Response to Otz's "The Future of Tunneling" on Slow Dead by Daylight News Day



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Otz’s video: https://www.youtube.com/watch?v=YU0Ma7tGxiQ&t=303s
Otz’s programming language: C++
http://www.twitch.tv/ScottJund

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32 thoughts on “Response to Otz's "The Future of Tunneling" on Slow Dead by Daylight News Day”

  1. I'm with Scott on this, I don't tunnel unless I have a cheater (only faced one) and I do camp if no one is dead and all the gens are done cause I do want at least one kill but that's map rng most of the time. Tunneling isn't needed if you really want to hurt survivors FAKE a tunnel by slugging a survivor fresh off the hook if you can't find anyone else

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  2. The fact is, most survivors aren’t very good, so they just rush gens, which means they’re an easy down, which any killer is going to take advantage of. Without the high level clutch perks survivors used to have, tunnelling will always be more valuable then not

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  3. Something ive been thinking about, hookstages. Instead of hooking someone to death, you use a amount of tokens to offer to the entity. Entity feeds on fresh hooks, lets say you need to accumilate an amount of hooking, but if you hook the same person, the satisfaction meter of the entity doesn't fill up and it will take longer for that player to die on the hook.
    Edit: satisfaction meter of the entity can go down again when gens are beeing done, killer blinded, stunned etc. But will also go up with injured state of survivors, screams, etc… Once the satisfaction meter is filled up, the entity takes every1 at that moment, that could even be at 4 gens aswell….

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  4. I would like another offering or item you can burn as killer to have a weaker base kit Grim embrace, gift of pain or no way out. You can only use 1 and it will deactivate if someone dies. Maybe if they make 3 mans a little bit stronger this could be an option against 4 survivors but make 3 mans more scarier

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  5. Here's a good solution…don't promte tunneling either. I love how no one is discussing how different challenges that Otz has done (win streaking, "no perk, no addon, 30s afk") Otz very openly resorted to camping and tunneling as a means to win, therefore showing his audience and other content creators how successful tunneling, etc. really is. I love how no one is discussing the cascading effect this had as other content creators did the same live or recorded for their audience. I love how scott still refers to this game as an asymmetrical even though players win or loose based on their own outcome and not the "team's" outcome. Scott is however 100% correct, the solution does rest entirely with the community. The community needs a few things:
    1) understand that the game is not an asymm. When killers understand that survivors are not a team per se but rather a group of individuals who mutually benefit from cooperation, it becomes a lot easier to see each player as the individuals they are instead of just another cog in a machine;
    2) understand that killers are not entitled to win every trial or to have easy trials and that tunneling IS an act of entitlement;
    3) SWF players need to understand that the game is not an asymm and that playing as a full sweat squad forces killers to tunnel in order to play the game, thus reinforcing this behavior the rest of the community hates. Hey dbd community, don't just shame killers, it's time to stop idolizing SWF players on comp sweat teams. It's not how the game is supposed to be played and the problem is equally the fault of survivors as much as it is killers. Play with your friends but keep the info sharing to a minimum.

    Finally, the devs need to do two things. The first is to remove survivor collision when they are off the hook, and keep it that way until they are fully healed. This intangibility would also prevent them from escaping by any means as well as running past an open gate into the final exit area. of course if they are the last survivor remaining, while in that state, they will be auto sacrificed to the entity. Also while in this state the only actions they can do is healing or rescue, which the moment they touch a hooked survivors they can be hit again. Second, the devs need to forcibly break up the SWF meta. The SWF meta is essentially when teams run perk builds specifically designed to compliment each other and take on "roles" that wouldn't other wise exist, like the recon/intel (fog wise, etc. builds). This could be done by adding new roles to the game such as the jealous survivor; their whole objective is to kill the obsession and get out alive. this would be achieved by either deceiving the rest of the team while the survivor is hooked or by being in an exit area at the same time as the abscission (it would work like a mori). If the obsession escapes as well, this new role would lose regardless of their own escape. The game should always be in a position where there are no less than two winners and no less than two losers at the same time (final survivor trope). doing this would take a lot of pressure off of killers, allowing them to play a more relaxed, less sweaty game, generally, which would then translate into more fun, less sweaty matches for everyone else.

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  6. I think Thanatophobia basekit, in its current form, is exactly what we are searching for: You only get the full effect, if 4 survivors are injured, so if you tunnel one guy out, it is weaker, because there are only 3 survivors left. If we get enough effects like this, that the killer gets more benefit from pressuring everyone, than tunneling one guy out, would become more inefficent. Survivors could get a repair speed debuff, if everyone is hooked at least once, but everyone is still alive. This could double after everyone is hooked twice and everyone alive. If someone dies, the debuff gets removed.

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  7. I truthfully believe we won't get any meaningful anti camp or anti tunnel just because of the reaction that reassurance got. It got entirely gutted over a impossible scenario, unless the killer was stupid.

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  8. unfortunaly the ''anti tunneling'' added to the game its just a placebo. i dont even know why its even metioned. base kit 5 secs is nothing, Off record makes no difference it could be 100 thousand seconds, its just a health state to go through, small inconvenience for a tunneler and it also costs a perk slot.
    Behaviors needs to fucking deal with that man. every match feel like i sign up for god damn tournament

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  9. Although I agree with some points Otz makes where there is no "active" incentive to not tunnel, the "easy" route is always the one people will go after, you can str8 up give 0 bp from hard tunneling or camping from 5 gens (not that you should) and people would still do it, it's like in fighting games, where you can spam atacks, that's easy, doesn't need skill, and just works for beginners, but people still do it as their main strat until they get to a rank where it doesn't work anymore than either they stop playing cuz the game too hard or they get better at the actual game, the difference is, in a fighting game both sides can do it and/or counter it easy just by getting a bit better, so it feels cheesy but it's not really a problem, I don't think there will ever be a state where tunneling at 5 gens won't be a strat unless it's disabled in some way, but I don't think it should be either, it's just that thing where you gotta power through, "ok this match is gonna be boring, let's go next"

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  10. This is the killer meta? Nope I completely agree with Otz and disagree with your POV I don’t know how NA servers are in dbd but EU it’s 100% in favour of survivor right now 😂

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  11. i think fixing tunneling is actually very easy and simple. if one survivor gets hooked twice and they die whether it was from the second hook or third, 2 gens should instantly be fully repaired. but under one condition and that is if the first survivor dies at 4-5 gens. i think this not only gonna fix tunneling but also gonna fix the issue of people killing themselves at the start of the match.

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  12. my friend had an "idea" of "invincibility field" around hooked survivors (~10 meters radius)
    When hooking survivor, killer have ~10 seconds to leave this area, or he will be pushed out of it (teleported by the entity). Then there is no way for the killer to enter this zone. But at the same time, if survivor enters it, he have ~3-4 seconds to unhook survivor, otherwise they'll be teleported away too (and can't enter that zone for some time, haven't decided what time will it be). This zone doesn't go to multiple floors, and no projectiles can enter it (huntress, deathslinger, etc). After the survivor is unhooked, the zone is still up for a few seconds, so the unhooker can get some distance. if there's a gen in this zone, it explodes for ~10-15% and gets blocked until the zone is removed (but better to make it so gens can't be too close to hooks, so they'll be blocked by this zone). If there's a pig trap in this zone, survivor won't be kicked out of it, if he's trying to remove a trap. But if he stops doing it, he'll be immideately kicked out, and couldn't enter it anymore until survivor is unhooked (to prevent "inivincibility abuse")

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  13. 1:40 No mention of Off the Record here? The survivor's speed boost and the killer's slowdown from the hit feel similar in strength to Decisive Strike's old stun. Sure, it doesn't stack with Borrowed Time but then again, you could slug a DS user and force another survivor to pick them up while proccing Off the Record just makes its user mend for a few seconds.

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  14. I had the idea of the unhooked survivor losing collision, scratch marks and turning invisible until they start to heal, perform a conspicuous action or ~30s passes. They’d only be visible to other survivors and unable to use items/pallets.

    Would give them a surefire chance to escape without them being able to progress the game whilst in that powerful state.

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  15. I think your "change the community playstyle instead of make the devs change the game" is your weakest point. The community adapts to the meta of the game and the most efficient playstyle. You need the devs to adapt to game to the playstyle you want the community to play.

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  16. If 6% extra ms isn't abusable I wonder what subtle cheating has been all this time…. Bro how you can have so many consistently bad takes is just bananas. Literally the most common subtle cheat is a 5% ms buff what are you even on about with "it's not as a usable as people think" consider stacking that with hope and etc and you literally have the hack level of ms but it's legal lol

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