(Essay) Idea to counter camping/tunneling
Before I start, yes I know Tru3Ta1ent also mentioned an idea similair to this. I'm just posting this to get some feedback.
A killer doesnt benefit from hooking 'fresh' survivors, because after the survivor gets healed they're just another fresh survivor ready to work on gens. When a survivor gets a big ass hook through their shoulder, they should get a 10% (or so) debuff on gen repair speed so the killer gets rewarded for fresh hooks, instead of the boring camping or tunneling to death tactic.
At the moment, a killer only benefits from hooking someone, when it's their death hook. You know... less people in the game means less people on gens. It's weird how you can hook everyone twice and still lose. You outplayed every survivor 2 times (2x hit, 2x down) -> not even mentioning the skilled perk called Decisive Strike, then you would have to outplay a survivor 5 times in total <- (And all the other second chance perk, but the only real problem is decisive imo)
This idea works the the 'Entity" because the survivor got hooked, so it's logical that they get a debuff.
Let me know what you guys think, should a killer get rewarded for playing good and a survivor get a de-buff for getting outplayed?
Comments
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I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.
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@Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.Wouldn't that be too strong? People were already complaining when Decisive Strike got that effect
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If you want to get rid of camping, you have to be drastic. The problem is that most Survivors aren't willing to bite the bullet.
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Orion said:
If you want to get rid of camping, you have to be drastic. The problem is that most Survivors aren't willing to bite the bullet.
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@Paddy4583 said:
Because most survivors don’t care about camping, there’s no point taking a bullet for something that you don’t care about. Camping just gives people more time to do gens and gives the killer less points, all pros for meYou must be new here (DbD).
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Orion said:
@Paddy4583 said:
Because most survivors don’t care about camping, there’s no point taking a bullet for something that you don’t care about. Camping just gives people more time to do gens and gives the killer less points, all pros for meYou must be new here (DbD).
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@Paddy4583 said:
Nope I’m just not bothered about other people’s play style, survivors create their own problem with camping.Indeed they do, but they also get pissy about it. If you don't know that, either you've never played Killer, or you just don't read the forum.
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@Nick said:
Before I start, yes I know Tru3Ta1ent also mentioned an idea similair to this. I'm just posting this to get some feedback.A killer doesnt benefit from hooking 'fresh' survivors, because after the survivor gets healed they're just another fresh survivor ready to work on gens. When a survivor gets a big ass hook through their shoulder, they should get a 10% (or so) debuff on gen repair speed so the killer gets rewarded for fresh hooks, instead of the boring camping or tunneling to death tactic.
At the moment, a killer only benefits from hooking someone, when it's their death hook. You know... less people in the game means less people on gens. It's weird how you can hook everyone twice and still lose. You outplayed every survivor 2 times (2x hit, 2x down) -> not even mentioning the skilled perk called Decisive Strike, then you would have to outplay a survivor 5 times in total <- (And all the other second chance perk, but the only real problem is decisive imo)
This idea works the the 'Entity" because the survivor got hooked, so it's logical that they get a debuff.
Let me know what you guys think, should a killer get rewarded for playing good and a survivor get a de-buff for getting outplayed?
It wouldn't work. If I can camp and tunnel the person and kill him, it means -100% gen repair speed which is better than 10%.
Also one less person changes the entire game for the killer. If he can hook somebody, and then see another survivor, down and slug him, the game becomes 1v1 which is almost impossible for survivors to win.
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Also one less person changes the entire game for the killer. If he can hook somebody, and then see another survivor, down and slug him, the game becomes 1v1 which is almost impossible for survivors to win.
Ofcourse, campers will always exist. But atleast it's rewarding people who don't camp now. It's better than nothing. And 10% could also be 25%, it was just an example.
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Because most survivors don’t care about camping, there’s no point taking a bullet for something that you don’t care about. Camping just gives people more time to do gens and gives the killer less points, all pros for me
The only thing I see on the forums are people crying about getting camped and put their adrenaline pumped post on here.
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Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.
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@SenzuDuck said:
Lol, keep them injured 😂 I’m so glad none of you have a say about balance in this game, jeeze.Yes, keep them injured, so that hooking multiple Survivors becomes more relevant and beneficial than killing them. That's what Survivors want, right? To fail time and time again, but without the consequence of losing (dying).
The moment hooks become significant and Killers become the power role, you can even actively punish camping and I will support it.
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Orion said:
@SenzuDuck said:
Lol, keep them injured 😂 I’m so glad none of you have a say about balance in this game, jeeze.Yes, keep them injured, so that hooking multiple Survivors becomes more relevant and beneficial than killing them. That's what Survivors want, right? To fail time and time again, but without the consequence of losing (dying).
The moment hooks become significant and Killers become the power role, you can even actively punish camping and I will support it.
Jesus you guys have no idea what balance is 😂0 -
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
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Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own.
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@SenzuDuck said:
I’d rather make no suggestions than stupid suggestions.My suggestion has many benefits. Your opposition to it is baseless.
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Orion said:
@SenzuDuck said:
I’d rather make no suggestions than stupid suggestions.My suggestion has many benefits. Your opposition to it is baseless.
make them perma injured LOL0 -
@SenzuDuck said:
Many benefits to bad killers, yes. Besides - you can’t combat tunnelling or camping. If a killer makes that their priority then survivors are gunna have to try and deal with that 😂make them perma injured LOL
Thanks for proving my point.
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Orion said:
@SenzuDuck said:
Many benefits to bad killers, yes. Besides - you can’t combat tunnelling or camping. If a killer makes that their priority then survivors are gunna have to try and deal with that 😂make them perma injured LOL
Thanks for proving my point.
It basically nuliffies gameplay for survivors.
You made no “points” at all.0 -
@Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.Nope, it will make the game too difficult for the survivors without a reason. A couple of side effects:
-Perks like We'll make it, borrowed time, self care, botany knowledge will become completely useless.
-Medkits will become useless
-It will end stealth gameplay. After all, you will always leave blood on the ground and if you don't use iron will, you will always make sounds.
-There are still powerful killers like billy, nurse and huntress. One hit for them is like nothing. Insta hatchets remove 4 hatchets and infantry belt adds 2. As if it is not powerful, I can't dodge 5 machine gun hatchets with my injured state. It is like giving huntress 5 free insta hatchets with machine gun build.I accept that the game is not balanced and survivor sided but not that much. This change would be ridiculous at best. When I play the game yes the killers have hard time but it is not like we are escaping 4 men squad from every single trial.
The killer side should be difficult to play and if the killers can play good, they should be able to get kills. This game's main problem is that its killers like LF wraith trapper etc. don't require skill to play. They are so simple to use and if the devs want to balance the game, they should make the killers more difficult to play but also rewarding like the nurse (not as much as nurse she is too powerful and takes every single tool from survivors hands). Your proposal just makes the game more difficult for the survivors and easier for the killers without any kind of downside for the killer side.
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Wanna get rid of camping? Make Devour Hope a normal perk. No killer will every camp again. Game will feel scary again. Problem solved.
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@Delfador said:
@Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.Nope, it will make the game too difficult for the survivors without a reason. A couple of side effects:
-Perks like We'll make it, borrowed time, self care, botany knowledge will become completely useless.
-Medkits will become useless
-It will end stealth gameplay. After all, you will always leave blood on the ground and if you don't use iron will, you will always make sounds.
-There are still powerful killers like billy, nurse and huntress. One hit for them is like nothing. Insta hatchets remove 4 hatchets and infantry belt adds 2. As if it is not powerful, I can't dodge 5 machine gun hatchets with my injured state. It is like giving huntress 5 free insta hatchets with machine gun build.I accept that the game is not balanced and survivor sided but not that much. This change would be ridiculous at best. When I play the game yes the killers have hard time but it is not like we are escaping 4 men squad from every single trial.
The killer side should be difficult to play and if the killers can play good, they should be able to get kills. This game's main problem is that its killers like LF wraith trapper etc. don't require skill to play. They are so simple to use and if the devs want to balance the game, they should make the killers more difficult to play but also rewarding like the nurse (not as much as nurse she is too powerful and takes every single tool from survivors hands). Your proposal just makes the game more difficult for the survivors and easier for the killers without any kind of downside for the killer side.
None of those perks or items will become useless if Survivors play stealthily. It won't end stealth gameplay if Survivors actually take stealth perks. The counter to those Killers is stealth.
In short, stealth is the only counter that should be guaranteed to work against every single Killer, assuming the Survivors are better at hiding than the Killer is at finding them. Not being seen should be the be all and end all of strategies in this game. This change would force Survivors to play stealthily or die, while incentivizing Killers to hook every Survivor for a massive pay-off in the end game.
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@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
"Incentivize playing stealthily, which is intended."
Not that I dislike that. It's not as fun as going full aggro however when I do most of the times the killer won't find me. Imagine if all 4 survivors did this. Would it be fun to move around the map without the chance to spot a survivor or if u do to lose them soon after? is that what you'd like to see?0 -
@McCree said:
@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
"Incentivize playing stealthily, which is intended."
Not that I dislike that. It's not as fun as going full aggro however when I do most of the times the killer won't find me. Imagine if all 4 survivors did this. Would it be fun to move around the map without the chance to spot a survivor or if u do to lose them soon after? is that what you'd like to see?Honestly? Yes. I'd love to be outplayed by Survivors, as opposed to having them exploit the game in every way possible and then getting salty because they made mistakes that I capitalized on. I often compliment Survivors when they outplay me (on my stream, I don't waste time inflating their egos, especially when their reaction to outplaying me is "GG EZ GET REKT NUB") because I genuinely enjoy it.
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why it won't work:
because there is no reason to leave hook. No amount of debuffs would fix this
if survivor dies on hook he is 100% dead.
if he survives, even if he can't work on gen, he can loop you, distract you, save teammates. Also he can work on gens.Killer has no reason to leave hook = he camps. Give him reason to leave it, like Pop Goes the Weasel, where he actually regresses gen for 25% in one kick after hook and killer now has option to leave for pressure, not for "free save" because finding another survivor is NOT easy.
This is basically why people play nurse and billy: they CAN leave hook and it will not be a free save. Unlike ALL other killers
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@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
You forget:
*incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
*nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
*indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
*forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.0 -
@White_Owl said:
@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
You forget:
*incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
*nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
*indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
*forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.- How would it incentivize "tunneling" (which is not a problem that needs fixing) when you are more rewarded in the late game by hooking every Survivor? Killers can already keep track of who's been on the hook due to the way the HUD works and because they have eyesight.
- Make Your Choice works by giving the rescuer the Exposed status for some time, DH would still be relevant at 5 stacks, and NOED would still be useful to catch stealthy Survivors who got a bit too cocky at the end. Iron Will is not mandatory to escape while injured even now, I don't see why it would be later on.
- Explain your reasoning.
- Well, sucks for them. Stealth is the intended game play.
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Hey guys, lets make it so survivors can't heal after being rescued from the hook.
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Don't get found, lose the chase, hit 2x, picked up without a save, fail to wiggle out/DS, and hooked because your teammates didn't run defense/body block...
Universal anti-camp/tunnel fix.0 -
Orion said:
@Paddy4583 said:
Nope I’m just not bothered about other people’s play style, survivors create their own problem with camping.Indeed they do, but they also get pissy about it. If you don't know that, either you've never played Killer, or you just don't read the forum.
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Delfador said:
@Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.Nope, it will make the game too difficult for the survivors without a reason. A couple of side effects:
-Perks like We'll make it, borrowed time, self care, botany knowledge will become completely useless.
-Medkits will become useless
-It will end stealth gameplay. After all, you will always leave blood on the ground and if you don't use iron will, you will always make sounds.
-There are still powerful killers like billy, nurse and huntress. One hit for them is like nothing. Insta hatchets remove 4 hatchets and infantry belt adds 2. As if it is not powerful, I can't dodge 5 machine gun hatchets with my injured state. It is like giving huntress 5 free insta hatchets with machine gun build.I accept that the game is not balanced and survivor sided but not that much. This change would be ridiculous at best. When I play the game yes the killers have hard time but it is not like we are escaping 4 men squad from every single trial.
The killer side should be difficult to play and if the killers can play good, they should be able to get kills. This game's main problem is that its killers like LF wraith trapper etc. don't require skill to play. They are so simple to use and if the devs want to balance the game, they should make the killers more difficult to play but also rewarding like the nurse (not as much as nurse she is too powerful and takes every single tool from survivors hands). Your proposal just makes the game more difficult for the survivors and easier for the killers without any kind of downside for the killer side.
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@Orion said:
@White_Owl said:
@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
You forget:
*incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
*nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
*indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
*forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.- How would it incentivize "tunneling" (which is not a problem that needs fixing) when you are more rewarded in the late game by hooking every Survivor? Killers can already keep track of who's been on the hook due to the way the HUD works and because they have eyesight.
- Make Your Choice works by giving the rescuer the Exposed status for some time, DH would still be relevant at 5 stacks, and NOED would still be useful to catch stealthy Survivors who got a bit too cocky at the end. Iron Will is not mandatory to escape while injured even now, I don't see why it would be later on.
- Explain your reasoning.
- Well, sucks for them. Stealth is the intended game play.
I already motivated my points, but since you need even more explanations:
-currently if a survivor is rescued he can be healed. In that case if the killer finds both survivors he can choose to chase him or go for the other one. If he couldn't be healed though the killer would have no doubt as tho whom to chase. Even if the survivor sneaked away, he would have a trail of blood leading the killer to him. The endgame would be of no concern if survivors could just be picked one by one with ease.
-Appearently you reason as if survivors can easily reach the endgame without being hooked once, but that is false in the vast majority of cases unless the killer sucks. Once you hook each survivor once and they can't heal themselves, every one-shot mechanic becomes redundant and useless for obvious reasons. DH most of the times get cleansed right after survivors get notified at 3 tokens, so good luck with that.
Iron Will will not be mandatory? Give me a break! You want to make me believe you can play stealth while your character is crying in pain? Or you play only with deaf killers, or you don't play survivor at all.
-Myers needs time to build his EW, that is more powerful and threatening as the match goes on. But if survivors are always injured in the middle-late game what does he get for all his stalking? Faster vault speed and a bit more lunge distance... Wow.
-Who said stealth is the intended game play? DbD is a mix of hide&seek and tag.Honestly I doubt you even play survivor to say such dumb stuff, and I suggest you to play it more, maybe with No Mither if you really like the idea of always being injured. And if you really have problems hooking all survivors at least once in a match, sorry but I need to say it: git gud.
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@White_Owl said:
@Orion said:
@White_Owl said:
@Orion said:
@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:
- Incentivize playing stealthily, which is intended.
- Incentivize Survivors actually trying to escape the Killer, which is also intended.
- Nerf Self-Care, which is also intended.
- Punish Survivors for their mistakes, which is also intended.
You forget:
*incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
*nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
*indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
*forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.- How would it incentivize "tunneling" (which is not a problem that needs fixing) when you are more rewarded in the late game by hooking every Survivor? Killers can already keep track of who's been on the hook due to the way the HUD works and because they have eyesight.
- Make Your Choice works by giving the rescuer the Exposed status for some time, DH would still be relevant at 5 stacks, and NOED would still be useful to catch stealthy Survivors who got a bit too cocky at the end. Iron Will is not mandatory to escape while injured even now, I don't see why it would be later on.
- Explain your reasoning.
- Well, sucks for them. Stealth is the intended game play.
I already motivated my points, but since you need even more explanations:
-currently if a survivor is rescued he can be healed. In that case if the killer finds both survivors he can choose to chase him or go for the other one. If he couldn't be healed though the killer would have no doubt as tho whom to chase. Even if the survivor sneaked away, he would have a trail of blood leading the killer to him. The endgame would be of no concern if survivors could just be picked one by one with ease.
-Appearently you reason as if survivors can easily reach the endgame without being hooked once, but that is false in the vast majority of cases unless the killer sucks. Once you hook each survivor once and they can't heal themselves, every one-shot mechanic becomes redundant and useless for obvious reasons. DH most of the times get cleansed right after survivors get notified at 3 tokens, so good luck with that.
Iron Will will not be mandatory? Give me a break! You want to make me believe you can play stealth while your character is crying in pain? Or you play only with deaf killers, or you don't play survivor at all.
-Myers needs time to build his EW, that is more powerful and threatening as the match goes on. But if survivors are always injured in the middle-late game what does he get for all his stalking? Faster vault speed and a bit more lunge distance... Wow.
-Who said stealth is the intended game play? DbD is a mix of hide&seek and tag.Honestly I doubt you even play survivor to say such dumb stuff, and I suggest you to play it more, maybe with No Mither if you really like the idea of always being injured. And if you really have problems hooking all survivors at least once in a match, sorry but I need to say it: git gud.
Unfortunately this is what bad killers suggest when they need babying through the match. If he'd just get better he'd realise it isn't that bad.
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@Orion said:
I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.I think this change would be way too strong in favor of the killer. I agree that some things need to be balanced out, but this doesn't seem to be the way to go. It only encourages stealthy play until the survivor gets hooked, then it almost completely destroys it because of blood trails and sounds of pain. It already sucks that, for some killers, Ruin feels like a mandatory perk. Why should survivors feel like they have to run iron will to have a decent chance? For killers like the Doctor, especially, who already counter stealth, it would be far too strong.
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@SenzuDuck said:
Orion said:@SenzuDuck said:
Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook.
Jesus you guys have no idea what balance is 😂
Easy to complain when you have no ideas of your own.
I’d rather make no suggestions than stupid suggestions.
I think making stupid suggestions is better. At least, in that instance, a discussion is started and it shows that you're willing to give out ideas and get feedback.
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