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Discussion thread: Camping fixes

Orion
Orion Member Posts: 21,675
edited July 2020 in General Discussions

The rules:

  • Your idea cannot be based on punishing the killer for being close to the hook, regardless of the conditions you want to impose, since that was already tried and failed.
  • Your idea cannot be based on making any sacrificial stage last indefinitely, regardless of the conditions you want to impose, since that was already tried and failed.
  • The forum rules.

Enjoy.

Comments

  • Blueberry
    Blueberry Member Posts: 13,671
    edited July 2020

    I don't think camping needs any fixes at all. Camping is not the sickness, it's the symptom of an unbalanced game.

    If the game was better balanced we'd see way less camping.

    I also thinking camping is way less of an issue than people make it seem. The majority of "camping" scenarios aren't actually camping, it's making excuses for their or their teams bad plays.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    Remove hooks. (Downed survivors can re-spawn somewhere else on the map.)

    I know, that wouldn't be DbD anymore, but it's the only way to completely remove hook camping from the game. 🤷

  • EmpireWinner
    EmpireWinner Member Posts: 1,054

    Camping is fine, is survivors that screw themselves when rushing the hook

  • Kebek
    Kebek Member Posts: 3,676

    Honestly even if it's breaking the rules a little bit.

    I would just give camped survivor up to 25% to all emblems as a distraction reward if he has killer in his proximity for whole 2 minutes and also 2,5k BP to all categories with the same conditions. I know it's rewarding survivor for failing to escape yada yada but honestly it doesn't change anything about the gameplay for worse on either side and makes beiing camped feel far less sucky.

    Both sides win, killer can play any way he wants and survivor feels less crappy and has incentive to not hook suicide.

    My ideal fix honestly.

  • Orion
    Orion Member Posts: 21,675

    Just four suggestions? I'm disappointed.

  • Reinami
    Reinami Member Posts: 5,545
    edited July 2020

    Make it so survivors can no longer be removed from the trial permanently from hooks. Increase gen repair times or add an extra gen survivors need to repair. Make it so every time a survivor gets hook it reduces their action speed (gens repairs, heals, cleansing etc.) by 10% (stacking) max 3 stacks. Once the killer has gotten 10 hooks, he can mori every survivor.

  • Reinami
    Reinami Member Posts: 5,545

    Sabo is pretty terrible these days, often times i can see someone doing it and if i'm close enough i can get a free hit or trade the down if they insist on it. if i'm close to another hook i can easily go there or i can just drop the survivor and slug, now there are 2 survivors not doing gens.

  • WhatTheHeckMeg
    WhatTheHeckMeg Member Posts: 15

    I honestly doubt that. The permanent camping and tunneling problems were always there since day one. Nothing has really changed in four years.

    Hooks should get the same "camping prevention" as cages. That's a reasonable camping fix.

  • Reinami
    Reinami Member Posts: 5,545

    Sure, 2 survivors can go off doing nothing but saboing hooks, now there are 2 survivors doing gens, only 1 if i chase someone not saboing. On top of that a saboed hook takes 30 seconds to respawn and is limited, toolboxes run out eventually and the cooldown on the perk is long.


    I fail to see how my suggestion makes sabotaging any stronger than it currently is.

  • WhatTheHeckMeg
    WhatTheHeckMeg Member Posts: 15

    @alleycat012

    "Ultimately id say its a symptom of an imbalanced game because gens go to fast, fix that and ud see way less camping i guess."

    I honestly doubt that. The permanent camping and tunneling problems were always there since day one. Nothing has really changed in four years.

    Hooks should get the same "camping prevention" as cages. That's a reasonable camping fix.

  • Orion
    Orion Member Posts: 21,675
    edited July 2020

    Those rules are because those ideas have already been tried and objectively proven to be bad. I see no reason why anyone should entertain the same failed ideas twice.

  • Orion
    Orion Member Posts: 21,675

    Hooks should get the same "camping prevention" as cages.

    Read the rules.

  • Splinterverse
    Splinterverse Member Posts: 445

    They already have a coded fix. When Pyramid camps a cage, it respawns elsewhere. Same could happen with hooks.

  • bm33
    bm33 Member Posts: 8,264
    edited July 2020

    Reward camped survivor. Give them BP for % gens completed and distraction points. Allow them to safety pip. This would encourage them not to quickly sacrifice self on hook and encourage other survivors to focus on gens and keep it to 1k rather than rushing the hook and giving killer more kills.

    Make Kindred base kit and apply to stealth killers. If base kit the killers know everyone can see them near the hook and that survivors will be less likely to go for save.

    Post edited by bm33 on
  • Raptorrotas
    Raptorrotas Member Posts: 3,249

    Whike we are at it, grant bonus bp to survivirs getting hit in general, its unfair to lose chances for bp just because you failed.

    ---

    I miss the times survivors were content with 1 chance.

    From deathgarden's downfall i can tell that giving survivors respawns will kill any pressure the killer might have. If you dont have to get your buddy off the hook, youll just rush gens. And the devs might cave in further and add even more lives for survivors.

    That series of changes were a huge fsctor for deathgarden and I dont wsnt zo see that gameending ######### in dbd.

  • bm33
    bm33 Member Posts: 8,264

    If killer is just hanging out by the hook that survivor is distracting them. You get % gen repair while distracting the killer in a chase, may as well get it while distracting them on the hook.

    Devs have said survivors should gen rush if killer is camping. On mobile it's a tip during the loading screen.

  • Khakuate
    Khakuate Member Posts: 287
    edited July 2020

    My Idea:

    A rework to the perk Hope.

    Hope: If a survivor doesn't get saved and is about to die, the entity automatically saves that survivor and gets the endurance status effect for 10s

    The survivor gets 70/60/50s of the broken status effect

    Doesn't work on end game

  • bm33
    bm33 Member Posts: 8,264
  • Khakuate
    Khakuate Member Posts: 287

    Actually that's a great idea, it would be really strong even if you're not getting camped, I think a drawback for it would be 70s of broken status effect