ANTI-TUNNEL AND REGRESSION SHOULD BE BASEKIT | Dead By Daylight Discussion



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25 thoughts on “ANTI-TUNNEL AND REGRESSION SHOULD BE BASEKIT | Dead By Daylight Discussion”

  1. I think the basekit DS should stop working at 1 gen, but that might be because I'm struggling to put myself in the headspace of a killer having 35 second Deadlock basekit and how that could affect killer gameplay. I'll tunnel if I have to at 1 gen left and don't fault a killer for doing it when I play survivor because i get that it's so close to endgame that it makes sense.

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  2. Welcome back! I agree, tunneling is a major problem not just in the base game but also in every new mode they make. clearly we need some kind of basekit anti tunneling in all modes because it kills the enjoyment of the game when you try to do a unique build only to get tunneled out at 5 gens.

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  3. 1. Deadlock basekit I would argue is the wrong choice. Deadlock is at its highest effectiveness when it’s being used vs uncoordinated players, because coordinated ones when split on 3 gens, still pop 2 for the first chase with a 3 on the way, and now have further incentive to abuse the way the gen block works to buy time to prevent the killer from regressing key generators. A mildly stronger Dying light basekit works as a strong deterrent because it effectively slows the progression time of gens across the board in a more meaningful way than blocking them. It also has its own way to satisfy the defense on tunneling when removing the healing bonus: dying light disables when the obsession is dead and bc DS will force an obsession change this prevents tunneling a lot better.
    2. We need more conspicuous actions on the list. Some killers can be crippled with aggressive usage of anti tunnel perks, body blocking, solving the lament configuration, magic items, and I could go on. Lots of killers r put into tunnel or don’t have a massive aspect of your power for 60 seconds and that is game ending.
    3. A shift from 70 second hooks back to 60 incentivizing survs to get off the gens is also efficient more so than base anti camp which good killers have already found out how to effectively counter, by not face camping n just proxying. 70 second hookstages alone just discourages hooking period, and slapping Ds basekit on top of that, leaves killers with the primary idea that playing to slug 4 ppl is far more beneficial than hooking, which disproportionately targets soloq.

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  4. I think the idea of punishment is ok however many studies have shown it almost always better you reward the behavior you want instead
    The only issue with punishments is a lot of people will do things out of spite to prove a point
    I'm not against Ds base kit I'm all for it actually but I could see it leading to killers slugging a lot more to to avoid it all together

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  5. This is how powercreep happens. Some of these points are… okay, but removing anticamp is ridiculous and that's coming from a killer main – mostly because you'd rather instadown killers like Bubba and Billy have their abilities disabled around hooked survivors rather than finding a real and natural solution that justifies having anticamp removed. What happens when a survivor plays around a loop near a hooked teammate? Sorry, you're an M1 killer only now. And what about endgame when anticamp is already disabled? Will poor bubba be able to secure his 1k or are you prying that from his little sausage fingers too?

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  6. DS basekit and the removal of anti camp I am 100% against. Anti camp serves a purpose and getting rid of it will bring back all the problems it solved. How I would buff regression is to simply buff the base regression speed. It's currently incredibly low and i think buffing base regression speed would go a long way. As for tunneling the game Propnight had imo an excellent solution: For ever Survivor killed, gen speeds increase. That's it. THe final Survivor would be able to bang out a gen in 20 seconds if they are the last remaining and would punish the Killer for tunneling. Simple solutions I feel are the best, like what Behavior has been doing, rather making more perks basekit.

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  7. This is such a good video tbh. As someone who has been doing the killer challenge and I’m now in gold (no perks, addons, or offerings) gens fly by extremely fast and I’ve had to play perfectly to avoid losing.

    This is well thought out and doable. This in combination with fixing the buggy spaghetti code would make dbd soar I’m sure of it.

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  8. How about we make generators take longer the more survivors are alive? That way gen rushing can be slowed down when done by 4 people and rewarded when 1 or 2 are tunneled out?

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  9. Hello, Bubba main here. I hear making his power not work at hooks quite a lot. When I play Bubba I play him with speed add-ons and usually start my chainsaw pretty far away from my target sometimes. So I don't think it would be particularly fair to have someone run to a hook Survivor and then my ability just stops. A lot of killers are pretty decent at camping people off of hooks. Deathslinger can spear someone right off the hook and hold them until Base Kit BT is gone. Just one example, so I think it would be pretty unfair to Nerf bubba. Otherwise interesting ideas. Good luck with your content!

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  10. The problem with "tunneling" is that a lot of people like me, just dont keep track of hooks, we see surv we chase, that has led to a lot of instances where i ate a DS/OTR without actually wanting to tunnel, so a 7 sec DS just cause im going for chases seems to go against the idea of going for chases cause then im forced to camp at hook and wait for a new surv to come so that i dont mistake them for the hooked one.

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  11. I forgot who, but someone else on Youtube did the calculations on base regression speeds currently in the game. For a generator to fully regress from 89 charges is some along the lines of 300+ seconds to fully regression back to zero at the 0.25 regression speed, and that does not take into account the generator regression being stopped. So, regression by itself is very weak.

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  12. we also have to factor in alot of killers choose not to get better at the game, so they resort to tunneling and camping more often, having baseline gen defence would be nice but then that opens a whole bunch of new problems, especially with how bhvrs making much more stronger chase oriented killers now a days, then u have to factor in other issues like layouts which have always been an issue,
    one reason why i kinda disliked them removing adren(onhook) and ds at end game is because killers can still just tunnel and camp, which is like if a killer played poorly all match why does the random person who gets caught once have to suffer along side them and most likely lose if someone cant get back in there to try and help save, and depending on the killer it becomes significantly harder to save like leatherface good example and infact if u die as a survivor guess what u gain no mmr no matter how well you played that entire match
    aside all of that another issue thats slowly creeping up is aura reading starting to become an issue

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  13. I think the game is way too short to be giving basekit undying or decisive. You’re not giving any leeway for killers to be able to have time to play in a way that greatly hurts them by trying to 3 hook everyone. I think the anti camp is a better solution then giving survivors base kit second chance perks, swfs and bully squads would be unbeatable

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