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Concept Proposal: Balanced System to Address Tunneling & Slugging Without Hurting Killers

Hello DBD developers and community members,

I’ve been following the PTB discussions and community feedback on tunneling and slugging, and I wanted to share a comprehensive proposal that addresses these issues while keeping Killers’ agency intact.

The goal is to realign incentives rather than punish players: giving Survivors meaningful counterplay to exploitative behaviors, rewarding Killers for strategic play, and maintaining dynamic, tense, and fair matches.

1. Momentum Protection

When a Survivor is unhooked, they receive:

  • A 5% Haste boost for 5 seconds, and
  • Reduced scratch mark visibility and quieter grunts of pain for 10–12 seconds if the Killer immediately re-engages them.

These effects end early if the Survivor performs a significant action (healing, repairing, or leaving chase range).

Why it works:
This gives the unhooked Survivor a fair chance to reposition without granting immunity. It prevents instant re-hooks from being the most efficient play, while allowing Killers to capitalize on genuine mistakes or poor positioning.

2. Anti-Slug System — Radius-Based Recovery & Hindered Deterrent

Slugging can be a strategic tool, but extended slugs and bait-camping create miserable experiences for everyone involved. The following adjustments preserve strategy while introducing fair counterplay:

  • Survivors can self-recover up to 90% of their recovery bar automatically while stationary.
  • If the Killer leaves a set radius (approximately 16–20 meters), the recovery bar automatically fills, and the Survivor recovers to the Injured state.
  • If the Killer stays within that radius too long (around 45 seconds) without picking up the Survivor, they gain a Hindered debuff (10–15%).
  • The Hindered effect ends once the downed Survivor is healed, hooked, or the Killer moves outside the radius.

Why it works:
This removes the incentive to camp a downed Survivor as bait while still allowing Killers to use slugging for short-term map pressure. It forces Killers to make an active decision — commit to a pickup or move on — while giving Survivors meaningful counterplay.

3. Incentivized Killer Play — Reward, Don’t Punish

Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive.

  • For each unique, first hook, the Killer receives:
    • A 3-second aura reveal of all Survivors, and
    • A small Bloodpoint bonus for that hook.
  • Bonus limitation: The rewards are disabled if the Killer hooks the same Survivor twice before all Survivors have been hooked at least once.

Why it works:

This creates a positive feedback loop for fair, skillful Killer play. The aura reveal provides valuable map information that helps maintain pressure and reduces the temptation to tunnel the same target repeatedly.

4. Data-Driven PTB Implementation

These features should be rolled out incrementally through PTB testing with telemetry tracking for:

  • Repeat-hook frequency
  • Average slug duration
  • Kill and escape rate balance
  • Chase duration and map pressure efficiency

The data can then guide numerical adjustments (radius, duration, buff/debuff percentages) to find the optimal balance between fairness and flow.

5. Synergy Between Mechanics

These mechanics are designed to work together, reinforcing balance and fair play:

  • Momentum Protection + Anti-Slug Radius/Hindered: Survivors have multiple ways to counter tunneling and prolonged slugging, while Killers must actively make choices about pickups or rotation.
  • Anti-Slug Hindered + Incentivized Killer Play: Killers are rewarded for spreading pressure and cannot rely on camping bait, encouraging dynamic map control.
  • Momentum Protection + Incentivized Killer Play: Survivors get brief reprieve windows, and Killers are rewarded for targeting multiple Survivors, naturally reducing repeat-hooking.

Overall: Survivors gain fair counterplay without being overpowered, Killers are rewarded for skillful and strategic play, and SWFs are not disproportionately advantaged. This creates matches that are dynamic, strategic, and tense — but fair.

Final Thoughts

Dead by Daylight thrives when both sides feel like they have agency and counterplay. These mechanics interlock naturally to promote balance, fairness, and fun.

What do you think? Would these adjustments improve match flow and fairness for both sides? Are there specific Killer kits, perks, or Survivor behaviors that might need tuning alongside these systems?

Comments

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    Feel free to downvote if you disagree with this concept, but I’d greatly appreciate any feedback explaining your perspective. If there are elements you like but don’t agree with entirely, please share what works for you. Every opinion is welcome, and there are no wrong answers here.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    Killers shouldn’t be punished for slugging if the survivors forced the killer to slug.

    If the killer is going to be punished for slugging a survivor, then they should get a guaranteed way to hook survivors. That would ensure that survivors are only slugged for long periods of time, because the killer chose to do this.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98
    edited October 27

    Killers are only penalized after 45 seconds if they remain within the radius of a downed Survivor. This encourages Killers to either hook the Survivor or rotate to chase someone else.

    If a Survivor is intentionally trying to bait a slug, the Killer can slug them, then simply leave the radius to avoid the debuff — then the Survivor must either wait for help or recover on their own. Which really doesn't help their team because now someone has to heal them or they are down a man on gens until they can self-recover.

    The ‘punishment’ only applies when the Killer chooses not to hook within the set duration, and Killers already have a guaranteed way to hook: hook the Survivor they just downed within 45 seconds. This still leaves enough time to break generators, destroy pallets, or chase another Survivor in the area.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    So if there is only one hook in range, and it’s currently broken because of the Breakdown perk, how does the killer hook the survivor?

    Where is the guaranteed way to hook that survivor?

  • crogers271
    crogers271 Member Posts: 3,261

    1: This isn't enough. Quieter is really irrelevant, have to go all the way to fully silent. 10 seconds is very little, but you also weaken that by requiring immediate reengagement. Does nothing about tunneling off hook.

    2: Too difficult to implement for the minimal change it would achieve. Lots of killers could play around it relatively easily.

    3: I'll quote a part here:

    Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive.

    Making certain things harder isn't punishment. Having pros and cons to to various options increases strategic depth, but people didn't seem to want that.

    But this is kind of like the overbrine days. Give us the tools to slow down gens and we won't tunnel, led to slowing down gens and tunneling.

    Getting a survivor out is really strong. If you don't change that element (either by making the elimination extremely difficult or giving the survivors a boost after it happens), then you have tunneling plus as existed with overbrine.

    Also a three second aura read without any limiting factor really takes out any chance of survivors being nearby.

    Personally I hate BP boosts as a mechanism of solving problems but some would be behind that.

    4: PTB is not big enough nor long enough to get that. Piecemeal would be okay in concept, but sometimes you need to see things work together to get an idea and its a moot point anyway as BHVR hasn't given themselves enough time in their schedule for gradual PTBs.

    -

    Basically, the changes are too minor with the 3 second aura read for the killer probably being the most significant change.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    i really love the detail you put into this concept but instead of the aura reading I would say killer instinct to get general areas instead of exact locations and ranges

    i do think this would work well and I do wanna see more stuff like this from people, you included ofc, as it would help the devs and community find solutions to problems without bashing each other with sticks -killer main

  • Roco45
    Roco45 Member Posts: 342

    I mean these are all pretty bad suggestions, but that's to be expected since your suggestions are based in not punishing Killers. The hard truth is, that Killer needs to be punished for tunneling/slugging/camping at 5-4 gens.

    Eons ago there was a bug that when a Surv got sacrificed, if they spectated instead of leaving the game, the next gen to pop would count for 2. They should put that in the PTB, if a Surv is tunneled out at 5-4 gens, the next gens that pops counts for 2. Would absolutely counter the rampant tunneling, would decrease Killer map pressure since they have more gens to guard and give the Survs an edge. They removed hook attempts unless offering and going next, so this even is aided by that new mechanic system, especially since if the game detects you going next repeatedly you can accrue a ban.

    That would absolutely curb Killers unfairly tunneling from the jump.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    If the hook is broken, then you carry a survivor to another hook. The radius of the downed survivor stays with the survivor, not the spot where you downed them. The guaranteed hook comes from the Killers immediate decision to hook the survivor within the 45 second window of downing the survivor. If the Killer, for whatever reason, cannot hook within 45 seconds, then they get the hindered effect. So again, this is to deter Killers away from slugging survivors by pushing them to hook, otherwise they get the debuff.

  • BorisDDAA
    BorisDDAA Member Posts: 523
    edited October 27

    I mean… the first point is less "punishing" than current 10% + bt for 10 seconds. I don't see the point for hindered if a killer is camping a downed survivor. You're either avoiding a pallet save or throwing the game. For third, okay. Tbh I think aura in general is just a buff to mobility killers yet again. Trapper isn't gonna use the aura reading.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    Thanks for taking the time to write such a detailed response — you bring up some solid concerns, but I think the proposed system actually covers more of these issues than it might seem at first glance. Let me break it down point by point:

    “This isn’t enough. Quieter is irrelevant… 10 seconds is very little… does nothing about tunneling off hook.”

    I get where you’re coming from — if the protection window is too short or weak, it doesn’t meaningfully help against tunneling. But full silence or longer invulnerability-type effects can easily swing things too far in the other direction and make fair chases impossible for Killers who aren’t tunneling.

    The goal isn’t to eliminate tunneling entirely — it’s to make it less efficient. The 5-second Haste and reduced scratch marks/grunts of pain give the unhooked Survivor a small but meaningful chance to reposition. Killers can still commit if they want, but they’re spending more time and losing map pressure if they do.

    This version keeps the gameplay interactive — the Killer chooses whether to continue the chase knowing it’s less efficient, or to spread pressure for better long-term results.

    Also, tunneling off hook is indirectly discouraged through the Killer Incentive system, since the bonuses disable if the Killer tunnels (i.e., hooks a Survivor twice before everyone’s been hooked once). This gives an ongoing reason for Killers to rotate targets rather than chase the same person immediately after unhook.

    “Too difficult to implement for the minimal change… Killers could play around it easily.”

    Anti-Slug system is designed to be simple under the hood. It’s not a complex behavior tracker — it’s based on a timer + radius mechanic, both of which already exist in DBD’s codebase (think of mechanics like Terror Radius or Boon ranges).

    A Killer would only receive the Hindered debuff if they choose to remain near a downed Survivor for 45 seconds or longer. That’s not punishing tactical slugging; it’s punishing intentional bait camping.

    If a Killer slugs strategically and moves on, they never get the debuff. Survivors who try to bait the slug lose that advantage since the Killer can simply leave the radius — they’re stuck waiting or recovering. This keeps it fair, functional, and consistent with DBD’s design philosophy: reward active gameplay, discourage stagnation.

    “Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive… making things harder isn’t punishment…”

    Completely agree — and that’s actually the foundation of my concept. The Killer Incentive system doesn’t punish aggression, it rewards smart aggression.

    Killers still have freedom to tunnel if they want — but the optimal play becomes spreading hooks to earn bonus Bloodpoints and temporary aura reads on first hooks only. The moment a Killer tunnels (hooking someone twice before everyone has been hooked once), those incentives shut off.

    This means the system doesn’t force Killers to play “nice”; it just makes smart, spread pressure more rewarding. Aggression still exists, but it’s refocused — Killers now benefit from making impactful plays across the map rather than locking onto one Survivor early.

    As for the 3-second aura reveal: it’s intentionally limited to prevent abuse. It’s a small nudge toward awareness, not an overpowered wallhack. It lets Killers quickly decide where to go next after a hook without giving them excessive information.

    “PTB isn’t big enough or long enough for proper testing…”

    That’s a valid criticism of BHVR’s testing structure in general — but this concept accounts for that. Each of these features can be tested piecemeal or in combined sets without major reworks to existing systems:

    • Momentum Protection can be tested as a standalone modifier to post-unhook states.
    • Anti-Slug Radius can be applied to a single Killer or in a limited map rotation to measure behavior change.
    • Killer Incentives can be toggled on or off server-side for specific matchmaking brackets.

    This modularity makes it easier to test than large reworks. Even in short PTBs, you’d get measurable telemetry (time spent slugging, hook distribution, post-unhook survival time, etc.).

    In Summary:

    • Momentum Protection reduces early tunneling efficiency without removing Killer agency.
    • Anti-Slug discourages bait-camping but rewards active play and decision-making.
    • Killer Incentives reinforce strategic, map-wide pressure instead of repetitive tunneling.
    • The system remains modular and testable even within BHVR’s current PTB constraints.

    In other words, it doesn’t punish Killers for being aggressive — it rewards Killers for being efficient, strategic, and dynamic. Survivors gain tools to recover, Killers gain reasons to diversify targets, and overall match flow becomes more balanced and engaging.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    Really appreciate that, thank you! 🙏

    I like your idea about using Killer Instinct instead of aura reading — that’s actually a great adjustment. It would still give Killers valuable directional info without revealing exact positions, which helps maintain that sense of uncertainty and tension. Definitely something that could fit well with the intent behind the incentive system.

    My main goal with this concept was to keep things as fair and balanced as possible for both sides while making sure all the mechanics synergize naturally — so Killers feel rewarded for playing smart, and Survivors feel like they have the tools to recover from tough situations.

    And I completely agree — discussions like this are exactly what the community needs. Finding solutions together will always go further than throwing blame. Really appreciate your feedback and positive energy! 👏

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    I get where you’re coming from — tunneling and early eliminations at 5–4 gens are definitely frustrating, and I completely agree that something needs to address it. But punishing Killers through game-altering mechanics like gen progression boosts would cause more balance issues than it solves.

    Your suggestion would make every early hook a potential game-ender for Killers. If one Survivor gets tunneled out early and the next gen pops for double progress, the Killer instantly loses almost all map control — especially on large maps or against efficient teams. That would completely swing the match, not by skill or strategy, but by an arbitrary rule.

    The idea behind my concept is to address the same problems in a fair, systemic way that doesn’t punish legitimate Killer play:

    • Momentum Protection makes tunneling less efficient, not impossible. The Killer can still chase the same Survivor, but it costs them time and pressure — creating a natural deterrent instead of a hard penalty.
    • Anti-Slug discourages bait-camping and promotes active gameplay, again targeting abusive playstyles without removing tactical flexibility.
    • Killer Incentives encourage Killers to spread hooks and pressure without forcing them to — they’re rewarded for balanced play and lose those bonuses only if they tunnel early.

    All three systems work together — they don’t punish Killers for playing aggressively, but they redirect aggression toward strategic gameplay that keeps matches healthy for both sides.

    In contrast, a mechanic that doubles gen progress for early eliminations would create a “swingy” meta where Killers are punished for securing downs too early, even when playing fair. It would end up discouraging good Killer play entirely and lead to Survivors rushing gens to force an artificial power shift.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    Then the first point would remain at the current Haste buff, and Survivors can still stack Borrowed Time on top of that if they wish. The main goal of my concept is to make the unhooked Survivor a less efficient chase target due to the combination of Haste, low scratch mark visibility, and quieter grunts of pain — assuming the Killer immediately pursues them after an unhook.

    The Hindered debuff is designed to encourage Killers to hook rather than camp:

    • A. Sit on the downed Survivor while everyone else works on gens.
    • B. Leave the radius to pursue someone else, allowing the downed Survivor to auto-recover or be picked up.
    • C. Camp the Survivor, get Hindered, and then struggle to chase teammates trying to save them.

    Either way, it takes a long time for someone to bleed out, and Killers would almost always prefer to hook rather than sit on a Survivor the entire match.

    Regarding the 3-second aura read, it’s short and conditional — only for first hooks and disabled if the Killer tunnels. It’s not intended as a buff to mobility-heavy Killers like Blight or Nurse; it’s a small, situational awareness tool. Even slower Killers like Trapper can use it to decide where to apply map pressure or prep setups. It rewards smart target rotation, not chase speed.

    Someone also suggested using Killer Instinct instead of aura reading, which is a viable alternative. It may provide slightly less incentive for Killers who prefer to camp, but it could still fit within this system.

  • Roco45
    Roco45 Member Posts: 342

    The entire point is to make it a "potential game killer for Killer" lol That is the only way you decentivize unsportsmanlike gameplay. Killers should get no incentives for spreading hooks aside from the only incentive being they don't get slapped with a disincentive. Also, what I suggested wouldn't make tunneling impossible for Killer, but it sure would make them commit to the bit instead of having an exponentially easy time after they've finished tunneling, which is entirely why almost every Killer is doing it. When people complain about tunneling, they aren't complaining about tunneling when the gates are about to be powered, they're complaining about all the unnecessary tunneling happening at the start of the match and yes, that should be heavily punished. No Surv queues to sit on the ground or sit on a hook all match.

  • BorisDDAA
    BorisDDAA Member Posts: 523
    1. OK
    2. I think it just punishes avoiding pickups due to flashlight/pallet saves. If a killer camps a downed survivor, they're throwing the game already so at this point the penalty is not even needed.
    3. It still is more useful to mobility killers but idrc about 3 seconds aura reading. 90% they already know where you are by game sense or guessing so OK.

    Also thank you for making an actual discussion amongst all of these insufferable threads which are just bitching and moaning.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    I get that you want harsh early-game penalties to deter tunneling, but making early hooks a “potential game killer” for Killers creates extreme swings that punish all players, including new or inexperienced ones. Not every early down is unsportsmanlike, and mechanics like double gen progress would unfairly favor Survivors while heavily discouraging Killers from playing strategically. Not only that but I think Killers would be more inclined to tunnel and camp to secure kills if they know the game is over. Seems like it would create more problems than fix them.

    My concept tackles the same problem in a balanced way: the Hindered debuff only triggers if a Killer actively chooses to camp a downed Survivor, and Killer Incentives are disabled if they tunnel early. This discourages early-game tunneling without punishing legitimate play, keeps matches interactive, and gives Survivors a fair chance to reset or recover.

    It’s a system that targets behavior, not outcomes, reducing unnecessary tunneling at the start of matches while keeping the game fair for both sides — rather than swinging the match drastically based on one or two early hooks.

  • Roco45
    Roco45 Member Posts: 342

    You're saying "early hooks". Nowhere did I state that "early hooks" should be punished. I stated that when the Killer tunnels someone out of the match, so they chose to put the same person on hook twice or thrice, at 5-4 gens, should be punished.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    You're right, it does punish avoiding pickups due to flashlights/pallet saves. At that point the Killer can either decide to down the other survivor within 45 seconds or go pressure those working on gens. And the Hindered debuff can be adjusted to whatever is deemed fair and balanced by the devs. Just enough to be a literal hindrance but also allows them to gain on those trying to save their teammate.

    As for the 3-second aura read, you’re right — it’s minimal and mostly reinforces information Killers could already infer with map awareness or other perks. The goal is just a small strategic nudge for slower Killers without overpowering mobility-heavy ones.

    And I appreciate you noticing — this kind of discussion is exactly what the community needs to focus on solutions over complaints.

  • ImperatorHaze
    ImperatorHaze Member Posts: 98

    Okay…everything I said still stands regardless of if you said early hooks or not. Early hooks, early kills…making a gen count as 2 still breaks the game, doesn't invite new players, and teaches Killers to tunnel and slug because endgame is already at the door.

    I added what I said from my previous comment below for a better read:

    I get that you want harsh early-game penalties to deter tunneling, but making early hooks a “potential game killer” for Killers creates extreme swings that punish all players, including new or inexperienced ones. Not every early down is unsportsmanlike, and mechanics like double gen progress would unfairly favor Survivors while heavily discouraging Killers from playing strategically. Not only that but I think Killers would be more inclined to tunnel and camp to secure kills if they know the game is over. Seems like it would create more problems than fix them.

    My concept tackles the same problem in a balanced way: the Hindered debuff only triggers if a Killer actively chooses to camp a downed Survivor, and Killer Incentives are disabled if they tunnel early. This discourages early-game tunneling without punishing legitimate play, keeps matches interactive, and gives Survivors a fair chance to reset or recover.

    It’s a system that targets behavior, not outcomes, reducing unnecessary tunneling at the start of matches while keeping the game fair for both sides — rather than swinging the match drastically based on one or two early hooks.

  • crogers271
    crogers271 Member Posts: 3,261

    if the protection window is too short or weak, it doesn’t meaningfully help against tunneling. But full silence or longer invulnerability-type effects can easily swing things too far in the other direction and make fair chases impossible for Killers who aren’t tunneling.

    The issue with the silence: I don't think it does anything. If you've got headphones I don't think making noises more subtle has that much of an impact. Noise levels are a part of the game, its kind of built into it, but you've just added an out of game factor to being a tunneler - if you have good headphones and good hearing, you can tunnel.

    I also think the times you have proposed are so short that we're not even close to the worry of a survivor using them against a killer that isn't tunneling.

    This version keeps the gameplay interactive — the Killer chooses whether to continue the chase knowing it’s less efficient, or to spread pressure for better long-term results.

    But its an extremely small change. 5 to 10 seconds more of bonuses that some killers/players can overcome easily? I don't think it will make a difference.

    Anti-Slug system is designed to be simple under the hood. It’s not a complex behavior tracker — it’s based on a timer + radius mechanic, both of which already exist in DBD’s codebase (think of mechanics like Terror Radius or Boon ranges).

    I don't mean difficult to implement as coding, I mean difficult to implement in terms of figuring out the numbers that actually matter that don't create other problems.

    Right now it just does what the proposed anti-slug does (just actually stronger I think). Killer leaves, survivor recovers. It has an added option for killers camping the body (I'd say its arguable to what degree its necessary given the ability to crawl to pallets to be saved).

    But you create new issue - what about ranged killers who can stand right outside the radius? What about stealth killers whose position is now given away when the survivor can't recover past 90%? Is there any risk of a survivor going down in a strong looping spot and not getting picked up because the survivors now loop there to hinder the killer?

    That's just off the top of my head. There's lots of other concerns I could imagine happening when the 'if down for X amount of time, get up' seems to deal with most of the same things without the additional problems.

    The Killer Incentive system doesn’t punish aggression, it rewards smart aggression.

    But I think this is just a perception issue about what is punishment.

    If you do X you give up Y reward vs if you do X you give Y benefit to the other side - if a game balances for a target kill rate in the long run these achieve the exact same outcome.

    Even in short PTBs, you’d get measurable telemetry (time spent slugging, hook distribution, post-unhook survival time, etc.).

    Only if you can get a sufficient player base to actually test them. As is, PTBs tend to only get players for a short period of time because its more about seeing the cool new things, then back to the actual game.

    Some of your suggestions also run into the issue of it also being a console game where doing small frequent updates isn't possible because of the need to verify patches ahead of time. If it was just PC some of this would be more doable.