A new perk to discourage face-camping (and a change to pallets)

Archangel2O
Archangel2O Member Posts: 29
edited July 2021 in Feedback and Suggestions

As a person who plays a lot of Survivor, I have been in a lot of chases and have seen the different types of people that play as Killer. Everyone who has played the game, for example, is well aware of the face-camping killers, and you may also be familiar with the struggle of the killer sitting in the middle of a pallet so that you can't pull it down.

When, in the title, I say a "new perk," I mean a perk that can discourage the Killers from completely camping the Survivor they have hooked. We have things like Kindred to prevent others from getting mixed up with a camper, and we also have Decisive Strike to prevent the Killer from hooking the same person a second time in a row and tunneling, if a Cannibal, who can one-shot more than one full-health Survivor at a time, is face-camping, then if someone tries to save the hooked survivor, both the rescuer and the hooked Survivor will get instantly downed. This new perk could be something like "When the killer is within a 10-meter range of a hooked survivor for more than 20 seconds, the Killer will {insert debuff here}, which persists for 15 seconds when out of the perk's range." This debuff could be something like limiting the distance that they can see, slowness, or something else (feel free to leave ideas). Of course, this would not completely fix the face-camping problem, but a perk similar to this concept may be able to lessen the number of people who do it and make the game more enjoyable and less toxic.

When I say a "new change," I'm referring to the problem I had with the killer just sitting in the middle of the pallet to prevent me from pulling it down, and the change is very simple: make it so you can slam pallets down on killer I'm not sure if anyone else has experienced this, but I have several times, mainly with Wraith and, surprisingly, Trickster. With Wraith, he would just appear in the middle of a pallet and I wouldn't be able to pull it down on top of him, so I'd get hit. For trickster, I'd run him around a pallet until I try to fake him out, making him think I'm looping again when I'm actually going to pull the pallet down, but I'm a bit too late and he just sits in the pallet area spamming knives at me while I'm still trying to pull the pallet down. I can understand when you can't vault a window when a Killer is blocking it because, after all, you can't phase through the Killer to get through the window. But for the pallet, there is nothing stopping me from slamming it on his head, nothing that I would have to go through. I literally just would need to reach over and grab it.

In the end, these are just suggestions. Whether you think what I said was stupid as heck or you wholeheartedly agree with me, this is simply a forum post, not a patch note. I wrote what I thought made sense and didn't seem stupidly broken. I hope at least some of you agreed with me, and I hope the devs will put this into consideration :)

Post edited by Archangel2O on

Comments

  • NekoTorvic
    NekoTorvic Member Posts: 778

    The issue with the camping thing is that survivors will abuse it by having chases right by the hook. It has happened before because BHVR did try something to discourage camping based on killers being close to the hook.

    Also, even if the issue with bubba can be problematic, you're not entitled to a free reset just because you got downed and hooked. You have 3 teammates for a reason and you should work together to get a save if the killer is making it hard, which is his choice to make.

    Who knows, maybe the devs have already thought of a good way to discourage camping, or they're working on it...maybe someone out there will think of one. I am not convinced by your proposal, because aside from what I said, it also is another perk solution to a game problem.

    Also, what happens there at the pallet is that you messed up your timing and positioning for the fakeout. The killer got in a better position, and you messed up yours, you deserve the punishment for messing up your positioning.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited July 2021

    The problems with survivor perks to discourage camping, is that they're either not effective at actually discouraging it, or they become meta perks that survivors are expected to run, which then end up getting nerfed because they're used too much. They also serve to punish killers, can be abused by survivors in certain situations (see BT body-blocking) and this is perceived as a toxic act that furthers the killer vs survivor partisan issues.

    Your perk idea probably wouldn't be 'bad', but it has its issues and there could be better options.

    Killer perks that reward not-camping are a much better addition to the game. BBQ & Chilli is not a particularly strong perk, but it gets killers away from the hook (and gets killers spreading those hooks out between survivors for BP). Devour Hope is a very strong perk (hence why it's a Hex) that requires killers to allow a safe unhook. Make Your Choice similarly requires safe unhooks to take place, and then there's Furtive Chase which can be very useful when combined with other Obsession related perks, and prevents tunnelling by requiring the killer to hook different survivors.

    In my opinion, the best anti-camping perk that could be added right now, is a gen slowdown perk that has a similar requirement to Devour Hope/Make Your Choice:

    When a survivor is hooked, all generators begin regressing at 200% regression for 40/50/60 seconds. All generator regression is paused when you are within 32 meters of a hooked survivor. If a survivor is unhooked within 32 meters of you, regression halts.

    Gen slowdown is a huge issue for killers, and while something like BBQ can help a good killer maintain some gen pressure, it ideally needs to be paired with something like Ruin to be effective, and you're combining two perks to create the emergent effect of pressuring gens. This perk would be more obvious; leave hook = gen pressure, and it'll be more effective in actually getting killers away from the hook.

    This perk could replace Ruin as the meta gen regression perk. It requires hooks to earn it, it requires you to pressure gens to make use of it, and it requires you to leave the hook to activate it, and because it's limited to a certain window following an unhook and not instantly and permanently working, it doesn't need to be limited by being a Hex. It has a counter, don't get hooked, or keep the killer by the hook. Looping the killer around the hook can't be perceived as toxic or 'abuse', because the killer isn't being inconvenienced by doing so, they're not getting rewarded.

    It could pair well with Thrilling Tremors to make sure survivors aren't working on gens during that window between hooking a survivor and getting far enough away to activate the regression.

    Post edited by Seraphor on