For anti-tunnel, anti collision instead of endurance?
Tunneling remains an issue for newer players. One of the killer concerns with giving survivors longer endurance is that survivors will use it for body blocking. I'm personally agnostic, as I think the trade-off of having new players stay with the game is worth a very small number of players trying to abuse the system. Having said that, what about simply removing collision for survivors so the killer CAN'T interact with survivors until 1) the timer runs out or 2)the survivor does an action that ends the protection? Same protection against Tunneling without the possibility of abuse.
Part of that would be a timer on the HUD that told killer and survivors who was at risk.
I'm on board with preventing Tunneling if it's done with common sense.
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This should've been how it worked when basekit off hook anti tunnel was made a thing in the first place.
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I've been a proponent of this idea for a long time, and while I do still think it's hypothetically one of the best ways of addressing tunnelling, there is one snag I've never been fully sure how to address: Survivors using this lack of collision for saves.
Without collision, the survivor can phase in to the killer and drop a flashbang, or run through them to get a pallet drop prompt, without the killer being able to do anything about it.
IF a solution to that problem can be found, I'm all for it. I've toyed with stuff in the past myself, like survivors not being able to use items while intangible, but that only fixes half the problem- I'm curious if you've got any ideas for addressing it!
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On paper, the anti-collision thing sounded good, and I was a proponent of the idea, but seeing how it was implemented in the 9.2.0 PTB rapidly changed my opinion to a negative one. The only way anti-collision could work without allowing the survivor to abuse it the way they did on that krasue PTB would be if any action immediately counted as a conspicuous action, killer attacks could not auto-aim to a survivor with anti-collision, and the survivor with anti-collision could not interact with pallets.
That last part would absolutely be required to prevent unhooked survivors from doing exactly what they did on that PTB by running through and ahead of the killer to drop pallets for their teammates.0 -
As a few others have mentioned, this idea has been around for awhile.
It's the most absolute, straightforward way to "fix" the problem.
Except despite calling their changes 'anti-tunnel' BHVR seems really determined to keep tunneling a part of the game (causing confusion among the players). They really seem to think removing the possibility of tunneling entirely would be an awful direction, thus we get the weird state survivors were in during the 9.2 PTB so tunneling is a lot harder, but still possible.
Thus while ghost survivors could work pretty easily to end tunneling, it doesn't seem to be BHVR's goal.
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BHVR has mentioned that they already tested survivors losing collision with the killer internally with their consultants (experienced players). And unfortunately the outcome is that you can simply bodyblock for your unhooker even easier with this.
Unless you mean cannot interact as “cannot hit”, which is interesting as an idea but would require some balancing.
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In place of Enduring, lets weigh in on the idea of a Temporary incorporeal state:
Killer can't strike, chase, or down the unhooked survivor, but the survivor can't be healed, can't do gens, use items, or block the killer either. Incorporeal survivors move faster with no sounds, scratch marks or blood trails, and once the timer runs out they become corporeal again and can go back to doing normal survivor stuff. This Status is disabled once the gates are powered and any incorporeal survivors cannot exit for 15 seconds after becoming corporeal again (just incase anyone wanted to abuse it for guaranteed endgame escapes).
Pros:
Survivor has a set amount of invulnerability from killer attacks.
Gives time and speed to survivor to find a place of safety away from the killer to heal or do gens.
Killer can't chase the survivor waiting out the timer because the survivor moves fast, leaves no indication of where they went.
Tunneling is rendered "mostly" solved because the survivor can't pull any body block shenanigans off the hook, and killer can't just wait out the Endurance while chasing them off the hook to down them.
Killers near the hook only have Rescuers to pursue.
Cons:
No Enduring body block shenanigans fresh off the hook to give your rescuer a chance to escape.
No immediate healing or hopping on gens after unhook until the timer runs down.
Have to time powering the gates for after unhooking a survivor or the killer can tunnel them out in the endgame.
In the event that rescuer escapes the killer, and killer just happens to run back into the recently unhooked survivor after they've become corporeal again/was lead to them by the rescuer, it doesn't prevent the killer from going after them again.
I Dunno how long the Incorporeal state should be, whether or not the killer should even be able to see the survivor at all during that time, if the length of the state should stay fixed or get longer or shorter per hook state, etc, All I know is that to me, it seems like a much better option than the "Elusive" status with extended "Endurance" which, as the last 2 ptb's have proved, become highly abuseable by survivors. With this option, we trade abuseable off hook tactics for a guarantee escape to safety, and to be fair for the killer, the unhooked survivor also can't do gens until corporeal again, so hooks double as potential gen slowdown too, which incentivizes killers to go for putting more survivors in this state, especially ones with toolboxes. As previously stated, It would "Mostly" fix tunneling, but it's not idiot proof… that's too tall an order to fill with this player base.
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Well it would be somewhat of an awful direction to "remove" tunneling. You remove tunneling then what. Over a LONG course of time you buff/rework weaker/mid tiers in a way and add base kit incentives that aren't obnoxious to play against. While also adding content and balancing that. Removing tunneling changes the game forever in a way where to get back to a "normal" state it would be multiple years ahead of where we are now.
Tunneling is a necessary evil for the game.-1 -
I once stated that it could be possible to let the Survivor only walk while he has no collision but the catch is that the status stays until the survivor does something else than that or someone else gets hooked.
So the Killer could not tunnel the Survivor because he can´t hit them and the Survivor could not interact with anything only when the Survivor gives the green light and is "safe or needed" in his opinion. You give the ageny of the tunneling to the Survivor.
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There is a solution and it already exists in game; the incapacitated status effect that eruption used to apply. It prevents players with it from interacting with anything. Make it so that when a survivor gets unhooked they're intangible (hell, I'd even say make them invisible to the killer) and make it so that they're incapacitated until their anti-hook protection wears off. If they can't interact with anything until their protection wears off they can't weaponize that protection.
After that its just a matter of adding a condition so that being fully healed ends the off-the-hook protection early so that they can get back into the game once they're healed up.
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People would literally use the anticollision to run inside another player and act as a force field since they would be hit.
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Just make them unhittable till it wears off?
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Killer can't strike, chase, or down the unhooked survivor, but the survivor can't be healed, can't do gens, use items, or block the killer either
The only limits that should exist are not instantly throwing pallets or using flashlights or flashbangs. And trying to do so blocks the action but makes you vulnerable for a few seconds.
You need to prevent immune survivors from being able to save for free, or literally stand at a pallet and stare at the killer until they throw it, for example.
Not being able to do gens, or heal, or even something like incapacitated, becomes a huge burden to the survivor. Because instead of being in "time out" in this freeze tag game by being on hook, now they're in "time out" by being unhooked.
Which is both terrible gameplay and a gigantic buff to killers overall. Because, effectively, you've made unhooking now a timer where the survivor can now move, but are effectively still hooked and out of the match on a cooldown they have no agency over. (In fact, no one has agency over)
The survivor, at absolute minimum, has to have a way to opt back into the game under their own power by touching a gen, or healing a health state, or interacting with a killers power at the bare minimum to progress the game.
Incapacitated is even worse for this, and doesn't block pallet throws. The one thing that actually matters here.
I forget if incapacitated prevents interacting with killer powers also (the wiki is no help there), but you have to be able to opt back into the game.
Going from "time out until unhooked" to "time out on a cooldown" is just ridiculous.
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They easily could've added no collision on survivors while otr is active instead of nerfing it to 40s...
Now i dont have dumb mates pointlessly baiting while pressuring no gens.
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This is why while that is happening they shouldn't be able to do any of that stuff.
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Including pallet dropping? I'm not sure about that. It'd work, but it feels a bit clumsy to me.
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you would also need to disable window vaulting (Last Stand) and locker usage (Head on)
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I always wondered why endurance doesnt get canceled out by "protection hit". Like 9 times out of 10 if the killer is tunneling right off the hook, its a few seconds after the player gets unhooked, so if the survivors seperate rather than weaponising basekit borrowed time, itd be usefull against the tunneler if not used as a protection hit. The only problem is killers who are actively camping would use the fact that being near the rescuer and getting hit right as your feet touch the floor, might count as a protection hit. With a bit of tweeking they can make it possible to avoid "protection hit" for a 1.5 seconds enough for the survivors to seperate from the hook. And then it becomes anti tunnel only instead of a hit you are expected to take for your rescuer
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Basically i would go further than just no collision. I would make them have basically spirits power. They cannot be seen, interacted with, make no noise, no scratch marks, no nothing. But during that time they can't do anything. They can't heal, they can't save, they can't do a gen, they cant drop pallets etc.
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I think it is a good way to implement this. But the problem which I see here is that you can just run to a gen as an complete immune Survivor and start it when the Killer is away.
Not sure what could be done against this tho.
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This would basically be coupled with giving killers actual incentives for hooking survivors. Things like a small basekit painres that just blows up all the gens for like 5-10% or other effects that make it so now that tunneling is gone, the game is properly balanced around basically 12 hooking for the win.
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Okay fair point.
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