Tunneling Has Gotten Out of Hand Since The Mid Chapter Patch

I rarely ever got tunneled beforehand as it was never an effective strategy at higher MMR but I feel like ever since the mid chapter balance changes it's made things much worse. With how much more time it now takes survivors to complete Generators + DS Nerf + the base kit buffs killers got there's no longer an effective way to counter this playstyle especially in Solo Queue. It's better for killers to eat OTR & DS and just keep tunneling because how slow the game is now. Literally almost every game either me or another survivor gets tunneled. Somethings needs to be done about this.

Comments

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150362#Comment_3150362

    tunneling is as real as gen rushing, which survivors tell me is not real all the time

    so tunneling is not real

    Both are very much real.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148774#Comment_3148774

    I want the devs to make tunneling and camping the worse play to make, I really do, but I don't think they can do it. If we somehow make tunneling unviable, to where you can win without doing it 90% of the time, what happens in that 10% of the time where killers need to do it to win? They just lose by default? It would mean going back to the same thing we've been fighting against for years, which is survivors getting out guaranteed once they're off hook and it's endgame.

    I believe that a lot of survivors want to use their anti-tunnel tools to prevent themselves from being tunneled, but this is what I see too often at the higher levels: body blocking and flashlight saving, without fear of the killer being able to punish them, simply because they have that 80-second Off The Record and 60-second DS.

    The best play for the devs is to make things fair, focusing on high level play only, by encouraging killers to leave the hook and rewarding them for that. People can call it a "free reward" all they want, I don't care. It means not destroying perks that let killers pressure gens and not giving survivors arbitrary advantages that are built into the killers themselves. Why was Pain Res nerfed if it only rewards killers who get multiple hooks? Why does Ruin deactivate after someone dies, as if the rest of the survivors can't win with it up at that point? Why do Twins have cooldowns and lengthy animations on everything they do? Why do Freddy's clocks let survivors wake up AND give immunity to falling asleep for a while? I feel like nobody questions this stuff.

    The answer to every one of your questions is that when those perks or abilities were unregulated, they were found to be too oppressive. Remember—the kill rate has consistently been above 50% *for years*. The killers you specifically named also have kill rates consistently above 50%. Checks and balances are very important in asymmetrical games.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148885#Comment_3148885

    The answer to every one of your questions is that when those perks or abilities were unregulated, they were found to be too oppressive. Remember—the kill rate has consistently been above 50% *for years*. The killers you specifically named also have kill rates consistently above 50%. Checks and balances are very important in asymmetrical games.

    "Unregulated"? You mean killers being able to use the things that they equipped? Poppycock. Those perks and killers could have been much better and still wouldn't have been enough to beat efficient survivors. They're oppressive alright, to those who allow them to be. You stopped seeing Pop and Ruin before their recent nerfs, despite being "oppressive" because killers realized they just stopped working after a certain point. You got 2 hooks before the game was over, a gen got done in your face, or your hex was destroyed? Those perks did nothing for you.

    Since when have the stats ever shown accuracy? They can say that the kill rate is 70%, but that doesn't mean that 4-man escapes aren't happening all the time. And I don't agree with the devs' vision. A 50% kill rate is pathetic, and at some point it probably will prevent a licensed chapter from happening, because they're gonna look at this game called Dead By Daylight, and they're gonna see the most famous horror icons around getting stunned loads and watching helplessly as 3-4 survivors run out the gates, even at high level, and say "We don't want our character to feel like that." If this is about checks and balances, they've done a poor job of it to say the least. Maps still not addressed, old offensive defensive survivor perks replaced with new ones, and many killers just being left in the dust, including Freddy who people actually believed was OP and S tier at some point. That's why we don't have balance, because even M1 killers are sometimes targeted for nerfs when people know better than to call that OP.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147194#Comment_3147194

    What if it was, 1 hook unique survivor gives nothing, 2 hooks on unique survivors gives - see the auras of non hooked survivors for 10 seconds, 3 hooks see the aura of non hooked survivors and they suffer from exposed for 60 seconds, 4 hooks on unique survivors, double blood points and 4% haste for the game. And then it would start over, any hooks in-between that was not a unique survivor would reset your counter.

    I would like to see that in a Bounty Hunter style where it says Hook X Survivor and the Killer gets bonusBP for Hooking them. Then after the Hook the target changes to one of the other survivors. Then it would just cycle through all Survivors until Death Hook.


    Survivors could have special in match missions too

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/342468/tunneling-has-gotten-out-of-hand-since-the-mid-chapter-patch

    I agree tunneling and camping is a sad part of the game. As a blight player I go out of my not to, because I know I could tunnel someone out of the game in A gen. But It's something the devs NEED to make objectively bad for killers to do. There will always be camping bubbas because they find fun in that for some reason but everyone else needs incentive. I find chase fun and skillful, there is no gameplay to tunneling outside of the term strategy.

    Bestie Blight is beyond broken, even more than Nurse because at least she takes skill and map knowledge, not some hugtech you can learn under 5min.

    So of course you don’t have to tunnel, now play Trapper or Trickster for a day, don’t tunnel and see what happens.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148986#Comment_3148986

    Bestie Blight is beyond broken, even more than Nurse because at least she takes skill and map knowledge, not some hugtech you can learn under 5min.

    So of course you don’t have to tunnel, now play Trapper or Trickster for a day, don’t tunnel and see what happens.

    I mained several killers of varying tiers before maining blight :). And no blight takes the most map knowledge in the game by a large margin. Sure the hug techs easy but there is no killer you need to know more about maps and instantly recognize your current surrounding than him. Highest skill ceiling in the game by far though nurse does have the highest skill ceiling just for the fact you need to use your power.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153789#Comment_3153789

    uh oh my thing bugged out and gave me the same target three times, seeya later dwight

    that would be a fun change though.

    Yea it was just a quick idea really but that would help control Camping and Tunneling a bit. But in the end only the players themselves (not the ones on the receiving end) can end it since BHVR has admitted that Camping and Tunneling are valid strats when used in the PROPER way and not in a Toxic way as many use it.

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