http://dbd.game/killswitch
New anti-tunneling changes... what's the point? Where's the penalty?
Just watched the dev stream… did I miss something? To me, it seems like there's nothing preventing a killer from choosing to tunnel a survivor on the upcoming PTB. There seems to be no penalty? They're just incentivized to not tunnel with bloodlust (which doesn't persist once you're in chase) and some bloodpoints? Is that correct?
Comments
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Okay lets see according to the upcoming PtB changes:
Survivor Gets 30s of 10% Haste, Endurance, Elusive, 10s of Aura Reading within 32m of the Killer, that ignores undetectable, every unhook, and also Anti Slug/Anti Camp.Compared to Killer getting 15s of 4.8% speed through T1 Bloodlust that gets removed if they enter a chase, or use their powers, so if Ghostface breathes or Trapper places a trap they lose that negligible buff, and a BP bonus on unique hooks.
Surv Gets 3 Basekit Perks (OTR, Babysitter, Wicked but ignores Undetectable), and Elusive (Every Unhook), and Anti Slug/Anti Camp.
VS
15s of a Worse Bloodlust (doesnt even work in chase) and BP. (Only on Unique Hooks)
I mean you can compare the two quite clearly.
This upcoming PTB entirely benefits Survivor and gives nothing to Killer except a BP bonus for unique hooks.
Its a bit entitled to be demanding the Killer also get punished for… Killing? ontop of all this.27 -
Well they decided to forget that not getting a bonus is also a penalty.
The complaint that the prior bonuses were "cookie cutter" is exactly what they should want to hear, especially given that you can still choose not to target unique hooks. It felt cookie cutter since it was more efficient.
…buuut I will say that giving the player nearly every choice at once: mobility/information/regression (there were no lethality options) instead of requiring the player to choose one benefit based on build/game-state/location made it feel even moreso cookie cutter given a lack of agency to choose a benefit.
Dunno, let the player hold the hook input while hooking to open a radial menu to select the boon? Needs to be fluid and not interrupt gameplay. (Or interrupt gameplay but have enough strength to offset the interrupt).
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There's no punishment. They dont want to remove tunnelling, they're just making it a bit inconvenient.
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Do you think that they would actually punish killers for killing fast? No player would want to get punished for playing well. So instead they're trying to make it harder to tunnel. Nobody can say for sure if it's useless or great because we haven't actually played it yet.
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We can punish killers for killing the same time we punish survivors for getting gens done.
The punishments were the main issue with the last attempt. It's a shame the devs didn't keep any useful buffs for spreading hooks so it's still going to be better to force early kills when possible.
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We can punish killers for killing the same time we punish survivors for getting gens done.
The game naturally does. Co-op penalty and reduced patrol space always make the last gens go slower than the first.
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In theory, penalties aren't the only way of fixing tunnelling. It'd also be just as effective to make tunnelling difficult to the point of being the worse option compared to doing literally anything else.
I have my doubts that what we've been shown will achieve that, but I'm open to being pleasantly surprised. Making survivors more difficult to chase immediately after they're unhooked is a completely feasible way of fixing tunnelling, either way- it doesn't have to be penalty-based.
Don't get me wrong, the penalties last time were completely workable, they just aren't the only solution.
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Don't forget the biggest one, being that many perks and even base kit abilities are disabled once the gates are powered.
While those were and are generally considered "common sense" functions of the game, and "reasonable", if we use 2025 jargon it's literally "punishing survivors for doing their objective".
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The goal is to make tunneling harder and thus less valuable, and so less cructhed on. We can only see how that will play out in reality.
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So you think its better for antitunnel to stay once all gens are powered for 30 seconds after unhook? Do you know how easy would it be to just escape even if you get basekit haste and endurence for 30 seconds without other bonuses, if these all things or just basekit bt with haste stayed after unhook for 30 seconds many killers would just be unable to secure last kill which isnt good chance and even devs stated once the all gens re done there is nothing to defend for killer exept hooked survivor thats why antifacecamp doesnt work too.
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at the bare minimum it should be tier 2 bloodlust and make it onoy deactivates on mobility power and not if trapper uses a trap for example.
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That's not the point.
If someone says 'we can punish killers for doing their job when survivors get punished for doing gens', it is incredibly fair to point to all the perks and protections that get stripped from survivors as punishment for clearing the fifth gen.
We already do punish survivors for clearing gens.
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That's not what I said at all, read it again.
I said that survivors already lose protections after finishing gens, and deliberately called that "common sense" and "reasonable".
But somehow it's not reasonable for tunneling at the start of the game to have any limits whatsoever for some people. That is the double standard at play here.
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People are going to abuse the heck out of the new endurance. lol
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Hard Tunneling is the equivalent to that one survivor who did nothing and got the hatch at the end, no one likes this kind of play style, and it feels disheartening. Or those who did nothing practically holding a game hostage at times(rare as hell)
Hence afk crows were touched up, but got overturned. So stealth players got hit pretty hard and some of those team mates doing things got hit. Crows got nerfed becauseof it.
. The penalties were much like the crows. To oppressive for they touched not just hard tunneling but certain circumstances that are not just the killer tunneling but horrible situational awareness of some survivors caused some killers to be hit bu them.
This ptb and patch if it goes through, is just the nerfed crows of tunneling.
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Some probably will. And then you repay them by tunnelling them out because there's no penalty
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Yep, just like current off-hook body blocking.
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15s of blood-lust and extra bp doesn't really matter when you're on your way to a 3v1. You don't even need them at that point.
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Because the carrot is better than the stick?
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Over 3 years of experience have told us that, unless the devs can devise a carrot that is explicitly exempt from tunneling, it can and will be used to tunnel.
Every single buff that killer have had since at least 6.1 has been used to tunnel more effectively.
Which, for the record, includes "gen speeds" since a year of gen kick and 3 gen metas made gens take as long as the killer wanted, and yet people used that extra time to tunnel more.
The carrot does not work.
Post edited by AmpersandUnderscore on-8 -
now we actually need to see a carrot for not tunneling.
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Except there's literally no carrot lol
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Killer is more punished by spreadinh hooks which is his objective (hooking more survivors without perks that get benefits from this action like pain res,grim embrace, noway out etc. is worse for killer because survivors have more time on gens and are less preasured because the whole preasure is more spread across the whole team instead few survviors which maybe looks like less preasure but they die faster which than gets the ones that arent preasured by killer directly, other thing is hooking more survivors you are giving them perks like dead hard or ds than can be used against killer and are strong especialy dead hard which in situations where killer is using his power that cant be used to bait it or survivor is in pallet,near window which are situations where you have 50/50 and dead hard breaks this 50/50 and makes it 33/33/33 chance you either hit him, get pallet stuned or he uses dead hard and gets sprintburst from hit which is bad to have this on more experienced loopers because they know when to use dead hard to make it safe.
Doing all gens survivors will have antitunnel basekit like now 10% haste for 10 seconds with borrowed time instead new 30 seconds (which is almost current OTR and it would be busted not all killers get hook that is furthest from all gates and can catch up or double hit as some killers like blight,ghoul and others which wouldnt be fair).
So we can say survivors get punished for doing gens (weaker antitunnel) but killers get punished more especialy the weaker ones.
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Well I call it fair because if killer doesnt go directly for survivor who got unhooked and the unhooked survivor starts to bodyblocking him than its just "tunnel me" and no one should get angry when you do this to killer and he just focus his all attention on you because you showed him you want it, its hypocritical calling killer tunneler when you bodyblock him with bt from hook.
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No killer will loose that bloodlust with doing any breaking actions (cleaning up pallets or making loops weaker by breaking walls), getting into chase with survivor (which is wierd but ok) and using his power so Pig cant crouch and have just hold W or she will loose that bloodlust, ghostface can use his power for stealth to get on other survivor which sucks because he cant be played as m1 (if you play him most time as normal m1 killer insted of prioritising stalking and 99 survivors or hit and run playstyle then stalking injured to 99 if you can so they are either way one shot she is super badif you dont paly him like this and just more as normal m1), for trapper it will be not as important because he will just do more cleaning up by breaking pallets or setting traps so few seconds for him most of times he isnt chase killer but set up killer so he wont benefit from that naturaly same goes for hag for her is way better to trap the hook instead run across the map as wraith. Mobility killers have better mobility than bloodlust so they wont benefit from that either, the ones that will get most of that bloodlust speed are killers like huntress (if she doesnt go for snipes), slinger,chucky,knight (if he just holds w and wont go for long path guard) these are the killers that will get most of this becasue they dont need to use their power if they dont see or chase survivor and their power has no stealth activation like pig,ghostface, have no mobility in it or set up for some traps). i think even uknown will loose it if he spawns his tp so yeah only few killers will get most of this weak effect that can with more blood points just give you same as tunneling one survivor out fast and help you to gain same presure as tunneling does (many survivors and swf mainly try to help each other so by tunneling you get some hits or even slugs that are way more beneficial for the killer than having some bloodlust for 15 seconds and more blood points from unique hooks thats just sad fact).
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Pig is one of my mains and I will happily take an additional hook state from a survivor throwing themselves into my arms over 15s bloodlust. What would I need the bloodlust for at that point? I literally play without it right now
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No stick either. Half wins are good too. Last PTB punished the killer even when the survivor repaired in their face knowing the killer couldn't risk hooking them. Paired with being able to endlessly pick themselves up made it a lose lose.
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Tunneling will go nowhere. I thought it was funny they were making the maps brighter so killers can very easily track survivors. The elusive effect is moot and a fake display of effort to address tunneling. They removed the penalties so tunneling will still be an option which clearly means killers will still tunnel.
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You're ragebaiting right? OTR, Babysitter, BT, Wicked basekit is no joke. Survivor was already better without these changes and anti tunnel perks, pair all this new stuff with DS, and killer is about to become even more of a nightmare than it already was.
Not to mention that you also can no longer camp outside of securing a stage for a few seconds, and for some reason Survivors get permanent unbreakable if the killer decides to slug the remaining two survivors, (only situation where this mechanic will come into play, but also the only one where it shouldn't) which is just stupid since them getting into a 2v1 situation is their own faults.
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Despite the survivors getting practically god mode off of hook now, the killer actually still doesn't have a single reason to not tunnel.
BP? Bloodlust? Who cares? Not those who have the tunneling mindset.
With the rewards and punishments (even tho they were a bit overwhelming), you at least felt incentivised to spread hooks. Now? You get a "the survivor is now hard to get". So what? If you are playing a killer that can go fast, you can ignore it and power through all the buffs survivors get.
T.L.D.R. - Give us a reason to not tunnel outside of a slightly harder chase.
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The uniqe buffs shold be better not for making killer stronger but for making the reward more woth it so there is less tunneling because even after this survivor buff patch will drop hardcore tunneling will be still the best and most effective way to play while spreading the hooks will be bad even more as it is now.
Sorry but billy isnt busted, he is strong killer indeed but he takes some skill withhis power and has solid counterplay (its easier to juke him or doge him than blights,ghouls or nurse power and you would be surprised how skilled loopers can crouch tech him around corners or small elevations when running downwards or make him to break wall or pallet because it priorotizes the breaking action with saw intead hit because the pallet or breakable wall has bigger hitbox than survivor crouching next to it). He isnt that op because he is quite map dependent more than other stronger killers mainly for his mobility and instadown is strong thing but he isnt alone who can do it and hiting his saw isnt that easy as it looks so if there is some image of what strongest killer should be billy is probably closest to it killer that is strong but has hight skill ceiling and is hard to play with his power but but still isnt hardest to pick up because he is the m1 (nurse is harder to pick up because she cant loop normaly and is just all about her power).
In reality the killers cant be balanced the same and never will (look at meta now killers with chase powers plus some good mobility will be always better in this fast phase state than some trap killers who must set up or stealth killers) but lowering that huge power gab between then is important mainly for balance uptades like the patch 9.3.0 where some killers can just be almost uneffected by the survivors buffs while others will struggle way more than now same as with pallet density uptade that just did almost nothing to stronger killers but the m1 got cut deep by it (because 6 more filler pallets between stronger loops do nothing huge to blight but for m1 killer who has no strong antiloop or catch up dash power these few pallets become super strong against him).
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Could you clarify what you mean? If the buffs shouldnt make killers stronger, how would they still reduce tunneling?Some better effects which are more woth of going for as killer because bloodlust with more blood points wont cut it, effects like better regression with haste istead bloodlust which arent op (depends in what nubers ofcourse) and are quite solid to make killer not to tunnel if he doesnt need to which now tunneling for me on weaker killers after 9.3.0 will be priority to gain preasure from the start because of stronger antitunnel making it weaker even near last gen which will hurt me very much with weaker killers on which is normal to have 4-6 hooks on 1-2 gens left compare to ghoul or blight,billy which can have more hooks naturaly by this time on same gens or have powers that can help them catch up way more faster than weaker killers like ghostface,pig,demogorgan,knight etc.
I actually find nurse easier to loop than billy, and i often see billy proxying the hook and then one-hit the unhooker.Depends on the killers experience and skill plus who you face more which is logical that if you will play against more one killer than other even if that killer is stronger your strategy and understanding his limits are more known to you and thats why you have better experience and results against them (I believe you get more nurses than billy he isnt super popular even the fact he is strong and fun with high skill ceiling and expression).
Im not exactly sure i understand you correctly, but i think we are in agreement that BHVR should reduce the gap between killers. For example by lowering the speed of the fastest killers and buffing the speed of the slow moving ones, one idea could be to give trapper the same speed boost without hes traps as springtrap have now without hes axe. That way the setup killers like trapper wouldnt feel left behind as much as they do now, while fast dash killers dominate.Would it be enough for trapper? probably not, but at least it can make up just a little, for him needing to go all over the map to collect hes power (traps).They should reduce the gab and Im writing this the time I joined this forum but some people dont like the idea of having less variability in power levels of the killers but if we want from devs to balance the game some choices have to be big and thats why if weakest killers were now around mediocre level which is like springtrap now then this survivor buffing patch would not be so huge deal but we still have trapper and ghostface with same power level as before because their buffs didnt do much.
I dont know what speed you mean because trapper is 115 killer with no dash or mobility and speed is one thing but his kit is just time consuming with strong counterplay that hurts killer way more than it should, when he is using his power he is actualy like gambler its just very small ods he will hit jackpot with it (his traps will work) or bigger chance he will loose it all so we can say he is actualy loosing when he is using his traps compare to wraith who gets from his power something more constitlently than trapper.
For trapper I dont think so he needs rework because his power is just badly desinged for this state of the game (fast phased which is more better for chase killers with mobility than set up or stealth killers like trapper or ghostface), same as nurse you cant buff her becasue she would be more busted and you cant nerf her too much because she would be terrible or not worth playing (mostly because she is the one killer that is dependent 99,9% of the time on her power, she cant chase normaly she is slower than survivors which means her power has to be strong and only nerf I can only imagine for her to not be super bad is just blocking aura read while using blinks or charging them just like spirit, nerfing her cooldowns wont be good because she will be way worse she just cant be m1 killer like blight or bily without using her power so she is problematic by her desing this is same issue for trapper but in different power scale).
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You get a whopping 750 BP as a hook spread bonus, and depending on the Killer, you get a 15-second slight acceleration that vanishes the instant you press the ability button!? They say you can move 6 meters farther than usual in 15 seconds. Don't you think that's a ridiculous bonus? Survivors get the base kit babysitter or the upgraded OtR, and unlike the last PTB, the hitbox for protecting allies is back. With all that going on, it's more beneficial for the Killer overall to just try to land two hits and tunnel.
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There is not even a carrot for killer, 5% bloodlust is basically nothing, like maybe a faint whiff of carrot, so what carrot are you talking about?
Survivor is getting basekit Borrowed Time buffed to the moon, giving said unhooked Survivor every advantage they could possibly want against a tunneling killer, to be nigh uncatchable for most of the roster. Any halfway competant Survivor will be able to waste a pretty huge amount of time, with a strong chance to completely ditch all but the fastest and strongest killers...
And the fastest and strongest killers being able to keep up and still get through it? That's a them problem. Every normal killer trying to tunnel eats a fat W with these changes if the Survivors don't completely suck.
Not sure exactly what more you want.
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The additional gen regression for non tunneled hook WAS exactly said scenario that tunneling would not benifit.
That is the carrot you want, but what was needed was for it to effect lower tier killers more.
It would work with a few tweaks!
And also the stick DOES not work ether, because that promotes more toxic views.
This next paragraph is an example and not my views on gen speed.
If we were to make it if you completed a gen before 70 seconds every gen was blocked because the amount of people saying gens go to fast, survivors would feel rightfully targeted, especially if the rest of the team was managing not to prock it and one random person did.
This is a shotgun approach, which is often used as a stick
Thats a bad stick isnt it?
We Need a balance that doesn't affect those not doing the thing the punishment are targeted for at all.
If you dont agree fair, but I hard disagree that a carrot doesn't help..
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i gueee you weren't around when blendette was a thingthing
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I kinda miss blendettea
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But back then you also had the moonlight offerings that made the maps almost pitch black. Especially the MacMillan realm
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Yea but even w/o moonlight blendette on some maps was invisible there was a reason why everyone ran p3
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I do remember. But back then you had heavy ambient fog, much taller grass, better bushes, and super-dark corners to hide in.
And the mist offerings actually did something back then.1 -
as a survivor it was fun as kikiller it
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From my relatively short time playing, maybe a couple years off and on, it seems tunneling became a strategy at least at first to defend gen-rushing. It made and makes sense then and now to eliminate the injured people first. In my experience as a killer I get gen-rushed every other match it seems. If I don't do something soon in those cases I'm guaranteed a loss. There's nothing inherently wrong with this survivor strategy, as this is the primary goal of the game for survs is to get out.
In this case, a killer has to adapt or get owned and fast. Everything in a game like this can and will be abused by toxic players, I just don't see why it's ok for one and not the other.
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What is genrushig though? Is it toxic to just do gens? Does everyone in your lobbies have commodious toolboxes and gen perks or are you just giving them 90 free second to do the gens? Like what do you want the survivors to do? Politely wait for your chase to finish before working on a gen?
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How much more do you want?
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No, in fact I said that is obviously the survivor's primary goal is to do the gens. What I said was it's hard when there is a coordinated meta perk team bombing gens at the start. Not that they shouldn't ever do this, but what's a killer to do in that case? They in turn have to speed up, change tactics like tunneling for example, because a killer's primary goal is to get the survivors out while protecting the gens. Survivors made up the term tunneling like many have said simply because they failed, made mistakes the killer capitalized on and just didn't like it and labeled it a bad thing.
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"Genrushing" goes back to when BNPs did the gen for you. That no longer exists, but the term still gets thrown around just as causally as "tunnelling". So you could also say killers use the term genrushing because--to use your own words--they failed, made mistakes the survivors capitalized on and just didn't like it and labeled it a bad thing, and thus use at as an excuse for cheese tactics.
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30 second gen build.
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On all four people? I've never seen it.
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It only takes 2 people with it to be absolute misery
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I've seen videos of true genrush builds, but it does require some setup to get started, and fairly complicated for the average players to fully utilize.
Basically, Hens did an experiment a few months back where he used Bardic, Hyperfocus and Stake out, in addition to a stacked toolbox, and Built to Last to do a gen in 36 seconds solo.
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