantly there's just no winning with some players.

  • Valik
    Valik Member Posts: 1,365

    Honestly, I don't like giving profound in-game benefits for hooking different survivors out of perks.
    If anything, trying to give tasty rewards in a game designed like this would be ruinous. Killers should feel plenty powerful basekit and have the ability to pour on pressure, antagonize survivors, and effectuate hits reliably.

    It's true that not all kits have been designed in a way we can all take pride in as a community, but heaping massive benefits such as regression and haste onto "non tunneling" behavior will either overtune the 96% of Killer mains that play their characters properly, or developers may have to actively NERF Killer kit to balance out the "rewards" for normal, healthy gameplay.

    It's not like giving all of your employees a small raise or quarterly bonus - whenever you empower one side of this asymmetrical game, the other side is the one who has to pay.

    Trying to keep the game as-is and "bandaid" a solution with some numerical benefits will not work; bad Killers will not feel enough of a benefit, normal Killers will be generally buffed, and great Killers will feel unstoppable. You can't make the buff too high or it breaks the game, you can't make it too low or it will fail as incentive; and regardless, bad faith actors are going to keep being mean no matter what carrot you dangle over their heads. (Which is why the devs chose to add a little 'stick' to the anti-tunnel patch last time… a bit much but we get their train of thought.)

    What REALLY needs to happen is less of a focus on the Killer gameplay and a much broader focus on the Trial's pacing itself.

    Why do lots of Killer players (not the mean-spirited ones that tunnel to be vexatious) feel that they are pressured into getting a Kill earlier than natural? Why do Killer players keep bringing powerful regression perks and lament about how OP survivors are? Why are content creators always complaining about mechanics that avoid hits and give objective bonuses to survivors? What is the number one complaint of new Killers that start to climb in MMR ? Why do Killers often feel so helpless?
    On the flip side…
    What do survivors feel when someone gets hooked early? Why do survivors disconnect at the first sign of trouble? Why is it so common to see survivors sacrifice themselves for a friend in need when there's only one generator left - but that same survivor will easily let friends perish at 5? Why do survivors often feel so helpless?

    The root cause for many of this game's negative experiences don't just stem from balance and power dynamics - it stems from the fact that Survivors have too much power in the early game and virtually none later on. Generators fly by in a blink, and it's often difficult for even the best players to stop a survivor team that's glued to the gens and well coordinated.
    On the flip side, what happens when the Killer gets a couple of downs before a generator or two are done? The match can be salvaged perhaps, but that's the key sentiment: "**Salvaged**" - it's easy for survivors to lose hope because if they don't get the first couple of generators done before the Killer gains momentum, the match is basically over. There are plenty of second-chance perks that rebound health states, give advantages in chase, and can come in clutch in rare circumstances; but there honestly are not a lot of opportunities for survivors to bounce back and turn "3 hooks at 5 gens" into a 3 man out.

    What needs to happen?
    The early generator progress needs to be slower and Survivors need ample opportunities to power through generators as the match drags on.

    It should not be EXPECTED that the first survivor hook is going to be punctuated by 1 or 2, sometimes 3 generators popping.

    It should not be EXPECTED that if the Killer gets three hooks with 4 gens remaining that the match is basically over.

    Having an idea of what this healthier, more robust system might look like - I believe anti-tunneling would fit in here somewhere.

    A quality anti-tunnel system isn't going to be adding numbers to Killer basekit, it will be interacting with a new system designed to encourage health and engagement across the board. In a system where the Killer is given more lenience and survivors are allowed more opportunities to make a comeback, an anti-tunnel system would maintain lenience early and starve survivors of opportunities later - with those who tunnel foregoing particular lenience early on and allowing survivors to escape more easily.

    Thanks for reading this stranger's weird take <3

  • Abbzy
    Abbzy Member Posts: 2,361

    Devs argument blight and other strong killers wont get value from it because of their power but they kinda forgot thid dill have negative effects on weaker killers too.

  • Valik
    Valik Member Posts: 1,365

    While the developers have missed the mark sometimes - it's a massive company with leaders, passionate artists, and talented engineers making this "half-lucid asymmetrical horror dream" experience work so amazingly.

    Personally, I can't agree with the idea that giving every killer "base kit pain res" is a solution to any kind of problem, and there isn't a lot of evidence to suggest that the developers prefer one side over the other. At the end of the day, the developers are just people - they're doing their best with what they got.

    Directly or indirectly, we have a relationship with the developers through their work; Sometimes their best is amazing, sometimes it just isn't good enough. That's how relationships work. It's best for us to give grace and help fix their mistakes instead of putting them down.

    As for the "pain res base kit" - I can't imagine what that would solve.

    If the problem is pressure or match time, there are far more eloquent ways to increase Killer pressure and/or make Trials a pinch longer to relieve scrutiny on the Killer. The solution is seldom to take a meta item and tape it to the base game.

  • Abbzy
    Abbzy Member Posts: 2,361

    Have you actually faced against the really "dead-set" ones who hard-tunnels yet?

    Ihave faced many killers that tunneled me straight from start and I always tryed to put up a fight for my teammates to buy them as much time as possible. Does it feels good? No but its the same thing as with killer having first chase little longer and seeing 3 gens go by even two and one nearly done is enough to call it tunnel fest or gg especialy with mediocre and weaker killers.


    Myself, @cogsturning and @For_The_People can give you many examples on how it is going against those.
    Spoiler alert: It isn't fun at all

    Not implying that you haven't, but the frequency of that happening to our group has really left a sour taste in our mouths when it comes to survivor gameplay for the time being.

    So you first ask me if i did faced some tunneling and now turning it around that I must have faced it Im confused a little.

    It usually happens in around 1/3 of our matches, sometimes more frequent, and sometimes less, depending on the time of the day.

    Tunneling depends on many factors as gen rushing and please I bet there will be some word splitter who will write here "but genrushing is only with certain items,addons and perks" no its not same as tunneling is just focussing directly on one survivor to kill him asap the gen rushing is focusing on gens to get them done asap and you dont need to have genrushing builds to do 2-3 gens before killer can get first hook all you need is team that jumps on gens at the start and survivor who is chased can stall the killer (doesnt mean he is insane looper but just in pallet safe location and doesnt interupt his teammates working on gen).

    Tunneling needs addressing but devs are just nerfing it but the root of the problem is still there which means nothing will change much it will be only harder but not solved and for me tunneling is bad at 5 gens maybe 4 if its from the start but if survivors have done some gens tunneling is justified on 3 gens and less ofcourse it depends how many hooks killer has if he has few like to 4 and none of survivors is near death hook then I understand it its like multiple survivors jumping highly progressed gen to get it done fast before killer can stop them.

  • Abbzy
    Abbzy Member Posts: 2,361

    But there's plenty of examples of killers in the forum crying about BNPs, syptics, and syringes, two of which are now on the chopping block. So it's okay for one group to cry for addon nerfs?

    Most of these crying killers are the ones that are effected most by these addons and those are weaker killers like ghostface, styptic is better dead hard, syrange is kinda ok unless you play weak m1 killer or have it combinated with speed addon which makes it almost guarantee heal but stronger killers that can chop throught health states and catch up wont care like the art of blight.

    Tunneling at 5 gens is not the same as doing gens. There's nothing else for survivors to do. There's no other objective. Tunneling is a choice.Doing gens isn't.

    Tunneling on 5gens is dirty and should get addressed thats fact. Tunneling is choice as doing gens its doing objective killers is to kill survivor and he chooses short cut for it for varius reason and doing gens is doing objective for survivor. Tell me if the going for one survivor only wasnt allowed for the killer wouldnt it be gone by now, or do you think devs are so bad to remove or fix thing they want to be gone, hug techs, infinites and many things proofs they arent bad at this they can even make some killers dissapear compleatly like merchant they couldnt delete her becasue people spend money on her but nerfed her into unuseable killer.

    And even when there is another objective, look at the sweatfest that is the event. God forbid I go into the void and make a stupid crystal without the killer using it as an opportunity to down me at the well when all I want is to complete a Quest. Even when survivors aren't doing gens constantly there's just no winning with some players.

    Eventisonething and Im confussed why killer still sees who is in the void if they make it just for picking crystals, there should be global adio cue that tells everyone someone entered the void and survivors shoul see which teammate.

    So you say killers are the only one sweating? I had many matches where I got genrushed and tbaged, than mocked in endgame chatt because I spread hooks more and didnt directly tunneled if unhooked survivor run into me in dead zone or abused his antitunnel endurance to bodyblock which is just punished by tunneling, why should I continue to go after healty survivor who run off from save and there is guy that was hooked and now is oneshot and is rude to respect my chase preference that isnt tunneling but far from it why should I play hard with killer becasue someone wants me to.

    There are ways to bargin with killer but you need to find person who will understand it and is wiling to do it, same with survivor doing something killer wants many will just continue run like shot goose and wont think about killer either its just people and their choices nothing more.

  • Massquwatt
    Massquwatt Member Posts: 614

    I think the haste and BP bonus is pretty alright, it helps less mobile killers get to where they need to go. As nice as the inbuilt pop was in the previous iteration, it affected perk balance too much and frankly I don't think the solution should be to just heap more basekit perks onto roles.