Sadly Off The Record is becoming essential but also...

anyone else feel like DS needs a longer stun as well?

If tunnelling off hook is going to become a new low in the history of the DBD meta, we need to have an effective arsenal to punish this unpleasant tactic and DS used to be a deterrent . But anyone who has used current DS has no doubt discovered pretty quickly that 3 seconds is useless in almost every situation and against

All other conditions of DS should remain but the stun should return to 5 seconds in my opinion. Tunnelling in public matches is almost always completely unnecessary and it should be punished as DS once did.

Comments

  • @Aven_Fallen said:

    The thing is, OTR is the best tool against tunneling, but it is not really good. All Anti-Tunnel measures which are somewhat meaningful (this does not include DS, this is a joke at this point) resolve around Endurance. And one Hit after the Unhook and ALL of them are gone - the Basekit-Endurance, potential BT, potential DH, potential OTR. So there need more measures which are Anti-Tunnel, but dont use Endurance.

    Reverting the DS-Stun to 5 seconds should be a minimum that should happen. And in fact, it should have increased its Anti-Tunnel capacity once they nerfed it that it cannot be used in Endgame (which was totally fine). Because a DS which deactivates on anything AND is deactivated in Endgame AND is at 5 seconds was nothing anyone complained about. But, as we know, to "change" the Meta, some Perks just got nerfed into Oblivion to make them unattractive to use. DS is one of them.

    In the end, current DS grants the Survivor around 7 meters of distance. The Stun is 3 seconds, 1,3 seconds are used for the animation, so 1,7 seconds can be used for distance, which results in around 7 meters. This is barely anything. If I see DS used in games (by other Survivors or against me), the Killer really catches up way too quickly.

    IMO DS can be changed to let the Stun Time be depending on the number of Gens left. Number of Gens x 2 seconds = Stun Time. So:

    • 5 Gens left --> 10 Second Stun
    • 4 Gens left --> 8 Second Stun
    • 3 Gens left --> 6 Second Stun
    • 2 Gens left --> 4 Second Stun
    • 1 Gen left --> 2 second Stun
    • 0 Gens left --> deactivated

    This would punish a Killer very heavily who wants to tunnel right at the start to turn the game into an easy 3v1 which the Survivor cannot win anymore. But once the Killer needs a Survivor out of the game, because they lost some Gens, DS is not that useful anymore. E.g. at 4 seconds it would be barely stronger than now and with 2 seconds, it would basically be useless.

    This would also be in line with what Killers say when they say they HAVE to tunnel. They will be able to do so, when the game gets close for them. But if they try it earlier, there is a harsh penalty for it. (And no Killer HAS to tunnel at 5 Gens and if they get a 10 second Stun because of this, this is completely their own fault)

    But yeah, the bare minimum would be to buff DS back to 5 seconds. But, this will not happen, because then people would play DS and the Devs did not "change" the Meta.

    @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300072#Comment_3300072

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300068#Comment_3300068

    This was my suggestion with one small edit added that is lost in the early part of the thread.

    A much more fair and balanced way to try and reduce tunnelling is to simply add more defensiveness to the basekit borrowed time.

    First off double the haste to 20% that gives you 0.2 m/s faster than a 4.6 killer that can be used to loop/get away. (Edit: After some further thought on this, the haste effect should scale with the number of gens left in the match.)

    5 gens 20% 4.8 m/s

    4 gens 18% 4.72 m/s

    3 gens 16% 4.67 m/s

    2 gens 14% 4.57 m/s

    1 gen 12% 4.48 m/s

    0 gens 10% 4.4 m/s

    This change gears it more towards tunneling in the early game.

    Second for those 10 seconds, block aura reading of unhooked survivor, no blood or scratch marks, quick and quiet with no cooldown, 100% reduction in pain sounds and breathing. This litany of defensive boosts eliminates all but visual tracking of the unhooked survivors giving tons of options for breaking line of sight and losing the killer.

    Third and finally the killer gains killer instinct on the unhooking survivor and have all but the unhooked survivors aura shown for 5 seconds, incentivizing the unhooker and any other survivor as a target especially with the difficulty of tracking the unhooked survivor.

    I think this fits both the carrot and stick idea and wouldnt really be abuseable offensively in any real way like DS was.

    I definitely like the idea of scaling the disincentive based on the amount of gens left as with both of these great suggestions (as per Aven_Fallen's quoted suggestion).

    Then it doesn't punish killers harshly all match long and it allows survivors to at least have some kind of match before they are eliminated. Progressively lessening penalties is an idea I really like and one would definitely like BHVR to consider.

    There is no reason to tunnel someone out at 5 gens and the game should penalise this imo

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300072#Comment_3300072

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300068#Comment_3300068

    This was my suggestion with one small edit added that is lost in the early part of the thread.

    A much more fair and balanced way to try and reduce tunnelling is to simply add more defensiveness to the basekit borrowed time.

    First off double the haste to 20% that gives you 0.2 m/s faster than a 4.6 killer that can be used to loop/get away. (Edit: After some further thought on this, the haste effect should scale with the number of gens left in the match.)

    5 gens 20% 4.8 m/s

    4 gens 18% 4.72 m/s

    3 gens 16% 4.67 m/s

    2 gens 14% 4.57 m/s

    1 gen 12% 4.48 m/s

    0 gens 10% 4.4 m/s

    This change gears it more towards tunneling in the early game.

    Second for those 10 seconds, block aura reading of unhooked survivor, no blood or scratch marks, quick and quiet with no cooldown, 100% reduction in pain sounds and breathing. This litany of defensive boosts eliminates all but visual tracking of the unhooked survivors giving tons of options for breaking line of sight and losing the killer.

    Third and finally the killer gains killer instinct on the unhooking survivor and have all but the unhooked survivors aura shown for 5 seconds, incentivizing the unhooker and any other survivor as a target especially with the difficulty of tracking the unhooked survivor.

    I think this fits both the carrot and stick idea and wouldnt really be abuseable offensively in any real way like DS was.

    First we want to apologize as we did forget about your idea (lost in the sea of words)

    Second we feel the haste probably should have a flat rate that's relatively low. While it would incentivize going away, it would also make snowballing alot easier for the killers that don't need it (would be awesome to ZOOM as blight with that though).

    The show aura would effectively be base kit floods on every hook and we feel it would be Abit much. But that's our opinion so it's whatever.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300232#Comment_3300232

    First we want to apologize as we did forget about your idea (lost in the sea of words)

    Second we feel the haste probably should have a flat rate that's relatively low. While it would incentivize going away, it would also make snowballing alot easier for the killers that don't need it (would be awesome to ZOOM as blight with that though).

    The show aura would effectively be base kit floods on every hook and we feel it would be Abit much. But that's our opinion so it's whatever.

    The Haste effect is only for the unhooked survivor because even though nobody uses it guardian gives an extra 8% and 4.7 m/s is pretty solid especially when you also consider the speed boost from tanking the endurance hit.

    The show aura would effectively be base kit floods on every hook and we feel it would be Abit much. But that's our opinion so it's whatever.

    Keep in mind the unhooked survivor is getting Basekit BT, Guardian, mini OTR, mini distortion, mini Quick and quiet

    You may be right about the power level, but that may also have to do with thinking the haste applied to the killer, but in terms of a carrot you need something and I think buffing anything other than info would be more imbalanced and not really fit the concept of chasing someone other than the unhooked person.

    The 3 best options I could think of were

    Basekit BBQ, and change the perk to double duration. The Issue I see here is getting the info at the time of hooking is a double edged sword especially when playing a slower killer because the info at that point may lead to the killer leaving for a chase or may lead to a camp if everyone is far away, or more proxy camping with survivors in close range/running distortion. Plus it does nothing if the killer is at the hook when the unhook happens, which is when tunneling happens

    The only difference in the other two options was with aura reading vs Killer Instict after the unhook. You could flip it so the killer gets killer instinct on everone, and aura reading on the unhooker, but since killer instict only gives direction with no sense of distance, it really limits the options of using the information. With the aura reading the killer may even use that info to pressure a gen instead of chasing either person at the hook.

    You could also make it only apply to the Unhooker but I felt that might just lead to more camping because the only info you get is useful if you stay near the hook.

    I felt that the option of aura read on all but the unhooked gave the killer a decent chunk of info that can be used in several ways that arent tunneling, and the killer instinct on the unhooker gives a baseline of info that cant be countered if a whole team is running distortion and they get nothing on the aura reading.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300247#Comment_3300247

    The Haste effect is only for the unhooked survivor because even though nobody uses it guardian gives an extra 8% and 4.7 m/s is pretty solid especially when you also consider the speed boost from tanking the endurance hit.

    The show aura would effectively be base kit floods on every hook and we feel it would be Abit much. But that's our opinion so it's whatever.

    Keep in mind the unhooked survivor is getting Basekit BT, Guardian, mini OTR, mini distortion, mini Quick and quiet

    You may be right about the power level, but that may also have to do with thinking the haste applied to the killer, but in terms of a carrot you need something and I think buffing anything other than info would be more imbalanced and not really fit the concept of chasing someone other than the unhooked person.

    The 3 best options I could think of were

    Basekit BBQ, and change the perk to double duration. The Issue I see here is getting the info at the time of hooking is a double edged sword especially when playing a slower killer because the info at that point may lead to the killer leaving for a chase or may lead to a camp if everyone is far away, or more proxy camping with survivors in close range/running distortion. Plus it does nothing if the killer is at the hook when the unhook happens, which is when tunneling happens

    The only difference in the other two options was with aura reading vs Killer Instict after the unhook. You could flip it so the killer gets killer instinct on everone, and aura reading on the unhooker, but since killer instict only gives direction with no sense of distance, it really limits the options of using the information. With the aura reading the killer may even use that info to pressure a gen instead of chasing either person at the hook.

    You could also make it only apply to the Unhooker but I felt that might just lead to more camping because the only info you get is useful if you stay near the hook.

    I felt that the option of aura read on all but the unhooked gave the killer a decent chunk of info that can be used in several ways that arent tunneling, and the killer instinct on the unhooker gives a baseline of info that cant be countered if a whole team is running distortion and they get nothing on the aura reading.

    Think we read the haste was for killer so our bad on that. We're fine with that idea as is long as the numbers were tweeked.

    We'd rather just have the info on the unhooker as in the past we have gone mostly to the save tip toeing around the killer only to have a drive by save happen. Maybe selfish of us but we'd rather not get revealed at critical moments. (yes floods does it anyway but only for specific hooks we can keep track of).

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300098#Comment_3300098

    Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). In addition, you literally need a whole build on multiple survivors too gen rush while as killer to tunnel...you follow a single person till they die. No real necessary parts except being better than that specific survivor.

    Both need addressed but you seem dead set on not seeing the survivor side.

    "Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). "

    Sorry, where are you getting this data from? When you say "we" are you referring solely to your experience or if there is some shared data could you please point me to where it is, I'm genuinely curious.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300102#Comment_3300102

    "Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). "

    Sorry, where are you getting this data from? When you say "we" are you referring solely to your experience or if there is some shared data could you please point me to where it is, I'm genuinely curious.

    We as in the 3 of us that share this user and our friends who we (or one or two of us) swf with. That specific example (the lery's one) was a personal experience while the "1 swat gen rush" is a collection from we (the ones who share "Rulebreaker", would us be better?). It is technically all "personal" experience as its a small pool of 3 people.

    We (all of us) also like saying we even if its just one of us cause it does seem to bug people alot and we (again, all of us) think thats funny~ (Also confusing for people with pros and cons)

  • @Grandpa_Crack_Pipe said:

    They made the problem and sold the solution with OTR.

    I mean, hey, they DID shake up the meta-- now you don't use DS, because they just gave you something that works better and works twice.

    The powered gates stipulation was all they needed. 5 seconds and some killers might actually notice when they get hit by it.

    DS still sees regular usage at the highest levels of play though. Saw it a goodly amount during the CC.

    I do think the nerf was excessive, but the perk is far from bad.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298714#Comment_3298714

    Would it make much of a difference?

    Tunnelling and camping are baseline problems with the game. If they keep insisting on using perks to patch those holes, those perks will continue to be mandatory picks.

    The only thing that changed is the colour of the jacket everyone's forced to wear.

    Again, watching the CC - the problem is that, at a certain MMR, unless you're playing a crazy stacked Nurse, these are essential tactics. Getting one person out ASAP is basically the only way to win against a strong SWF.

    The issue is that these are brutal to play against as someone who isn't that good.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300354#Comment_3300354

    We as in the 3 of us that share this user and our friends who we (or one or two of us) swf with. That specific example (the lery's one) was a personal experience while the "1 swat gen rush" is a collection from we (the ones who share "Rulebreaker", would us be better?). It is technically all "personal" experience as its a small pool of 3 people.

    We (all of us) also like saying we even if its just one of us cause it does seem to bug people alot and we (again, all of us) think thats funny~ (Also confusing for people with pros and cons)

    Thanks for clarifying, it definitely sounded as if you were speaking for all players and clearly that's not the case - as you yourselves said, this is purely personal experience and there isn't independent backing data.

    Cheers!

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