Do you think tunnelling is fair?

I am asking your thoughts on this mechanic.


To me, tunnelling is very unhealthy and outdated mechanic. Killer player is just destroying fun for survivor player and not letting them to play game. Ofcourse blame is not going to killer player, it's mechanic in the game. BHVR takes all blame and shame here for not addressing this issue.

I am not saying destroy killer gameplay and make win imposible for them. No. Tunnelling and camping should be less viable but killers should be rewarded by when they go for hooks. Reward killer player for getting hooks from different survivors. Reward killer for chasing well. But tunnelling and camping should not be rewarded because they are very unskilled strategies.

Comments

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510869#Comment_3510869

    Well I don't think it'd be possible to truly remove it. 😜

    Its tricky though because you want to design it in a way where it's impossible to weaponize against the killer.

    One idea I was toying around with in my head was cranking up the basekit BT to 30 seconds of 15% haste, vault-speed, and endurance, as well as show the auras of pallets and vaults like WoO. But have it disable in EGC and remove collision from the survivor.

    The idea is to make the survivor so cumbersome to chase that it's a guaranteed loss even against less experienced players. But there is no way for it to prevent the killer from applying pressure to other survivors.

    The only issue is that this would severely affect competitive play since they play for hookstates, but they can adapt tbh.

    I was toying around with an idea that would give the unhooked survivor 300% haste for 3 seconds, giving them roughly 32m of distance from the hook, but I couldn't think of a suitable way for it to deactivate in endgame so as to prevent guaranteed escapes.

    I also couldn't think of adequate compensation for the killer.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509697#Comment_3509697

    Is that really comparable? A regressing gen can go back to zero, taking all progress with it. Survivors wont get a hookstate back, so the killer progress is permanent. For survivors its only with finished gens.

    If you want compare the unfinished gen, then you should compare it to hit and run, because a survvior can completly heal from that.

    But noone is expecting killers to do that, are they?

    As explained above, a full hook stage would be like a completed gen. Both can´t go back.

    But when a killer chases a injured survivor and another survivor goes to body block, if the killer doesn´t switch the target, he gets called a tunneler. This fully applies to regressing gens.

  • @Orochi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510084#Comment_3510084

    Yeah, except Killers have a choice to not camp or turn back around the instant they hear the unhook, despite efficiency. Survivors do not have that freedom when working on gens.

    Killers can still win by spreading hooks, Survivors can't work on a gen for 30% progress and go to the next one and repeat the process til 5 gens are done unless they want to lose. You simply stay on one gen as long as you can until it's done and then move to the next.

    So no, your "tunneling gens" argument holds no water and if people really believe that it does, they are deluding themselves to validate their strategy. Tunnel all you want, but Killers comparing simply doing gens efficiently to tunneling to kill efficiently is reaching.

    Why do killers have a choice but survivors don´t? Killers need to get 12 hooks. 4 survivors need to repair 5 gens. Thats 1 1/4 gen per survivor. They absolutely can choose to not go for that gen thats at 30% and regressing, but never will ignore it for a fresh one.

    My point still stands. Killers can´t play efficiently without getting called names. But survivors see no wrong with playing themselves efficiently. Its the objective of both sides. Don´t take it personal if you are the target. It could be anyone else who the killer is going for. The killer has nothing against you personally. He just wants to win the game. Just like survivors.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510084#Comment_3510084

    I would think full on "tunneling gens" would be detrimental to the surv team, no? Like "I'm gonna do these gens while my team is all dying" wouldn't be particularly effective. Though some people actually operate that way, to be sure, and I hate teammates that do that.

    Early in games, survs don't really have other objectives. Now sometimes gens go at a rate where the killer can't manage it for reasons largely beyond their control (map balance, garbage RNG), but that is usually a game design issue.

    As for the topic, "fair" is a subjective term, and as far as the game goes, it doesn't violate the rules of the game, even if it does violate the spirit of the game.

    But man, is tunneling lame. To me, it says one (or or all) of three things about the player:

    1. They care waaay too much about "winning" in a game where competition was never really supposed to be the point
    2. That they don't feel they are good enough to win any other way, and probably really suck at meta gameplay
    3. The have absolutely no regard for the other players

    To be clear, I always define tunneling as tunneling from the beginning of the game, as a general strategy to be used in every match.

    Situational tunneling late in games that are slipping away is generally kosher in my book, and should be expected (like camping after the gens are all done).

    What should not be expected is that the first time the killer finds you your game is essentially over.

    Finally someone who understands me.

  • I don’t really consider it fair when it’s done to someone who is the weak link and it turns out it’s someone with like 60 hours on the game


  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510446#Comment_3510446

    'Toggle-tunneling' most certainly is tunneling if the Surv never had a chance to touch a gen, and still had DS/OTR available without intentionally banking it. The Survivor had no chance to complete a Conspicuous Action post-hook. That's tunneling by the games perk logic, and by anyone who can be in that position. Even then, that doesn't stop a Killer from downing Surv B across the map while Surv A is still on hook, then walking back and waiting at Surv A's hook for them to be unhooked and target them again. Many Killers like Onryo/Demo/Freddy can just TP back and instantly tunnel someone post-hook anyways.

    I disagree with 80s gens being too low. I was able to win consistently with Clown of all Killers, but to be fair I was using the old Pop/Tinker wombo combo. You say people can't use the "I'm so good" argument, while you are using the "bad Killers are too bad without camp/tunnel" mirror argument yourself. Besides, there is a world of difference of appeal to one's own authority, and having one's experience. You can't know other people's position or experience without talking to them. I never claimed to have any authority, I merely know my own experience. I was bad, and now I think I'm less bad. I improved over time and I know other people can do the same. We don't remove Legion's Deep Wound because some Survivors don't understand the mend mechanic and fall into the Dying state. We expect people to learn the mechanics and play with them in mind.

    As far as 'Bloodlust is a band-aid fix for poor map design', that is my exact argument for anti-tunnel perks. Anti-tunnel perks are a band-aid fix for poor gameplay design. Survivors just don't have a basekit version that doesn't deny other things. Bamboozle doesn't disable breaking pallets, so why does OTR not work with basekit BT?

    Ah, yes, Freddy. The scourge of Survivors everywhere! But seriously, this is exactly what I said. "I'm good, therefore X is fine." As I also said, nothing good will come from this conversation continuing, and I can see that the straws you were grasping at have fallen into your shoes. I can see there was a point of confusion, which I'll clear up now. When I said (paraphrasing), "12-hook games is something most Killers cannot reliably do," I didn't mean Killer players, I meant the characters themselves. Trapper, for example, will have a much, much harder time getting 12-hooks consistently than a Blight would. That was my bad for not making myself clear. I wasn't arguing that Killer players are bad and need their hand holding.

    Fun little conversation, but it is sadly at an end now. Feel free to have the last word, but don't ping me.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510869#Comment_3510869

    Well I don't think it'd be possible to truly remove it. 😜

    Its tricky though because you want to design it in a way where it's impossible to weaponize against the killer.

    One idea I was toying around with in my head was cranking up the basekit BT to 30 seconds of 15% haste, vault-speed, and endurance, as well as show the auras of pallets and vaults like WoO. But have it disable in EGC and remove collision from the survivor.

    The idea is to make the survivor so cumbersome to chase that it's a guaranteed loss even against less experienced players. But there is no way for it to prevent the killer from applying pressure to other survivors.

    The only issue is that this would severely affect competitive play since they play for hookstates, but they can adapt tbh.

    If survivors sincerely considered "tunneling" to be that big of a problem, they would stack anti-tunnel perks instead of mft+resi builds.

    Survivors already play with 5 perks thanks to basekit BT. we dont need survivors using MFT+Resi+hope+adren AND getting another 4 Perk effects just because they got off the hook.

    There already exists perks to counter the "unfun tactics" survivors claim.

    Dont like slugging? bring Unbreakable.

    Hate getting punished because of your teammate doing an unsafe rescue? bring OTR and DS.

    Hate camping? Bring reassurance or just literally finish your gens. In 120 seconds the remaining team can finish 3 gens and 99 the other 2.

    If your teammate unhooks you in the killers face, thats your teammates fault, not the killer for punishing it.

    -----

    These kinds of posts always bring out the most entitled of survivors essentially asking for BHVR to give them more basekit perks because survivors are unable to grasp the concept of swapping out their perks.

    ----

    The only marginally acceptable proposal is to remove player collision from survivors with basekit BT and OTR endurance so they dont get THEMSELVES tunneled.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509811#Comment_3509811

    I agree that tunneling isn't unfair. It's a perfectly valid strategy, and yeah it sucks to be on the receiving end but it is what it is. That said...

    Generators are not sentient, and don't have feelings. In no way is tunneling comparable to survivors doing a generator at 90% instead of starting a fresh one. Tunneling someone off hook ruins their experience, and sucks the fun out of the game for that player.

    Finishing all gens too fast ruins the experience for the killer and sucks the fun out of the game.


    But I guess it's fine cause a gen isn't a person?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510042#Comment_3510042

    Per definition, tunneling is ignoring other targets in order to finish 1 target.

    Apply this definition to gens. Et voila!

    People get so salty when a different word is used for a description.

    Both describe "focusing on an objective while neglecting/ignoring other objectives"...

    So disingenous.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510821#Comment_3510821

    Finishing all gens too fast ruins the experience for the killer and sucks the fun out of the game.

    But I guess it's fine cause a gen isn't a person?

    Survivors don't have another objective. It's either do gens, or do nothing. You can't undo a hook state, but you can undo gen progress. I think it's weird that people are more concerned with winning than they are with actually having a fun, enjoyable experience.

    Genrushing is boring, tunneling is boring. Both suck the fun out of the game and ruin the experience for the other party.

  • I think it depends. Tunnelling at 5 gens can feel pretty unfair, but at lower gens it can feel like the only way to secure a kill.

    It definitely isn't very fun, which I think is important, but DbD seems to be stuck in an endless loop of "One side winning = Other side hacing a ######### time."

    @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511080#Comment_3511080

    Survivors don't have another objective. It's either do gens, or do nothing. You can't undo a hook state, but you can undo gen progress. I think it's weird that people are more concerned with winning than they are with actually having a fun, enjoyable experience.

    Genrushing is boring, tunneling is boring. Both suck the fun out of the game and ruin the experience for the other party.

    This, in a nutshell. People are so stuck up their own ass about winning that they do everything possible to have the most effecient, boring game possible. I don't get it.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510821#Comment_3510821

    Finishing all gens too fast ruins the experience for the killer and sucks the fun out of the game.

    But I guess it's fine cause a gen isn't a person?

    That's exactly why it's fine.


    You realize a Gen rushing game is like 2-3 minutes right? It takes longer to do business in a washroom and the killer gets to play the entire match.


    Even if it results in a loss, which isn't guaranteed because of EGC plays. That is the lesser evil compared to a survivor having to afk on a hook to not screw their team over because of camping or tunneling.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511080#Comment_3511080

    Survivors don't have another objective. It's either do gens, or do nothing. You can't undo a hook state, but you can undo gen progress. I think it's weird that people are more concerned with winning than they are with actually having a fun, enjoyable experience.

    Genrushing is boring, tunneling is boring. Both suck the fun out of the game and ruin the experience for the other party.

    neither does the killer? the objective is just to kill the survivors.

    you can't undo a hook state, and you can't undo finished gens. that's the correct comparison.

    regressing gens is akin to a survivor getting a stun or something like that. reseting the distance between them and the killer. so the "chase progress" is "regressed".


    @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511080#Comment_3511080

    That's exactly why it's fine.

    You realize a Gen rushing game is like 2-3 minutes right? It takes longer to do business in a washroom and the killer gets to play the entire match.

    Even if it results in a loss, which isn't guaranteed because of EGC plays. That is the lesser evil compared to a survivor having to afk on a hook to not screw their team over because of camping or tunneling.

    either they are both fine, or none is.


    the killer is one affected, are killers not people too? do they not deserve a fun game where they get to do their thing instead of downing one survivor and the gates opening?


    it's silly. the survivor getting tunneled also played the entire match. and according to most people I hear, getting chased is the most fun part of the game.

  • It depends on what kind of tunneling we are talking about, if a killer tunnels at 2 gens left then I can't blame them because if all four survivors are still alive then they often have to tunnel to turn the game around.

    People who immediately tunnel at the start of the game though, that kind of tunneling is neither fun nor fair, it takes no skill to do and leads to frustration for the people that experience it. Not to mention that people who play killer and rely on tunneling gets boosted to an MMR that is above their skill level, which means they get obliterated by experienced survivors who can counter that strategy and it all just cements this mindset of "I have to tunnel to have a chance".

    Tunneling needs to be removed, and that might mean that killers need a overall buff so that tunneling never feels necessary.

  • Going by definition It's fair, but it's also corny

  • Playing exclusively solo q I'll say tunneling is broken.

    If the killer picks the wrong survivor at the start and over commit, they lose 2 gens realize they will lose and then camp and tunnel. Usually will win.

    I'd say that's fair against swf but not solo q with matchmaking in the state it's in now.

    Second chance perks are dead but killer still has tunnel and camp to crutch.

    When I play swf the tunneling doesn't work out as well.

    When I play killer I go for the tunnel because I dnt know how to counter loop. Can't be bothered to learn.

  • @HoodedWildKard said:

    It varies.

    Hard tunneling the first player you down when you realise that they can't run chase? Pretty unfun scummy move. But it guarantees an easy game. Ruins the game for that player.

    Midgame, you are 2/3gens down and have the choice of pursuing the unhooked surv with 2 hooks states who is 8 secs away from an easy 1 hit down and kill, or the uninjured surv with 1 hook state. You need that pressure to keep the balance on your side. I know what my choice would be and I've done it many times. That kind of tunneling is just smart play, plus the surv has had time to actually play and achieve something.

    But in my experience surv players usually cry foul when they get tunneled at any point. I once tunneled a vittorio with 1 gen left, one dead player, 2 double hooked hadn't seen her all game. I tunneled them for 3 full hooks states late game because i wanted to let the other 2 go.

    That vittorio was PISSED. 🤣 got a lot of hatemail for that one. They even got a friend of theirs to message me saying I'd been reported to bhvr with video evidence 😂

    Yes, if I were to get tunneled at all in any game I'd want it to be mid/late game. I hate when killers tunnel at 5 gens when I've barely had time to enjoy the match.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510424#Comment_3510424

    Why do killers have a choice but survivors don´t? Killers need to get 12 hooks. 4 survivors need to repair 5 gens. Thats 1 1/4 gen per survivor. They absolutely can choose to not go for that gen thats at 30% and regressing, but never will ignore it for a fresh one.

    My point still stands. Killers can´t play efficiently without getting called names. But survivors see no wrong with playing themselves efficiently. Its the objective of both sides. Don´t take it personal if you are the target. It could be anyone else who the killer is going for. The killer has nothing against you personally. He just wants to win the game. Just like survivors.

    Honestly all I am reading from all your responses it that you seem to think that the only way to have fun as a killer is if you get a 4K and you're willing to do anything to get it, which is stupid. Getting at least a 2K is super easy and if you're really struggling with even that then you're at the wrong MMR which will correct itself over time.

    There is no such thing as gen rush in average game, only coordinated SWFs can do it and those games are rare. And most people understand that if you play survivor and play in a way that puts you at risk then that's on you, generalizing all survivor players as complainers is just silly.

  • Unfair and unfun I agree. Unfortunately just currently necessary in many matches so while I don’t enjoy getting it on the receiving end I understand why they need to and I don’t blame them, I blame design, as you mentioned.

    Also as you mentioned I agree we need incentives for hooks and reward killers for spreading their hooks around as it currently makes no logical sense to do.

    As another person also pointed out correctly, while killers tunneling survivors isn’t fun, it’s also not fun with survivors tunneling gens. Hopefully a solution for both these would be nice.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511116#Comment_3511116

    neither does the killer? the objective is just to kill the survivors.

    you can't undo a hook state, and you can't undo finished gens. that's the correct comparison.

    regressing gens is akin to a survivor getting a stun or something like that. reseting the distance between them and the killer. so the "chase progress" is "regressed".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511149#Comment_3511149

    either they are both fine, or none is.

    the killer is one affected, are killers not people too? do they not deserve a fun game where they get to do their thing instead of downing one survivor and the gates opening?

    it's silly. the survivor getting tunneled also played the entire match. and according to most people I hear, getting chased is the most fun part of the game.

    No, the killer's objective is not to kill the survivors. That's their win condition. The survivors win condition is to escape. The survivors objective is to repair the generators to power the exit gates. The killer's objective is to prevent the survivors from completing their objective.

    You likened hook states to completed generators, and that just doesn't work because the two are not comparable. A generator can be regressed, and progress can be stalled almost indefinitely. A completed generator cannot be undone, but there is nothing a survivor can do to avoid being tunneled, nor can their team prevent the killer from doing so.

    Efficiency is boring. If everyone played the game in the most efficient way possible, nobody would want to play anymore, because it's boring. It's why people complain about tunneling, camping, and genrushing. They're all so, so boring.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510872#Comment_3510872

    If survivors sincerely considered "tunneling" to be that big of a problem, they would stack anti-tunnel perks instead of mft+resi builds.

    Survivors already play with 5 perks thanks to basekit BT. we dont need survivors using MFT+Resi+hope+adren AND getting another 4 Perk effects just because they got off the hook.

    There already exists perks to counter the "unfun tactics" survivors claim.

    Dont like slugging? bring Unbreakable.

    Hate getting punished because of your teammate doing an unsafe rescue? bring OTR and DS.

    Hate camping? Bring reassurance or just literally finish your gens. In 120 seconds the remaining team can finish 3 gens and 99 the other 2.

    If your teammate unhooks you in the killers face, thats your teammates fault, not the killer for punishing it.

    -----

    These kinds of posts always bring out the most entitled of survivors essentially asking for BHVR to give them more basekit perks because survivors are unable to grasp the concept of swapping out their perks.

    ----

    The only marginally acceptable proposal is to remove player collision from survivors with basekit BT and OTR endurance so they dont get THEMSELVES tunneled.

    Way before the DS rework, before basekit BT, people would say the same things.

    This resulted in survivors stacking "second chance" perks. This made killers irrationally angry, because survivors weren't actually supposed to listen.

    DS, UB, DH, BT. I've played long enough to remember when that was quite literally every game on every survivor who's been playing the game for longer than 100 hours.

    The DS rework needed to happen, but then they nerfed the stun duration so now it's worthless. DH needed a nerf, but then they nerfed it again, and now almost nobody uses it. UB is so situational that you only ever see it complained about in Twins games. BT only extends the duration for which an unhooked survivor has endurance and haste for. OTR is a fantastic anti-tunnel perk, unless the killer decides they're just going to tunnel you anyway.

    There's basically nothing survivors can do to outright stop the killer from tunneling them. They can only delay the killer.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511163#Comment_3511163

    No, the killer's objective is not to kill the survivors. That's their win condition. The survivors win condition is to escape. The survivors objective is to repair the generators to power the exit gates. The killer's objective is to prevent the survivors from completing their objective.

    You likened hook states to completed generators, and that just doesn't work because the two are not comparable. A generator can be regressed, and progress can be stalled almost indefinitely. A completed generator cannot be undone, but there is nothing a survivor can do to avoid being tunneled, nor can their team prevent the killer from doing so.

    Efficiency is boring. If everyone played the game in the most efficient way possible, nobody would want to play anymore, because it's boring. It's why people complain about tunneling, camping, and genrushing. They're all so, so boring.

    yes it is. the objective is to kill the survivors. or rather sacrifice them to the entity. in order to do this they gotta chase and down survivors. if they are fast enough at it, they do not need to even care about the gens.


    they are comparable. progressing a gen is like getting the 2 hits on the survivor. you finish a gen and permanently progress in your ultimate goal of excaping. same for getting the 2 hit and getting a hook state on the survivor.

    you can delay the other side by regressing the gens or saving your teammate before they are hooked. but that is more about getting in the way of the other side over progressing your objective.


    there's a lot a survivor can do to avoid being tunneled. from perks to simple actions like not taking a hit for the person who unhooked you.

    and you can certainly stop a killer from tunneling another teammate depending on the situation.


    @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510966#Comment_3510966

    Way before the DS rework, before basekit BT, people would say the same things.

    This resulted in survivors stacking "second chance" perks. This made killers irrationally angry, because survivors weren't actually supposed to listen.

    DS, UB, DH, BT. I've played long enough to remember when that was quite literally every game on every survivor who's been playing the game for longer than 100 hours.

    The DS rework needed to happen, but then they nerfed the stun duration so now it's worthless. DH needed a nerf, but then they nerfed it again, and now almost nobody uses it. UB is so situational that you only ever see it complained about in Twins games. BT only extends the duration for which an unhooked survivor has endurance and haste for. OTR is a fantastic anti-tunnel perk, unless the killer decides they're just going to tunnel you anyway.

    There's basically nothing survivors can do to outright stop the killer from tunneling them. They can only delay the killer.

    delaying the killer has always been what survivors are supposed to do.


    also, all of these perks are still good at their job. and dh was the 10th most used perk if I remember correctly.

  • @bbqBilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510931#Comment_3510931

    Honestly all I am reading from all your responses it that you seem to think that the only way to have fun as a killer is if you get a 4K and you're willing to do anything to get it, which is stupid. Getting at least a 2K is super easy and if you're really struggling with even that then you're at the wrong MMR which will correct itself over time.

    There is no such thing as gen rush in average game, only coordinated SWFs can do it and those games are rare. And most people understand that if you play survivor and play in a way that puts you at risk then that's on you, generalizing all survivor players as complainers is just silly.

    Haven´t mentioned fun or gen rushing in any of my comments in this thread though.

    And no, thats not what i think.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510490#Comment_3510490

    Ah, yes, Freddy. The scourge of Survivors everywhere! But seriously, this is exactly what I said. "I'm good, therefore X is fine." As I also said, nothing good will come from this conversation continuing, and I can see that the straws you were grasping at have fallen into your shoes. I can see there was a point of confusion, which I'll clear up now. When I said (paraphrasing), "12-hook games is something most Killers cannot reliably do," I didn't mean Killer players, I meant the characters themselves. Trapper, for example, will have a much, much harder time getting 12-hooks consistently than a Blight would. That was my bad for not making myself clear. I wasn't arguing that Killer players are bad and need their hand holding.

    Fun little conversation, but it is sadly at an end now. Feel free to have the last word, but don't ping me.

    You completely ignored the actual facet of tunneling, being immediately chased off hook, to latch onto Freddy's ability to teleport instead. You are seeing the individual leaves of a single tree, not the forest I am trying to mention. If you want to conveniently ignore the major points to laser focus on the minor points, you aren't engaging in good faith.

    I do agree certain Killer's kits lend more towards a snowbally, end the game 'early' (not 12 hook) style. Like if say that Trapper got a basement hook with some traps set up, or an Oni getting a multi-down in power. Anti-tunnel effects wouldn't disrupt these methods of snowball victory, as people are downed before they get rescues, not after, and are lost upon the CA of trying to pick up a downed teammate.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510966#Comment_3510966

    Way before the DS rework, before basekit BT, people would say the same things.

    This resulted in survivors stacking "second chance" perks. This made killers irrationally angry, because survivors weren't actually supposed to listen.

    DS, UB, DH, BT. I've played long enough to remember when that was quite literally every game on every survivor who's been playing the game for longer than 100 hours.

    The DS rework needed to happen, but then they nerfed the stun duration so now it's worthless. DH needed a nerf, but then they nerfed it again, and now almost nobody uses it. UB is so situational that you only ever see it complained about in Twins games. BT only extends the duration for which an unhooked survivor has endurance and haste for. OTR is a fantastic anti-tunnel perk, unless the killer decides they're just going to tunnel you anyway.

    There's basically nothing survivors can do to outright stop the killer from tunneling them. They can only delay the killer.

    If you remember the DS UB DH BT meta you know why that was heavily disliked.

    DH being used for distance and forcing killers to sniff a survivors hair for 10 seconds to try to bait it before actually M1ing. (not to mention being available every time you were injured)

    BT much like today, being used offensively to bodyblock the killer with endurance.

    If the killer tried punishing the BT bodyblock , the killer had to eat the DS, or concede a Self pickup via UB OR wait a full minute, OR allow another survivor to pick up the bodyblocker.

    That meta was filled with Lose-lose / uncounterable situations and that is why people hated it.

    And much like survivors keep complaining about "facing the same killer 5 times in a row", you can't even begin to comprehend how frustrating it was to go up against "Meta survivor nº123456789"

    -----------

    Current day, the same loadout is perfectly fine since you can't pull that crap now.

    How are you going to complain about "slugging" then turn around and claim "Unbreakable is so situational you'll only see it complained about in twins games"

    What is the logic behind survivors claiming to be "tunneled and camped every game" then turn around and bring Hope+Adren for end game? if you did get "tunneled and camped every game" you'd think to bring perks to help you deal with that and not an endgame build.

    Again, adapt and overcome, learn to swap your perks to an anti-tunnel/slug build if you ACTUALLY get tunneled that much.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510947#Comment_3510947

    You completely ignored the actual facet of tunneling, being immediately chased off hook, to latch onto Freddy's ability to teleport instead. You are seeing the individual leaves of a single tree, not the forest I am trying to mention. If you want to conveniently ignore the major points to laser focus on the minor points, you aren't engaging in good faith.

    I do agree certain Killer's kits lend more towards a snowbally, end the game 'early' (not 12 hook) style. Like if say that Trapper got a basement hook with some traps set up, or an Oni getting a multi-down in power. Anti-tunnel effects wouldn't disrupt these methods of snowball victory, as people are downed before they get rescues, not after, and are lost upon the CA of trying to pick up a downed teammate.

    And you're ignoring that the conversation is over. It was over before your previous post. I wasn't trying to engage in anything at that point, I was making a clarification and signing off (asking you not to ping me, which you also paid stellar attention to).

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511294#Comment_3511294

    yes it is. the objective is to kill the survivors. or rather sacrifice them to the entity. in order to do this they gotta chase and down survivors. if they are fast enough at it, they do not need to even care about the gens.

    they are comparable. progressing a gen is like getting the 2 hits on the survivor. you finish a gen and permanently progress in your ultimate goal of excaping. same for getting the 2 hit and getting a hook state on the survivor.

    you can delay the other side by regressing the gens or saving your teammate before they are hooked. but that is more about getting in the way of the other side over progressing your objective.

    there's a lot a survivor can do to avoid being tunneled. from perks to simple actions like not taking a hit for the person who unhooked you.

    and you can certainly stop a killer from tunneling another teammate depending on the situation.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511309#Comment_3511309

    delaying the killer has always been what survivors are supposed to do.

    also, all of these perks are still good at their job. and dh was the 10th most used perk if I remember correctly.

    You're missing the forest for the trees. The killer's objective is to prevent the exit gates from being powered. The killer's win condition is simply to Kill all four survivors, by any means.

    The survivors objective is to power the exit gates. Their win condition is to Escape.

    Progressing a generator is not at all like getting two hits on a survivor. Generators cannot be likened to hook states. I sufficiently explained why. The only commonality they have is that they permanently progress the objective. Survivors can do nothing to avoid being tunneled, short of never being found in the first place.

    You're talking about tunneling like the only time it ever happens is when survivors induce it. Survivor-induced tunneling is not tunneling. You can do absolutely nothing wrong, but because you were the first hooked, the killer has to tunnel you out of the game for the sake of efficiency.

    All the second chance perks in the game won't save you from a killer who wants you out of the match. They'll throw the match to make it happen, if that's what it takes, and the only thing you did wrong was be the first person hooked.

    Being tunneled simply isn't fun, much like being genrushed isn't fun, yet the former is more common than the latter.

  • It depends on the context. If you are going after someone who was just removed from a hook, I'd say no, it's not fair. If you go out of your way to hook someone until they die, again no. If you find someone who was unhooked last, but they are out of position or are goading you into chasing them, then yes it's fair.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511309#Comment_3511309

    If you remember the DS UB DH BT meta you know why that was heavily disliked.

    DH being used for distance and forcing killers to sniff a survivors hair for 10 seconds to try to bait it before actually M1ing. (not to mention being available every time you were injured)

    BT much like today, being used offensively to bodyblock the killer with endurance.

    If the killer tried punishing the BT bodyblock , the killer had to eat the DS, or concede a Self pickup via UB OR wait a full minute, OR allow another survivor to pick up the bodyblocker.

    That meta was filled with Lose-lose / uncounterable situations and that is why people hated it.

    And much like survivors keep complaining about "facing the same killer 5 times in a row", you can't even begin to comprehend how frustrating it was to go up against "Meta survivor nº123456789"

    -----------

    Current day, the same loadout is perfectly fine since you can't pull that crap now.

    How are you going to complain about "slugging" then turn around and claim "Unbreakable is so situational you'll only see it complained about in twins games"

    What is the logic behind survivors claiming to be "tunneled and camped every game" then turn around and bring Hope+Adren for end game? if you did get "tunneled and camped every game" you'd think to bring perks to help you deal with that and not an endgame build.

    Again, adapt and overcome, learn to swap your perks to an anti-tunnel/slug build if you ACTUALLY get tunneled that much.

    Oh I fully understand why it was a problem, but at what point do we stop telling people to pigeonhole themselves into builds and then complain when they actually do it?

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511326#Comment_3511326

    You're missing the forest for the trees. The killer's objective is to prevent the exit gates from being powered. The killer's win condition is simply to Kill all four survivors, by any means.

    The survivors objective is to power the exit gates. Their win condition is to Escape.

    Progressing a generator is not at all like getting two hits on a survivor. Generators cannot be likened to hook states. I sufficiently explained why. The only commonality they have is that they permanently progress the objective. Survivors can do nothing to avoid being tunneled, short of never being found in the first place.

    You're talking about tunneling like the only time it ever happens is when survivors induce it. Survivor-induced tunneling is not tunneling. You can do absolutely nothing wrong, but because you were the first hooked, the killer has to tunnel you out of the game for the sake of efficiency.

    All the second chance perks in the game won't save you from a killer who wants you out of the match. They'll throw the match to make it happen, if that's what it takes, and the only thing you did wrong was be the first person hooked.

    Being tunneled simply isn't fun, much like being genrushed isn't fun, yet the former is more common than the latter.


    so let's assume the killer bodyblocks everyone and they can't progress any gens. therefore the gates are never gonna be powered.

    did the killer win? after all, you said his objective is to stop the gates. he did. did that make him win? is that how it works?


    if the gates are opened and the killer downs and hooks all 4 survivors, did he lose? since he failed his apparent objective?


    and I'm the one missing the forest for the trees?


    also. done with this. have fun talking alone.

  • Sure, one could say that tunneling is fair, but it is also problematic for several reasons.

    1. As many pointed out, it is unfun for the Survivors, leading to many DC's and hook suicides, which is another issue that is frequently complained about.
    2. It leads to stagnation in Killer power design improvements. Players are too busy tunneling to learn to use the Killer's powers effectively and provide constructive feedback. And then the devs will look at the stats and say "Oh, that Killer has enough kills already (because they tunnel all the time), so they don't need improvements."
  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387215/do-you-think-tunnelling-is-fair

    Yes and no, i hate to be the one getting tunneled, but with the gen speeds, killers often feel forced to play like that (unless playing a fast moving killer). Im a former killer main so i have seen both sides, and i stopped playing killer because it because too stressing, always in a rush gameplay, with locked perk setups just to counter gen-rushing.

    The bliss i feel after going to survivor, i have the freedom to play around with my perks as i like. And im not in a bigger rush than i choose to be.

    Actually, its more off a devils spin.


    Killer tunnel and camp -> They get high MMR as if they wouldnt tunnel -> They need to tunnel and camp even more, otherwise they lose.


    So actually, its mostly a skill issue. Gen Rushing is a side effect off that, since survivors are most likely to die fast, so the game needs to be done fast.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510012#Comment_3510012

    Consider this though, its not comparable the way you are using the point either.

    Survivor is an elimination game, killer is not.

    In an elimination game you will sometimes get eliminated early, its part of the game. You didn't get prevented from playing the game rather you failed to play well enough to be able to continue and were eliminated.

    You have all the tools you need to avoid being eliminated early.

    The threat of elimination is what makes DBD exciting to play and the day you can just respawn as survivor to stay in game is the day DBD becomes a bland farm fest and nothing more.

    You should go into a game of DBD with the mindset that you may get targeted and eliminated early, then do what you can to avoid that... that's DBD, that's what you are signing up for when you hit the queue button and its great because of it.

    Its more off an design flaw.

    Tunneling isnt that much wanted from the dev's, otherwise they wouldnt give you tools for it.

    Its not a skill issue for survivors, since ressources are sparce and they killer is made to win.


    So its just bad game design, they tried to fix it with band aids who dont really work.

  • OK...

    So MMR is based on Kills and Escapes... it isn't based on Gens and Hooks

    Players want to be "the best of the best"... so they take the MMR system and use it to their advantage

    And that means completing Objectives as fast as possible

    And again is it fun... no

    Is it fair... kinda

    It's a viscous cycle... Killer Tunnel then Survivors will do Gens faster, Survivors doing Gens fast then Killer Tunnel

  • It honestly seems to me that tunneling isn't necessarily a strategy most killers "choose" as much as one that survivors throw in their lap. I haven't been playing this game nearly as long as most on this forum, but from what I've seen tunneling is so effective because a high percentage of the time someone gets hooked another survivor is going to run up and pull them off the hook nearly immediately.

    If the killer is barely 5 steps away and someone is going to go yank the hooked survivor down why wouldn't the killer turn around and go after a survivor that has already been hooked once. They didn't ask the other survivor to perform an unsafe hook rescue, but they aren't likely ignore their good fortune. They can eliminate a survivor quicker by going after the one that's already one hook down. Plus they can pretty much be guaranteed the survivor that played hero the first time is going to do it again. That means he has at least 2 survivors that aren't even attempting to do objectives.

    Maybe that will change as I play this game more and get paired with higher rank survivors, but for now it seems to me tunneling isn't so much a killer strategy as a gift survivors willingly give to killers. It just always amazes me to see a survivor get mad a killer tunneled when they are the one to blame for it. It would be like going out to play basketball and giving the ball to opposite team every time you got it and then being mad they took it and scored.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511346#Comment_3511346

    Oh I fully understand why it was a problem, but at what point do we stop telling people to pigeonhole themselves into builds and then complain when they actually do it?

    Nobody is "pigeonholing" anyone, its quite a simple premise, if you really do think Slugging camping and tunneling occurs in 100% of the matches, logically you'd bring anti-tunnel/slug/camp perks. Otherwise its safe to assume its just survivors throwing a fit because the killer knows basic math and can count to 10 to punish a basekit BT body block

    Demanding the anti-tunnel/slug/camp perks be basekit because survivors want their benefits while also running MFT+Resi builds is a massive reason as to why people consider survivor mains some of the most entitled creatures.

  • I think grade pips and Event BP/rewards add unnecessary frustration that may make tunneling feel unfair.

    You get tunneled out before you can do anything you lose a pip. Rest of team might pip or safety pip but once it's 3v1 odds of escape drop so probably only getting silver in survival, and depending on what you could do for the other categories and what grade you're at odds are you'll be losing a pip. Losing progress towards monthly grade reset reward adds additional frustration to losing the match.

    Most events you miss out on the already limited event BP if you aren't on a gen when it's finished. You could be in the match for what would be multiple gens finishing while killer is focused on tunneling you out but you're getting 0 event BP. If there's event rewards that you can only earn if alive for end game you're not getting those if killer tunnels you out before that last gen pops. Just unnecessary frustration added to a losing match.

    It's a 7 year old game with a single game mode and SBMM that is based on kills/escapes and not how you get those kills/escapes. Tunneling isn't fun for the survivor but I wouldn't say it's unfair, more so it's an easy tactic with a high reward so it'd be nice if it was made bit harder to match the high reward.

  • Survivors tunnels gens... Killers tunnels survivors...

    Yeah, I think it's fair.

  • Against an efficient team, you still have a chance of getting out vs a tunneling killer. If not, they get a 1-2k max. Against bad solos, obviously it increases their chances of winning, and I don't know which possibility is worse: the fact that the killer would have beat y'all without anyway, or the fact that them going for chases is what would have let a bad team like y'all beat them.

    But listen. Y'all say you want to go for chases with the killer, but every time killer finds a strategy to win without tunneling, like Box Pinhead, Thana/Pentimento, Eruption, condemned Sadako, etc, y'all say, "That's too strong!" and get it nerfed, which is what forces the killers to resort to tunneling. The killer shouldn't have to provide you fun to be "balanced"; you should be having fun trying to escape and sometimes succeeding. If you kill tunneling like we did camping, hey, what else is there? You want to be slugged all the time just so the killer can win? And if base Unbreakable comes out, what then? Just Nurse and Blight again until they get nerfed? Killers are running out of options, and that's gonna cause what's left of that playerbase to leave the game or permanently switch to survivor.

  • @uwuSym said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509724#Comment_3509724

    Yes, if I were to get tunneled at all in any game I'd want it to be mid/late game. I hate when killers tunnel at 5 gens when I've barely had time to enjoy the match.

    Yh it's maddeningly annoying when you get hard tunneled right at the start. Like woo, 5k bp, such a fun interactive game.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511343#Comment_3511343

    And you're ignoring that the conversation is over. It was over before your previous post. I wasn't trying to engage in anything at that point, I was making a clarification and signing off (asking you not to ping me, which you also paid stellar attention to).

    Going "lala I can't hear you" doesn't make a conversation end, but I do understand you weren't engaging in good faith to begin with. I didn't DM you, I am publicly posting a reply so people understand what the things I say are in reference to. It is for everyone else's sake, as well as yours should you choose to continue as you did here. If you reply to me, I reply back if there are things to add. If there is nothing to add I won't.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511380#Comment_3511380

    Nobody is "pigeonholing" anyone, its quite a simple premise, if you really do think Slugging camping and tunneling occurs in 100% of the matches, logically you'd bring anti-tunnel/slug/camp perks. Otherwise its safe to assume its just survivors throwing a fit because the killer knows basic math and can count to 10 to punish a basekit BT body block

    Demanding the anti-tunnel/slug/camp perks be basekit because survivors want their benefits while also running MFT+Resi builds is a massive reason as to why people consider survivor mains some of the most entitled creatures.

    It doesn't occur in 100% of matches, but it does happen often enough that certain perks become mandatory. I think that UB should be basekit, but for the activation condition to require two slugged survivors to be in close proximity to each other. Slugging doesn't happen often enough to run UB, but when it does happen, it's done excessively which only exacerbates how unfun it is to be nearly bled out before the killer finally decides to hook you.

    Camping is finally being addressed after years, and rightfully so, because the person sitting on the hook getting hit repeatedly by the killer isn't having fun. They don't feel better because their team made it out due to them being camped. They just lose motivation to play.

    Tunneling occurs frequently enough that survivors have to run OTR, but even that isn't enough to deter killers. They tunnel through the endurance anyway, which is why more needs to be done to address it. The solution cannot be to pigeonhole people into specific builds, and then complain that those builds are meta. You reap what you sow. Consequences and all that jazz.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511518#Comment_3511518

    It doesn't occur in 100% of matches, but it does happen often enough that certain perks become mandatory. I think that UB should be basekit, but for the activation condition to require two slugged survivors to be in close proximity to each other. Slugging doesn't happen often enough to run UB, but when it does happen, it's done excessively which only exacerbates how unfun it is to be nearly bled out before the killer finally decides to hook you.

    Camping is finally being addressed after years, and rightfully so, because the person sitting on the hook getting hit repeatedly by the killer isn't having fun. They don't feel better because their team made it out due to them being camped. They just lose motivation to play.

    Tunneling occurs frequently enough that survivors have to run OTR, but even that isn't enough to deter killers. They tunnel through the endurance anyway, which is why more needs to be done to address it. The solution cannot be to pigeonhole people into specific builds, and then complain that those builds are meta. You reap what you sow. Consequences and all that jazz.

    Okay, were making progress, were finally agreeing that "slugging" isn't as prevalant as survivors claim it to be.

    If tunneling occured "frequently enough" that survivors HAD to run OTR I'd assume that it would ATLEAST make it to top 10 most used perks in the OFFICIAL BHVR stats. Because unlike MFT, OTR has been out for the entire time the official stats kept track of.

    infact the perks you see on the official stats are mostly chase perks and gen slam perks.

    Much like you've said, you reap what you sow, when survivor meta revolves around making chases extremely painful because of MFT+Resi or the old meta with DH killers will be FORCED to try any other strat besides chasing.

    Again let killers reap what they sow, they want to stare at a hook for 2 minutes? pop your gens and leave. killer gets 1k, but learns that camping isn't worth it for future matches.

    Change your perks and strategy if you really consider "tunneling, slugging and camping" to be that prevalent

  • It's not unfair, it's part of the game and probably one of the reasons the killrate for killers being 60% (and maybe if more people played this way it would be higher).


    This is the meta at the moment, I don't think the problem is the strategy so much as survivors can counter it/use it to the advantage. The problems are:

    1) tryhards vs casuals (so a killer playing as sweaty as possible isn't gonna be fun to go against for survivors who find fun in flashlight saves etc.)

    2) killer being able to deduce who is a beginner and tunneling them out.

    3) killer being able to bypass the survivor who wishes to be chased/tunneled out.

    4) counterplay to tunneling requiring co-ordination and communication being impossible for solo players or requiring info perks for them.

    5) counterplay requiring specific perks. (used to be DS etc.)

    6) good matchmaking so the game doesn't put 10 hour Claudettes in a lobby with a collecting 2k hours or something.

    7) not knowing the killer you are facing.


    That's why this strategy (as well as camping and maybe even 3-genning) is the bane of most survivors cause the effort needed to counterplay it or take advantage of it is massive for solo-ers compared to the killer employing this strategy (and certain killers excel at those strategies, see Wesker for tunneling, Bubba for camping, Skull Merchant for 3-genning, Sadako for slugging etc.).

  • Tunneling at 5 gens happens when the Killer doesn’t know what to expect and assumes the worst. Gen timers fluctuate too much when tool boxes, gen perks, survivors grouping up on gens are thrown into the mix. Survivors even in Solo Queue will have a rough idea of how long it will take before all gens are powered based on the UI, but the Killer does not unless they physically check on a gen.

    For anyone who has played Killer enough, there have probably been a few games where you thought you still had time and could play chill before 2 gens pop in succession in the next 10 seconds.

    Killers have to rely on a mental clock of how long they should be doing something like patrolling gens or chasing Survivors and that clock gets thrown off sync when gen speed boosting effects are added. Tunneling saves the time of finding a fresh chase and the payoff for getting that Survivor out of the game is huge.

    Maybe Killers could get basekit Tinkerer minus the Undetectable effect so they would have a better idea of how much time they have before all gens pop, this would also tell them if they have the time to go for a fresh chase or to stay and tunnel. I think it’s silly how Survivors have so much information handed to them, but Killers can’t even get something as simple as individual hook states UI let alone a warning if they were going to lose 3 gens by the end of the first chase.

  • @[Deleted User] said:

    Tunneling with one gen to go or during end game, yep! Absolutely. But if you're gonna tunnel at 5 gens, then you've not even tried to play.

    I get people will always try to do things the easiest way possible. I personally don't tunnel until EGC. I play killer for the challenge and to have fun. Tunneling isn't either of those things.

    When I have encountered some players like that, I was lucky enough to have them answer my questions as to why were they playing like that.. Most have refused to answer, and instead took their leave, though.

    Apparently, it's fun. Camping and tunneling is fun.. 🤷

  • @MikaelaWantsYourBoon said:

    I am asking your thoughts on this mechanic.

    To me, tunnelling is very unhealthy and outdated mechanic. Killer player is just destroying fun for survivor player and not letting them to play game. Ofcourse blame is not going to killer player, it's mechanic in the game. BHVR takes all blame and shame here for not addressing this issue.

    I am not saying destroy killer gameplay and make win imposible for them. No. Tunnelling and camping should be less viable but killers should be rewarded by when they go for hooks. Reward killer player for getting hooks from different survivors. Reward killer for chasing well. But tunnelling and camping should not be rewarded because they are very unskilled strategies.

    Depends on the situation

    Had a game where 3 gens popped in like 3 min I was playing deathslinger so I waited a few sec and speared her re hook if 3 gen can pop a min then people should be able to die in a min


    But there's times where this isint needed

  • its fine. im starting to like it more. whats not to love about being chased alot? isn't that the most fun a survivor can have? or are holding m1 on gens more fun lol.

  • @appleas said:

    MMR is scored based on Kills/Escapes though. You may think that hooks is the way to go but clearly the devs don’t share your sentiment, otherwise it would be hooked by daylight

    This is assuming that an increase in MMR is desirable.

    Increased MMR isn't necessarily synonymous with "winning". It's synonymous with killing.

    If you want to play for hooks over kills, then you can still do so, and your MMR won't increase as much, and you'll face opponents against whom this win condition will be more applicable.

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