Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Solution for camping
So I have been attempting to complete a simple challenge of escaping a trial with tenacity equiped tonight and it has been a complete nightmare as I was going solo, 80% my matches were killers camping hooks at 5-4-3 gens, forcing 2nd stages every time and hitting people on hooks and teamates simply not knowing how to deal with this situation, I think it took me around 6-7 matches at least to barely escape the camping Freddy in the end but it got me thinking, if the killer chooses to camp the person the rest of the team should get a certain buff just to be able to complete the gens and have a shot at everyone else escaping (since camping at 5 gens is mostly a secure 2k esp with some sort of end game build) and the solution I think is simple.
After a certain time of killer being in the proximity of the hook (maybe like 5-10 seconds before survivor goes to second stage) gen speed should be increased by50% at 5 gens left and the going all the way down to 10% with only one gen left.
The buff would remain until a gen is completed, and then if the killer is not camping anymore would deactivate and activate again only if the killer again spends certain time near a hooked survivor.
I think this would be the best way to counter camping, it would not only punish killers who want to go an easy way to secure one easy kill but also survivors who would be going for pointless alturistic plays or even worse crouching near a hook doing nothing and not using the buff.
3 gens popping after less than a minute would maybe even give an Insidious Bubba reason to leave that basement.
no matter all the buffs survivor have camping is still wayyyu to efficent for the amount of effort put and as explained should be nerfed in some way, esp for newer players since I do think the reason this game struggles to keep new players is because at the beginning low mmr most matches are just camping/tunneling with noed in the end and its absolutely awful.
Comments
-
Having 3 gens poping within à minute because the killer is near à hook will just give him more of à reason to stay then
Beside what would happen if you hook on one thats in a loop (or shack) and another survivor comes and loops you there? It would give à repair speed bonus for the two others
The only real answer to camping, is for the devs to make killer gameplay fun and attractive again
8 -
I feel like they're never going to address face camping. I get how difficult it is to do so since regular camping is a "strategy" or whatever but being face camped for no reason is pretty boring for both sides and feels awful.
When paired with a strong end game build it's especially unfair since the remaining survivors get punished for "rushing gens" in response to the face camping.
If they did something about face camping I'd honestly never complain again. I literally do not care about anything else but the fact that a killer than guarantee one person just does not get to play the game is silly.
2 -
Problem is that killers lack teeth, with the abundance of second chance perks and how close a lot of loops are it can take minutes for an m1 killer to get a down. That's roughly 180 seconds of gen time, and there's a good chance those three gens just pop if you took more than 20 seconds to find a survivor.
3 -
I wonder why people try to punish camping by doing whatevershittypunishment things? I'm pretty sure if it gets that fast I'm gonna be even more determined to camp because that is only way to kill.
2 -
I agree. If the gens are EVEN MORE fast the only way a killer can win is to hook and camp baiting with the hooked survivors.
Insidious and similar strategies will rise again from their graves.
Otherwise slugging and not hooking.
In a game where 1st chase may cost 3 gen it is not a surprise if the killer think he can't afford to committ any other chase.
1 -
The biggest issue is the existence of safe loops, directly adjacent loops, and the proliferation of second chance perks. A survivor runs the safe loop till you kick the pallet, then goes to the next safe loop and runs it for a bit till you kick the pallet again or blood lust for the window, and once they get caught or mind-gamed they dead heart to get a third loop where you have to do the prior all over again.
0 -
I really don't want to watch my teammates play "ring around the Rosie" with the killer around my hook instead of saving me, so I'm against this idea.
Every time the devs have attempted a similar "fix" they had to remove it due to survivors using it as an exploit rather than actually trying to save their teammates. As such I would much prefer killers get more of an incentive not to camp, or survivors get more in the mindset of rushing gens against a camper so the strategy stops paying off so well.
0 -
I looked it up, and generator repair times have not changed since 2017, despite all the new perks. Something to make the generators take a bit longer to do might help with camping as there's less issue of leaving the hook and all the generators being done before you can even get a second down.
1 -
I really wonder when the message spread to all survs that stuff like that was already testet and the survivors are responsible for it not getting live because in a heart beat they found a way to abuse it
1 -
Because Camping is the symptom not the solution. If you're at 0-1 gens, there's no reason to leave the hook, and with a competent team it's very likely that at least 3 gens go by before the first down. If they're really 'skilled' and use E they can loop for a whole 5 gens. At that point game's over. Killer literally cannot hurt the survivors fast enough to have any effect when the gates are 99'd. Killer gets slowed down for several seconds, survivor gets a massive speed boost, gates don't regress, and there's no risks of dying in the exit zone. So the killer has no reason to leave.
0 -
- 1 Survivor would loop the Killer near the hook to get that 50% speed boost while 2 others do gens.
- SWF groups would sacrifice SoloQ's hook state to get this speed boost. This would make SoloQ even less fun, as they are forced to 2nd stage to benefit SWFs.
- Camping is sometimes the right call. This punishment ignores that fact for a blanket buff to Survivors, no matter the reason the Kiler is camping.
- Every single 'punishment' for Killers has been horribly abuseable. Stop it.
1 -
Honestly I really wonder just how many people survivor mains think should escape per game.
0 -
If the killer is in a chase with another survivor near a hook it would it should not activate then, since that's a survivor making a mistake and looping the killer around the hook instead of trading.
Anyway, it really seems like most people are so fixated on their negative experience against coordinated SWF who will pop all the gens regardless.
I would love to witness your solo games where the killer is looped for 5 gens and everyone is a comp level survivor who spreads out in a perfect triangle across the map to do the gens while the 4th person loops the killer and pre-drops every pallet.
In practice, and in most cases killers will camp for one reason to another at the beginning of the match and the time the other survivors have to complete the gens is simply not enough, esp if Noed No way out, remember me, rancor and what not is added to the mix.
And that's in the scenario where people will just sit on gens. In other cases, if someone goes for the rescue and then the camped person is still tunneled out, that's even more time wasted and not enough time to complete the gens.
I am aware that this game is survivor sided in lot of aspects since I play killer myself, but it's a fact that Killer can abuse this and have a guaranteed kill, while there is not a single strategy as far as I am aware that guarantees you escape as a survivor that can be abused like this.
I am also all open for Killers getting buffs to compensate this AND even gens taking longer if there is no camping involved, but face camping at 5 gens is something that should be addressed and anyone who does feel like it's not a problem never plays Survivor / Solo q.
0 -
If the killer is in a chase with another survivor near a hook it would it should not activate then, since that's a survivor making a mistake and looping the killer around the hook instead of trading.
Once again; Proximity punishments WILL NOT WORK. Survivors will just stand outside the proximity, thus forcing the Killer to pick between giving away an unhook, or giving free gen speed bonuses.
Proximity-based punishments were tried. Survivors abused them. They. Are. Not. Happening. Ever.
1 -
If anyone interested, here is my solution to camping and tunneling based on some shared hook counts:
0 -
So in that case the killer can still have his kill if he refuses to leave the hook and the other person who is in proximity is not doing a gen, so they are also wasting the team's time (as I explained the buff to speed would decrease with each gen so 2 people would not be able to finish all the gens if the third person is standing in proximity and the 4th is on the hook).
Killer is already abusing camping at 5 gens strategy and securing a kill for minimum effort - that effort being winning one chase and downing one survivor.
Killers should get buffs and everything for all the other stupid things in the game, but this strategy is literally broken and devs should address it so they can make the game better for everyone.
0 -
Why would a killer camp at 5 gens unless they know for a fact they're against a SWF? Most survivors will go down after the first gen or two pops.
0