A Way to Nerf Tunneling but Keep it Viable

Don't get me wrong, I'm not coming here out of spite. I'm merely a humble player. These days I primarily play killer, and don't ever feel guilty about tunneling when I have to rely on it.

Frankly, when I play survivor and get tunneled, I blame myself for not being better at looping or running anti tunnel perks. Just as I blame myself for not running unbreakable when I get slugged.

I think a slight change should be made to tunneling that keeps it a viable option for killers who are simply running out of time due to gen efficient SWFs, but in a way that gives survivors less to be mad about.

I have a solution, perhaps allowing the survivor to unhook themselves on their second hook if they got back-to-back hooked. In otherwords, if someone else gets hooked before they are hooked again, they cannot unhook themselves on their second hook.

Survivor who is hooked back-to-back will have their anti-camping gauge filled to 100% and can unhook themselves. This relieves pressure from the other survivors, allowing them to remain on gens.

Comments

  • We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

  • @Rulebreaker said:

    We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

    I was thinking the same thing right after posting. Definitely disabling this tunnel hook feature during end game seems right to me.

  • allowing the survivor to unhook themselves on their second hook if they got back-to-back hooked.

    Hmm, that's not a bad idea actually…

    If you would like to display hook stages for each survivor to killer with this feature.

  • Wont this just cause the majority of players to self unhook to get hooked again, so they can die faster and not play a game where they are getting tunneled?

  • @Rulebreaker said:

    We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

    Though we will point out that killers who know this will be slugging more.

    I don't know about others, but I consider slugging "better" than tunneling. It gives a killer some pressure and survivor has chance to recover and keep playing.

  • @Rulebreaker said:

    We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

    The way you post is enchanting and infuriating

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700398#Comment_3700398

    Though we will point out that killers who know this will be slugging more.

    I don't know about others, but I consider slugging "better" than tunneling. It gives a killer some pressure and survivor has chance to recover and keep playing.

    We don't particularly care about slugging [though slugging for the 4k gets old fast], we're just pointing out a logical conclusion.

    Thank you?

  • We really don't even need to keep it viable

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700514#Comment_3700514

    We don't particularly care about slugging [though slugging for the 4k gets old fast], we're just pointing out a logical conclusion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700548#Comment_3700548

    Thank you?

    Broski be talking like they are Venom, haha.

  • @Emeal said:

    Wont this just cause the majority of players to self unhook to get hooked again, so they can die faster and not play a game where they are getting tunneled?

    Yeah, but majority of players that do give up bc they got back to back hooked either leave or kill themself on hook. Those people may be more obliged to stay in the game if they can unhook themselves.

    But importantly, this could potentially relieve some pressure from the other survivors constantly having to help the tunnelee. They can stay on gens, or heal up in order to take a protection hit later. That's all assuming the tunnelee intends on actually trying to help their team by effectively looping. I would think high MMR survivors would see the potential in this feature.

  • @VomitMommy said:

    allowing the survivor to unhook themselves on their second hook if they got back-to-back hooked.

    Hmm, that's not a bad idea actually…

    If you would like to display hook stages for each survivor to killer with this feature.

    I'm not against showing the hook tallies, mainly because I don't really think it helps much. If you're running against a full matching-outfit Nea SWF, you're not going to be able to differentiate anyone unless they're injured. So for sure, just show the hook tallies.

  • @Neaxolotl said:

    We really don't even need to keep it viable

    Issue is features that would completely remove it, almost always can be heavily abused by survivors.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700624#Comment_3700624

    Issue is features that would completely remove it, almost always can be heavily abused by survivors.

    Not really.

    All it takes is matching hook stages to gen speeds. That's it.

    A 90 second hook stage means waiting around to tunnel one survivor is guaranteed to lose you gens. The best play becomes leaving the hook alone and pressuring survivors who are actually doing the objective instead.

    Completely unabusable, and makes tunneling less efficient, which is exactly what you need to cut back on tunneling. If it's less efficient, players will automatically start doing it less.

    Bonus that this also is an unabusable way to do the same thing for camping.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700831#Comment_3700831

    Not really.

    All it takes is matching hook stages to gen speeds. That's it.

    A 90 second hook stage means waiting around to tunnel one survivor is guaranteed to lose you gens. The best play becomes leaving the hook alone and pressuring survivors who are actually doing the objective instead.

    Completely unabusable, and makes tunneling less efficient, which is exactly what you need to cut back on tunneling. If it's less efficient, players will automatically start doing it less.

    Bonus that this also is an unabusable way to do the same thing for camping.

    All it takes is matching hook stages to gen speeds. That's it.

    This would not remove tunneling at all. You mean the more gens left, the longer can survivor stay on hook, right?

    Most tunneling situations are created by survivors, this won't change it. Average players simply don't understand even now that staying on hook is safest spot for survivor who is getting tunneled.

    You will still have most survivors unhooking way before time limit and often in front of the killer. You will still have survivors healing right under the hooked.

    I don't think this is abusable, it would definetly make it easier for survivors overall, so you don't get into second stage so often, because your teammates are bad.

    But it wouldn't help that much against tunneling.

    A 90 second hook stage means waiting around to tunnel one survivor is guaranteed to lose you gens

    Sounds as camping, not tunneling.

    Best way to tunnel in my opinion is to focus two survivors. It's less of a gamble and often more pressure.

    The best play becomes leaving the hook alone.

    That's already best way. Unless killer can pressure some gens around the hook, but that wouldn't change with your feauture.

    Completely unabusable, and makes tunneling less efficient

    Not really and I have talked about completely removing tunneling, which are basically immortality features. This feature won't achieve it, so I am still right.

    Bonus that this also is an unabusable way to do the same thing for camping.

    This is more against camping than tunneling.

    Don't take me wrong, I don't think your idea is bad. It might be one of features to help mainly soloQ, which would be good. But it wouldn't completely remove tunneling. Nowhere near that.

  • As long as the killer gets some indicator of who was hooked last.

    You still get a hook state so I can't really think of any major way to abuse it.

    All in all this seems like a much better solution than anything else I've seen suggested. I'd be all for testing it in a PTB and seeing how it pans out.

  • @Emeal said:

    Wont this just cause the majority of players to self unhook to get hooked again, so they can die faster and not play a game where they are getting tunneled?

    Players who don't want to play for whatever inconvenience will always find a way to not play. The problem there is their mindset so no matter what you suggest they will always be a problem.


    Best to not consider them if you want to make any real progress.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700513#Comment_3700513

    Players who don't want to play for whatever inconvenience will always find a way to not play. The problem there is their mindset so no matter what you suggest they will always be a problem.


    Best to not consider them if you want to make any real progress.

    No, we will consider them.