Tunneling (magician hyper focus on a single bunny, and doing all 3 gears of damage with in a matter of seconds) is still a major issue. Removes any skill vs skill gameplay and makes it so bunnies just want to camp safe areas and never take a chase. With how easy it is for the magician to get a kill this way it will for sure become meta in real gameplay if this isn't fixed.
#Tunneling
89 messages · Page 1 of 1 (latest)
This issue is raised quite often. We will continue to work in this direction after the progression system is finalized. 🫡
Also, are you familiar with the bunny panic system? Does it help you avoid tunneling?🤔
Tbh, Ive only had 2 games this alpha, both games where less than a couple minutes due to getting thrown into a corner several times and ripped in half. So I haven't noticed a panic system in play.
as i said a lot of times and specially in a previous post with a lot of different feedback so it was maybe lost in all that mess or me writting huge block of text it was make these change :
for bunnies it's still horrible to see them being tunnel and chain kill so easily the problem with the panic is that yeah it stun a bit the magician and let you go but you are put on the ground on "play dead" state so it's soooo long to start running the magician is almost finish stunned so you still be grab again and again and throw and you die quickly i think make something like "if the magician is stun by the panic mode make a longer stun and the bunny is release not in a "play dead" state" to counter completely the tunnel focus because it's feel so bad each time i saw that on stream i feel so horrible and bad for the bunnies and it gonna make flee new player if they come first game they are just tunnel like that it's not gonna be healthy for the game.
update later this night : after speaking about it to counter maybe the possibility of magician following and stick bunny waiting for the panik mode to end maybe add something like if the magician is at X meter of a bunny in panik mode and stay close the panik mode don't disappear or disappear really slowly
Makes sense💯
We'll make the changes in tomorrow's update!
thx you rock
for me clearly the problem was the time to get up and run the stun was almost done sadly :/
Yeah, that's the problem with a tutorial that can't cover all the nuances of the game. It's likely that closer to beta, we'll already have a strong established gameplay design that we can turn into a more complete tutorial for both roles.
Now, just so you don't have any more trouble with magicians, panic appears in the bunny during the first throw. Panic gives you:
- Speed bonus.
- You are immune to being knocked from a great height.
- If the magician grabs you again, you gain a skill check (first one) that can stun the magician if passed successfully.
I would say to change a bit the style of that skillcheck (color, SFX) to make it look more important than a normal skillcheck
This could also help to draw more attention to the bunny player and instantly think:
"Oh this is skillcheck is different maybe if I do it I can free myself"
YES !
people could be like "yeah i'm tunnel fuck it" and just afk waiting for that moment to be done not trying to hit skill check
so a different color etc make it more important could help that
btw. if you hit a bunny you lose a gear, you can't stand up either for a while and he can just grab you and throw you instantly. You lose 2 gears in an instant. Doesn't matter if you hit the skill check or not even while in panic.
Also the magician can check you and take the key away instantly.
Why not make it that when a bunny gets grabbed for a third time he cant be grabbed anymore (Invincible / protected by the master bc the show is boring) until the magician has grabbed someone else.
Would fix the solo tunnelling.
Also the bunny would be grabable again if the interacts with any of the objectives or objects.
absolutely not.
one bunny has immunity while everyone else just hides. litterally makes it impossible to do anything because now that bunny garentees free progress
i agree if by any measure you don't find or can't grab quickly enough someone else for any reason the one protected can do everything he want freely
Also the bunny would be grabable again if the interacts with any of the objectives or objects.
better idea.
instead. third throw doesnt damage a gear, instead it notifies magician what floor a the majority of bunnies are on. 20 seconds damage immunity after panic should be long enough to deter tunnel too
i think ya forgot to read
grabbing the same bunny 3 times is already crazy imo in the same time/place
and it prevents it to kill it
oh yeah missed that part too thx for resaid it
bc then if bunny does something he is self fault
so bunny needs to chill
i could maybe say he could interact with bunnys on floor and get key / items / oil.
But only oil can be used to stay inv. but anything else will deactivate it
i can see your idea it make bunny not killed but even like that being reduced to 1 gear state that quickyl is still rough and not fun and make the used of oil more quick before bunny go to other floor to have access to more item so it's still a rough position and not really nice to be put on while not be able to do anything against that
tbf, one time i needed 2 to not drop. had to eat through panic.
first grab walked to door and threw them through, they ran towards me to not get sent down.
third grab i threw them down and closed the door.
2 gears. i wouldve been fine with 1. just wanted the door closed
yeah thats why im saying 3 times and then no more bc 4th time would always be kill
but then theres the issue with if bunny has less gears what then
I think it would be nice if the fix for skill checks and anti tunneling would happen at same time
to balance it
depends honestly, do we want bunnies on 1 gear living? me personally? if your on 0 gears, absolutely no chain grab. but part of me wants to say no oil on 0 gears?
if you speak about the oil yeah but you need to access to these floor for the start of the game or if by any mean player can't climb you are still on this moment of "yeah i from full health to 1 left" and magician start to do this to someone else and being in 1 health don't make player to want to do objective to lose the immunity you speak about or to be noticed because of pop up sound so imagine you find someone quick 1 helath down we just play chill hide because he don't want to die or because he was already fed up to lose 2 health that quick and if someone else is caught and be bullied only 1 full health player left to do things etc
the issue is i dont have the best idea yet for making magician stop tunneling each bunny out
and also help magicians not loose bunny in 4 seconds by skill check
the psychological part of the player is important in the equation each player gonna act different about this and even just not be killed but lost 2 health can be enough for people to just go break down and not give a shit or not want to interact with objective sadly
yeah the grab time for a fresh grab is rough
Any ideas maybe with the charge on magician?
maybe when he is tunneling, more consumtion or fast draining?
with the abondance of key magician can have i don't see it as a problem if i were to tunnel
honestly just as i said before, reward the killer with information, not damage.
if the killer only sees one bunny half the game, its gonna get 2 geared.
if the magician at least knows what floor other bunnies are on, it means he can go and try to stop objectives.
(pre emptively) (since notifications for each floor are a little jank atm)
for the moment the only thing i saw as idea against tunnel is the idea i put up on the discussion it's rough but it stop completely the tunnel without penalize him to find by any chance the same bunny some times after and help the bunny to run away easily if grabbed in panik mode idk if it's the best solution but personally since i don't tunnel and grab the same person again and again i never had any problem with panik mode unless when i want to help bunny i just throw and he was bugged or something to ut him in a better place, i see it at the best solution for me but at the end idk if it is since it destroy the concept of tunneling or if magician with this system still want gonna at maximum kill 1 bunny and the other are escaping with all the time lost
but that why we are on alpha for try things
and find solution
or a funny solution here.
when breaking out of panic mode via skillcheck.
have the bunny just teleport to jack if he gets grabbed again
meh
like if hes grabbed within 20-ish seconds of panic stun.
you put him into hat, he gets sent to jack instead
being floor 3 or 4 and being teleported floor 1 rough for bunny
no damage, just first floor
just for being tunneled
bro, you get thrown down anyways
thats like the ideal scenario, you rather lose 2-3 cogs or get sent to floor 1 like not being tunnled. not to mention it waste magicians time with animation locking
1- not every place have hole to throw down floor
2- not every place with hole make you go down to floor 1
1- litterally the main reason people get double thrown half the time
2- agreed, hence why if a magician wastes litterally 15 seconds chasing, 5 throwing, 10 rechasing, 5 grab stunned for panic, and another 15-20 for rechasing. he gets rewarded with litterally nothing other than a delay.
which would drop the bunny next to the main item guy of the lobby.
like i said in other alpha and at start of this one topic having a little longer stun and/or bunny escaping hand and can instant run is a better solution it only penalize the magician if he grab in panik mode without penalize the bunny and him if he find the bunny again soon after for any reason maybe i'm wrong but for the moment i only see that after all the alpha i played and stream of bunny being tunnel i saw
"find bunny again"
1 - sent to jack
2- magician goes all the way to first floor
3- magician cant find bunny because bunny is not there anymore.
like jack can have plenty of uses other then being a slot machine
deadass, a bunny gets sent down? have the bunny pop out of the machine slot, confused and maybe cough out a key too since as a gift from jack
think the issue I'm having is, the guy that tunnels, would do 1 of 3 things to avoid the panic mode. 1. simply throw into a corner or a dead end hallway and wait out panic, 2. throw a bunny at me to stun/damage then scoop me up to throw for 2 gears of damage, or 3. throw me into an impostor bunny. I'm assuming this is why I have not noticed panic mode, it's just being bypassed.
Tbh I get sometimes you have to throw a bunny more than once. Now, with cages being so valuable I can see multiple throws just to get a bunny to a cage. How about instead of panic mode, bunnies can only take 1 gear loss every 30sec from a throw. This will mean that a bunny can still lose all three gears from being hit by a thrown bunny, to being thrown, and to being caged, but they can't be killed after 1 chase.
was looking for this feedback and wanted to chime in i totally agree with reducing the play dead state for a bunny when they manage to stun / complete all their skillchecks after a grab.
the mag finishes their stun animation and my bun has hardly even stood up 
agreed
agreed.
a time limit on damage states via throw is honestly ideal.
keep panic though, so you cant just be thrown into a corner for 4 minutes straight
yeah that why i said this feedback it feel so terrible to waste the time of the stun because of that
for sure, alot of stuns need fine tuning.
yeah i feel it's a possibility too but for that hard to manage that if he want to wait for the panik mode hard to counter that or maybe add something like if the magician is at X meter of a bunny in panik mode and stay close the panik mode don't disappear or disappear really slowly
at least the advantage of this compared to dbd for example is tunnel is still good to used a lot in dbd because it can still make you win or draw because before they finish gen you have tunnel at least 2 people or almost killed the second since objective are quicker the more player you have, here you don't care since 1 player go as quickly on objective as 2-3-4 player alive so the strategy to tunnel even if it happen, if you make magician lose enough time like you said he wait for panik to go away or from my idea with longer stun and bunny advantage to run while he is stunned make the game being lose for the magician since 1 player can go all the objective and put rope for the others etc and objective not defended are really quickly done by bunny a game take time because magician defend them but if he is not and bunny do them it's incredibly fast
for the second point i agree i think being damage need to give the panik mode anyway even if it's not by being throw by hand from the magician
for the 3rd i think it's not possible anymore ? i remember older alpha it was said and addressed i think that being ragdoll send to an impo was not possible maybe bug if it's still here
I was thrown into an imposter earlier today, then scooped up and thrown into a dead end, scooped up, thrown back into dead in, to finally be scooped up and ripped in half. In another game, same monster tossed a dead bunny at me, grabbed me, tossed me at a wall, then tossed the same dead bunny at me again, just to scoop me up and rip me in half. Both matches took just about 2 min or so for me. The 3rd time this same person tunneled me it was just down a deadend hallway. No trick to this one. The process takes less than 30 sec all 3 times, and it was always at the begining of the match before I even had a chance to grab items.
yeah feel terrible i hate to see that when i watch bunny stream :/ in any asym i hate tunneling i'm always a killer main and i think i will just never understand why people do that and play like that not nice and fun for the other side and even for a killer pov it's just so boring gameplay
This is why Id love to find a solution to this. I was a killer main in DbD, Monster main in VHS, Ghost main in GBSU, and a predator main in PHG. When the killers use tactics like this that remove the possibility of a fight then the rest of the killers have to deal with bunnies playing super sneaky. Takes alot of excitement out of the games.
yep agree, i updated my idea to add the panik don't disappear or slowly in case a magician want to stay close or near bunny waiting for the panik to go out
My biggest concern is bunnies abusing the system. Look at the anti-tunnel stuff DbD has. people go out of their way to force a killer to trigger DS or off the record for example. And like I said earlier I do think there are times when as a monster you will need to toss a bunny more than once. Yeah its not fun for the bunny, but with how super fast bunnies can rush the exit you really want to get as many to cages as possible to try and force some slow down.
i mean it's hard to imagine how they can abuse it like yeah stay near you to still have panik but that doesn't gonna change anything they still don't do objective so it's a lost of time for them just running and following magician specially since magician is faster and the magician if he want to ignore them following them to target these that do objective
and that is thx to the way objective are made in carnival compared to dbd for example the way objective are and how they can be made and not permanent and one time used before being done again is incredible for that
compared to a dbd losing 30 sec of time is terrible since any progression about a gen done is permanent and bring you closer to a lose
and for the second part tossing 2 times or more i personally never encounter that after 100h the only moment it's at the end when there is only 1 bunny alive and even with that moment if you pick it up while panik you are stun but it's over panik is not here anymore again and since he is alone not a big deal
I was talking about just throwing the bunny closer to a cage. I find when I play magician most bunnies are about to wiggle out of a grab before I can get them to a cage. So tossing them closer to a cage and regrabbing is needed at times. Unless Im doing something wrong. lol. Earlier I was playing magician and had a group use the cannon before I could get to it. By the time I got my first grab they were on the 3rd floor, so I started really focusing on getting cages.
Then for that like chill said it above and we said it him and me a lot while we have discussion it's a grab duration problem instead of a panik problem
agreed
Like he said and i too the duration for the grab is too short and idk why that short since it force to throw instead of playing for cage even more weird to understand that now cage are important for extraction system
The extraction/progression system is another conversion I'd like to see started. Feel like its a bit much for bunnies, and extremely much for magicians.
Think thats a conversation for another thread this one is already getting a bit long. lol