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Addressing the Current Meta – Balancing Tunneling and Aura-Reading Power

exDbd
exDbd Member Posts: 113

Lately, the gameplay experience in Dead by Daylight has felt increasingly strained, even when playing in a coordinated Survive With Friends (SWF) group. There seems to be a growing trend—partially influenced by high-profile content creators—where "hard tunneling" from the very start of the match is viewed as the only viable strategy for a win. 


Furthermore, the prevalence of aura-reading perks has significantly shifted the balance. While counters like Distortion have seen recent adjustments, many feel the sheer volume of information available to Killers has made stealth nearly impossible. This often leads to a cycle where "low-effort" pressure strategies dominate, leaving Survivors with fewer meaningful ways to counterplay. 

I’d like to open a discussion on a few points:

•Survivor Counter-Play: Aside from standard anti-tunneling perks like Off the Record or Decisive Strike, what advanced strategies or builds are you finding effective against heavy aura-reading and early-game tunneling?

•Game Health: How can the developers better incentivize diverse playstyles so that tunneling isn't the "default" for Killers seeking a competitive edge?

•Sharing Feedback: For those who want to see mechanical changes, what is the best way to provide constructive feedback without it being flagged or removed? Many have recommended the Official BHVR Forums or the Player Satisfaction Surveys as the most effective channels. 

I’m curious to hear how others are adapting to this meta and what specific changes you believe would restore a healthier balance to the trial.

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Comments

  • BlackRabies
    BlackRabies Member Posts: 1,382

    Hard tunneling always been a thing in the highest level of play since it's a coordinated 4 man SWF team. It's really the only viable means to slow the game down so that killers have a chance to win when survivors are free to gen rush with no built in game penalties. Even got 2 more perks to make gens go even faster completing a gen in 20-30 seconds with the right load out. That should never be allowed to happened.

    But sure let's punish the killer's for rushing their objective while survivors are encouraged to rush theres for free.

    Maybe add something new to the game to force survivors to do something else other than gens. Idk finding parts for a gen before it can be repaired.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,591

    It still needs to be changed, where it prioritizes the survivor with the least amount of hook states when selecting a new Obsession. I have lost many matches to this perk as well, since the perk seleced me immediately upon being unhooked, causing the killer to tunnel me out for free.

  • Kupega
    Kupega Member Posts: 124

    The one thing I want them to test more than anything is bringing the gen repair bonus and penalties from 2v8 into the regular game. 3 gens pop before a single hook? Gen 4 will be extremely slow now. 2 teammates dead before one gen is halfway? no worries, the survivor is suddenly the greatest mechanic ever seen.

    Some perks would need to be adjusted such as Pentimento and maybe Gift of Pain/Weeping Wounds, and some gen speed perks and maybe toolboxes. The idea is far more complex than I'm presenting it and there is probably much that I'm overlooking in regards to it, but I think it's worth a consideration at least

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,591

    One suggestion that has been circulating lately is to revert toolboxes back to their original state, where they had more charges to begin with, but much, much slower repair speed (like 10-15% or so), and also take away the increased skillcheck chance, to reduce the effectiveness of builds like Hyperfocus + Stake Out.
    Another good way to incentivice hooking would be to change hook sabotage into a hybrid system of the current and the old one, where it takes longer to sabo, but the progress does not get reset if you let go of the interaction, while also keeping the current 60 second hook respawn logic in place. That way, if a survivor wants to sabotage, it requires a lot of setup first.

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  • Abbzy
    Abbzy Member Posts: 3,188

    Idk about friends till end or alien instinct being tunneling god tier perks as you claim, they are just info perks that require some action to get that aura read and opening locker to get info in 32 meters area isnt tunneling perk just info perk and friends till the end needs you too hook and it reveals obsession or new if the current is hooked but this isnt tunneling perk just info perk for hooks.

    If you want people to use strong aura perk that is antitunneling with its effect than make deerstalker to reveal survivors aura like for 7-10 seconds instead of 3 and maybe more people will start using it instead now current 3.

    Aura or info perks arent best for tunneling especialy hardcore one because if the killer is hardcore tunneling you (going for one survvior 3 times in the row until he is dead) he wont be far from that survivor until he is dead so slowdown or endgame perks are way more beneficial for this than info perks.

  • Zer0Chill
    Zer0Chill Member Posts: 21
    edited February 2

    Funnily enough, what I noticed is that my escape rates/games where multiple Survivors escaped have increased significantly following the release of the newest Stranger Things Chapter because of We See You and Object of Obsession. In fact, I found in my experience that Perks and Add-Ons revealing the Killer's Aura have been a very strong answer to the things you talked about. The only issue with them is... Stealth Killers, and it's no wonder how most of my losses have been from Stealth Killers.

    If you are struggling with facing off against Killer, I do recommend adopting an Aura-reading build so that you can figure out who the Killer is definitively and how they move and approach so you can strategize around their play patterns. Being able to read the Killer's Aura does make a huge difference between surviving and dying since it allows for you to play more proactively than being forced to react to how the Killer plays when it drops on you. I do acknowledge that it sounds like a band-aid fix, but if it works for Killer then it should work for Survivor too. Information is still the strongest tool in Dead by Daylight in either role.

  • exDbd
    exDbd Member Posts: 113

    I think they need to add a ranked mode or something, bc some of us do not play like our life depends on it. Some have lives and just play to unwind. Nowadays you have stress to the max just to get a couple gens done, if you can even do that. Also MMR is completely broken, I’ve died consecutively for like 20 matches in a row (and I’m pretty good at dbd but with these tunnelers the matches are unwinable) and still getting placed with these high mmr killers. I’d hate to be a new player in this era, I bet they just delete the game….

  • exDbd
    exDbd Member Posts: 113
    edited February 2

    if there is nothing wrong with it why was distortion nerfed? Why was there an anti camp bar made now? Why did they try to nerf tunneling? It’s not okay. At all. Maybe for killers bc it’s an easy W, but survivors it’s not fun at all. You think we wanna blitz through gens? We actually don’t, but most killers play style makes us play like this and then something else of ours gets nerfed. Fun should be for both roles not just one. Just my opinion tho!

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,591

    I have done a few "all-seeing Survivor" kinds of builds in the past, with Eyes of Belmont, Alert, Fogwise and Scene Partner, which often times gives you a near permanent aura read on the killer.

    It definitely makes mind-games practically impossible for the killer to win, unless they also run aura builds.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,591

    I miss old DBD for many of those reasons, back when you had maybe 2-3 aura perks on either side, and the most commmon ones were BBQ for killer, and Object of Obsession for survivor. No Lethal Pursuer either, so the killer had to guess where survivors spawned.
    And old Ruin, with the red skillchecks. The perfect slowdown perk

    Simpler times, when the game had more chill.

  • exDbd
    exDbd Member Posts: 113

    facts now everyone is running like a chicken with their head cut off lol

    It seems like both roles are rushing to see who is the fastest at completing their objective, 🙄😂

  • Wiccamanplays
    Wiccamanplays Member Posts: 284

    I play Killer somewhat more than Survivor (I watch a lot of Survivor gameplay to try and suck less though), and it's not fun playing Killer a lot of the time either. My matches seem to fluctuate between being a horrible, joyless slog where even if I technically win I feel like I lost, or an absurd mismatch on hydrogen-bomb-vs-coughing-baby levels, where either Survivors give up almost instantly because one thing doesn't go their way or I have absolutely no way of exerting any pressure at any point and get teabagged at the exit gates. The gap between the strongest Killers and almost all the rest feels wider than ever, and most of the changes people suggest would barely affect the strongest while making the weaker ones miserable and the lowest tier unplayable. Moreover, Survivors already have a lot of great tools to help themselves and one another but don't often have the means or the coordination to use them.

    My suggestions? More information for solo queue Survivors, so they have a chance to respond in the ways SWFs can easily. Being able to see each others' perks (whenever that gets here) will help a lot. A comms/ping wheel like in Overwatch would allow solo Survivors to communicate simply in-game without the mess voice chat would implement. I wonder if basekit Kindred would help Survivors with tunnelling, since I see Survivors unhook in the Killer's face and then leave the poor unhooked Survivor to their fate straight afterwards far too often. In extremis I could see some kind of total loss of collision with both Killer and other Survivors for an unhooked Survivor until they perform a Conspicuous Action or a timer runs out, with some kind of visual effect like a marker over their head.

    On the Killer side, it goes without saying that the weaker Killers need meaningful buffs and the stronger ones need meaningful nerfs as well as sidegrades to make their powers more useable but less oppressive. Some Killers have built-in anti-camp which also discourages tunnelling ab initio, and that could probably be applied to more Killers, especially the ones that are very good at punishing unhooks like Trickster, Huntress, Billy etc.

    I also think more perks need to be viable, while the strongest ones need reining in. At the moment the diversity of Killer perks is not great (though Vecna 2: The First But Not Actually has introduced a bunch of good but not overtuned ones), but the strongest perks are still really powerful while still working when a Killer tunnels. I've said it elsewhere but it would help to reintroduce for several top Killer perks the effect that Hex: Ruin had before, where a Survivor death disables it. You can have an early 3v1 or strong slowdown, but not both. Then you could look at improving weaker Killer perks (especially chase perks, which often don't feel like they justify the perk slot when you could run something more reliable). There are also some Survivor perks that could benefit being changed: Vigil is just obnoxious and makes playing weaker Killers harder while having no impact on stronger ones 99% of the time; Stakeout/Hyperfocus as a combo is unhealthy for the game and, in a certain sense, encourages tunnelling (if a Killer suspects you have it, it's in their interests to hunt you down and prevent you from blowing up their generators at double speed); Resurgence also encourages tunnelling because a Survivor being almost instantly healed after unhook means way less time Survivors spend resetting, it counters perks that don't benefit tunnelling like Gift of Pain and Sloppy Butcher, and it's also completely undone by hitting the Survivor off hook. Moreover, in general I see too many Survivors bring builds solely focussed on doing gens or being chased, and not helping or giving valuable information to their teammates: perks that are altruistic could use a tune-up, while I wouldn't mind seeing some of the more self-centred perks that are very popular getting toned down.

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  • exDbd
    exDbd Member Posts: 113
    edited February 3

    oh but killers didn’t complain about distortion? About the DS buff which added a mere second or two longer? In my opinion DS should last a good 10 secs, you wanna be a d head? Okay eat that stun. What is it 4 seconds now? Yeah enough to get off the shoulders then boom tunneled. Yeah okay bud, the game clearly favors killers and your posts make me not want to respond to you anymore. You’re a ruthless killer main with no decency for any regard to others fun, just your own! Good day sir!

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  • brewingtea
    brewingtea Member Posts: 780

    Killers deserve a Second chance perk like DS.

    They already have stuff like NOED, and

    Something like "Hook Chains" when the first survivor is unhooked they instantly get rehooked if the killer passes a skill check, and gain another hook level

    Oh, ha! I thought you were being serious for a second

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,329

    I've always felt the game should have a dynamic system that buffs and nerfs each side as the balance of the game changes.

    Track the hook states and number of dead survivors against total generator progress.

    If the survs are on the back foot then give them a gen repair speed boost and maybe 1% haste or slow the killer a tiny bit. if gens are flying then slow down repair speeds and give killer a little speed buff, maybe quicker recovery from missed or bad hits.

    This would keep the gsme tense so it slways feels like the win is in the balance. I'm honestly sick to death of playing survivor games where within 2-4 minutes it's obvious that we have no chance of finishing gens. It's immensely discouraging.

  • Part of the problem lies in bad map design. Maybe a significant part of it. Take azarov's for instance. No explanation needed. Whereas badham has strong loops every part of the map so it is hardee to tunnel there.

  • Fixthisgamebad
    Fixthisgamebad Member Posts: 50

    survivors dont understand that ligit tunneling is one of the only tools that can actually help win a game, one player gone makes the game alot more winnabel. survivors are spolied with so many perks for gen rush and 2nd chances while all of the killer metas get nerfed you have so many tool to use lmao, and you where in a SWF you had every advantage you cant complain out tunneling my guy play some killer with some actual good survivors and you'd get it, don't get emtional over it just understand it was the best option at the time thats all and go next.

  • Philscooper
    Philscooper Member Posts: 677

    By your logic anything swfs do.

    Hyperfocus genrushing or flip-flop power struggle, dying on pallet have someone hover for save.

    Or any other "very abusive" strat that killer dont find fair or fun to face against, are okay because "its their objective to survive".

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  • Reinami
    Reinami Member Posts: 6,813
    edited February 4

    Only encouraging not tunneling and not punishing tunneling won't stop people from tunneling. There is no slowdown that is more effective then just removing the survivor from the match and creating a 1v3 as fast as possible. However. I also don't think they should "punish" tunneling, because doing so just leads to situations that survivors can abuse it (I.E forcing the killer to tunnel you by body blocking)

    The solution needs to be, make tunneling impossible, while buffing killers with basekit gen defense and slowdown to compensate (basekit BBQ/Pop/painres etc.) ideally something like pain res over pop, or it just benefits blight/nurse/ghoul more than say trapper.

  • crogers271
    crogers271 Member Posts: 3,453

    I don't know, could you imagine if there was a perk, perhaps more than one, or even killer powers, that let a killer cut through survivor health states. The survivor EXPerience wOuld be Substantially alterED.

  • Reinami
    Reinami Member Posts: 6,813

    Its a shame most of those perks are extremely niche and have very short timers or ridiculous activation requirements or are able to be removed (Hexes).

    Now if there was a perk that was like: "When survivors complete a gen for 60 seconds they are all exposed, deactivates when a survivor is downed" then maybe you'd be able to compare that.

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  • Rickprado
    Rickprado Member Posts: 1,046

    In my experience, when playing with friends, unless we are going against a cracked A+ or S tier killer main, we usually get 2 to 3 escapes, even when hard tunneling comes into play. Usually we lose to tunneling when the killer hard tunnels someone who messes up - touch gens before healing, run to a dead zone or is just plain bad at looping.

    Hard tunnel is a gamble: is you try to tunnel someone out and the player is good and have anti-tunnel perks, you are probably cooked. I saw recently a very tryhard Dracula main from my server lose a 100+ streak because he chose to tunnel someone with anti-tunnel perks and very good game sense. He took 3 escapes with only 3 hooks and that it.

    Now SoloQ is hell due to how inconsistent teammates are, but this is more related to MMR than game balance. There are randoms who just chew the killer's heart in the match and others who fall like flies to a insecticide against M1 killers

    People in this forum seems to hate this, but there really should exist mechanics that incentivize the killer to spread hooks instead of tunneling - without giving survivors plot armor for incentive, of course. Without this, tunneling and forcing a 3v1 will always be the best scenario for killers.

    About aura perks: Distortion is a plague, i hate this perk and the way it worked back then. It punishes killers for using aura builds and incentivize even more anti-gen perks and stealth survivor gameplay. The devs should really focus more in perks like "We see you" from Eleven, that gives you stacks and notifies you when you have your aura read without blocking aura from working.

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    Isn't that always the goal? Make camping/tunneling/slugging seem weak and half-baked while claiming that any valid tool on the opposing side is extremely strong, including BS like Weaving Spiders. 😵