I think tunneling and extreme hidding need the carrot rather than the stick.

So let me explain what I mean here. I think most people will agree those are the two most frustrating things to face. Survivors obviously don't enjoy being tunneled out early and killers hate ultra stealthy survivors. Not to mention how much a hardcore stealthily survivor can hurt the team. BHVR has tried various ways to discourage these things with limited success. I'm not suggesting abandoning the punitive measures, rather adding positive incentives to them. So I'll breakdown my idea for each one.

For tunneling I suggest we bring back the BP bonus for hooking all the survivors that BBQ used to have but make the BP bonus a basekit thing rather than on a perk. There would be a few important differences and restrictions though.

This would be an all or nothing rather than 25% per person hooked. The killer must not hook the same survivor twice in a row except during endgame. The other exception to this rule would be if the survivor previously hooked has been healed or has worked on a generator. If either of these has happened they weren't tunneled.

Of course this isn't perfect and won't stop the people who only care about the 4k. However I think it would be a nice incentive and go as long way towards encouraging killers to allow the recently unhooked survivor a reset.

I feel a BP bonus for showing you're actively helping the team might get the extreme stealth players to be more active. To get the bonus you'd need to meet the following criteria. Complete at least one generator. Complete two chases (doesn't matter if they were won or lost). Safety unhook or completely heal another survivor.

I know my idea isn't perfect so any constructive suggestions would be great. Please refrain from arguing over whether if tunneling is bad, perfectly acceptable or somewhere in between. I'm really hoping we can get a positive discussion going that might lead to changes that improve the overall experience.

Comments

  • You already barely get any points and minimize your points for actually ending a match soon as killer. If you complete stomp fest you get almost 0 chase category points.

    Adding a point incentive would sadly not do anything : \

  • @ChuckingWong said:

    You already barely get any points and minimize your points for actually ending a match soon as killer. If you complete stomp fest you get almost 0 chase category points.

    Adding a point incentive would sadly not do anything : \

    This should encourage longer games though which means more BP for all.

  • @ChuckingWong said:

    You already barely get any points and minimize your points for actually ending a match soon as killer. If you complete stomp fest you get almost 0 chase category points.

    Adding a point incentive would sadly not do anything : \

    same with survivor. You get a good amount of points even if you die by just playing the game IF you’re not hard tunneled out. Do some gens, take some chase, get some saves and you get almost 30k bp


    also very true gotta milk the survivors for points to maximize bp as killer.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963960#Comment_3963960

    This should encourage longer games though which means more BP for all.

    Thats my point. Killers who tunnel are going out of their way to really end the match as fast as possible and it comes with the downside of less points.

    So if they are already doing that, then they arent concerned with BP at all. Giving an incentive for more bp is not going to change anything.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963963#Comment_3963963

    Thats my point. Killers who tunnel are going out of their way to really end the match as fast as possible and it comes with the downside of less points.

    So if they are already doing that, then they arent concerned with BP at all. Giving an incentive for more bp is not going to change anything.

    It won't with the people who are doing it because they feel they must 4k at all costs. It might with the people who do it for easier games. Like I said I know it's not a perfect idea but clearly making tunneling harder hasn't worked.

  • I would like to see pips decoupled from points for progression purposes. That's my one wish.

  • Yeah the bp bonus should've been made base kit long ago. Same with WGLF and prove bonuses.

    They didn't want it to define perk choice to get more BP, but this solution still allows that.

    I would change it though to just disable the bonus progressing once one survivor dies. You can tunnel and basically get nothing, or spread hooks for better bp gain.

    There are too many loop holes to "don't hook someone twice in a row" that would defeat the point. For example, tunnel one person out in 3 hooks (0%), then spread hooks evenly during cleanup and you still get 75% and still get to hard tunnel. Just turning it off when someone dies would likely be 25% in that case.

  • @AmpersandUnderscore said:

    Yeah the bp bonus should've been made base kit long ago. Same with WGLF and prove bonuses.

    They didn't want it to define perk choice to get more BP, but this solution still allows that.

    I would change it though to just disable the bonus progressing once one survivor dies. You can tunnel and basically get nothing, or spread hooks for better bp gain.

    There are too many loop holes to "don't hook someone twice in a row" that would defeat the point. For example, tunnel one person out in 3 hooks (0%), then spread hooks evenly during cleanup and you still get 75% and still get to hard tunnel. Just turning it off when someone dies would likely be 25% in that case.

    What I was suggesting is if the killer ever hooks a person twice in a row (with the exception of the circumstances I mentioned ) they get no bonus BP. They wouldn't get 25% per hooked survivor. They either follow the requirements and get 100% or nothing if they don't.