Camping hasn't been addressed nor fixed.
The new basekit BT changes will definitely help with tunnelling.
however, with the gen speed increases, the Thanataphobia buff, Deadlock not being changed etc. There's actually MORE incentive to camp than ever.
Tell me, why was camaraderie not buffed to be more consistent and solo survivor friendly? or better yet made basket kit in some weaker form?
Comments
-
They think the Base kit BT change is enough, but it really isn't. Camping killers can very easily get Hook grabs. And obviously, if it's an instadown killer they aren't being saved either. The counter to this used to be rushing gens, but with the current buffs to gen regression, and perks like thanataphobia potentially making solo gens take 115 seconds to complete, Deadlock blocking gens...Let's just say solo survivor is going to be at worser than before. Camping will also be more viable than before. Which is PRETTY bad.
6 -
I thought it was the other way around - the 5s of BT and speed helps a little with camping (at least, where Bubba isn't involved), but does nothing to stop tunneling, and anti-tunneling is still 100% reliant on perks.
Either way, though, these changes didn't do anything to make camping less attractive. If anything, the 90s gens make it stronger. Everyone assumed survivors were running BT anyway.
5 -
Ha! Not only that! Removing the BBQ bloodpoint bonus gives even less incentive for killers to leave the hook.
Camping will go up the the new patch.
7 -
Camping will increase but it will be because unsafe hook farming with basekit BT will be even more common.
If you think pub soloq is hook farming now, wait until they know you have basekit BT with 7% haste.... farm similuator bros that will make more killers camp to combat increase of hook rushing.
3 -
Bubba is buffed with more of a guaranteed win with the new Monstrous Shrine, Deadlock, No Way Out...
Camping will be way more prevalent because it is so easy and rewarding.
4 -
There's probably no feasible way for them to nerf/remove camping without gutting killer agency.
2 -
I said it on another post, all they did was make camping more effective.
On streams devs have said the counter to camping is to focus in gens, not trying to save the hooked survivor. Getting all 5 gens done before the survivor died was already a rare occurrence. Maybe a full 4swf could do it because they'd know immediately their teammate was being camped but any match with a solo would have someone checking to see if the killer was camping and that's 1 or more players off gens when all 3 need to be on them. So if 80 seconds per gen was already difficult to successfully counter camping, 90 seconds will be impossible.
Thinking the basekit BT will help is pretty naive when current BT already isn't guaranteed to work. BT really only works v killers that are proximity camping or don't have an instadown and you can coordinate with teammates to rush the hook. You have killers able to instadown and killers able to grab you before you can successfully unhook the other player so BT isn't really going to help too much. The killer will either slug you until the hooked player dies (buffing Knock Out helps with this) or if in basement will just toss you on nearby hook.
Then the changes to the killer mechanic - if they hit you then you won't go as far as you do now and they recover faster from the hit, this was done so they can get back to chasing you and down you faster. The killer hitting the survivor with endurance/haste will not only stop that haste immediately but also start the deep wound timer which has the fun effect of making it more difficult to see until you mend. Unless they're a great looper (which if they were downed first at beginning of game may not be that good) then they'll be out of the game faster and the killer can go down/camp the next survivor faster.
3 -
Grabbing needs to go from hook saves. It makes face camping unfairly strong.
4 -
If you want camping to be completely stopped you'd need to functionally change how the game is played.
Now you can do the quick and dirty route that people always suggests which is turn every hook into essentially a Pyramid daddy cage so that the survivor teleports away. The problem with this is that it removes any ability to play defensively even when that would be the smart option. Also unlike Pyramid daddy, no other killer gets the compensation of trading defense for killing potential via a Torment like mechanic.
A more elegant, but risker solution is to completely get rid of the hooking mechanic and allow killers to kill directly, but add the ability for survivors to respawn. This completely changes the flow of games and requires more changes to other facets of the game which runs the risk of making people say "Why not just make DBD 2 because this is far too different?"
People have suggested things like disabling powers, forcibly moving killers away, etc, but you get into a situation where people start to game the system in ways that require even more work to stop. Like when we did tests with pausing and substantially slowing the hook timer it turned into a situation where the cause of people getting trapped on hook for extended periods was that it was more beneficial for survivors to let someone just hook and then just pretend to make saves so the killer just stays around the hook. Teammates became your enemies moreso than the actual killer. People were fine with overall longer games if the outcome meant they functionally had a higher chance of escaping.
The reality is the players who only camp aren't going to be dissuaded and will find ways to work around measures put in place to prevent it unless you do something that fundamentally changes how the game is played on some level. Even if you did go that far and risk alienating players you weren't trying to alienate along with the campers the question of would it help Soloq still gets left unanswered as Soloq's problems are basically problems that happen with any multiplayer game, you're never going to be as strong as a proper coordinated team. Anything designed to help Soloq players also just works that much better for premades.
1 -
I want to preface this by saying that will be a good, healthy change but I'd rather they make Camraderie a base kit feature based on killer proximity to the hook. I like the grabs thematically and it feels really good as a killer to get one, provided you just get it from normal gameplay and aren't just face camping in the first place.
0 -
the reason carmraderie is a perk and never basekit, because those type of hook slowdowns were tested by devs and deemed abused by survivors.
So devs made a similar effect a perk the way they do with many game fixes but just know, its not basekit because survivors will always abuse these type of mechanics that "punish" killer for being at a hook, they will intentionally keep someone there hidden to slow timer and keep killer there, just the way they do with camraderie in a good team, seldom see it used but have seen Cam used in comp matches this way. As someone else said, they literally would use the survivor on hook to keep the killer there to waste time.
2 -
Sure maybe they cant nerf/remove camping but they also didnt have to buff it.
3 -
Tbh camping is my way to play after the patch becomes live. Its so easy to trade now. From the distance, I will block Gens with Dead Mans Switch (Rush toward with Blight and then back to the hook - Nurse-Blinks- Sadako Teleport - Freddy Fake-Teleport etc.) and Deadlock easily und trade, trade, trade. And because of the Deadhard-Nerf and the buff for M1-Killers, u can get hooks a little bit easier. On top of that Save the Best for Last will become the cherry on the cake XD.
This will be fun 😂
0 -
They actually addressed it, they made it more appealing.
3 -
A good start would have been to remove hook grabs. It's honestly ridiculous. If a killer is camping they should only get a trade at most. Currently, hook grabs are very generous and you can be grabbed even when the unhooking bar is full.
3 -
I've been grabbed after I successfully unhook a teammate. Happened in a match today, it's wicked annoying.
0 -
Technically, remove hook grabs AND interrupts (i.e. stopping the animation during the channeling). That would actually give a chance against Bubba, Oak Haft Huntress, etc.
And it would still give the killer (any killer) the trade. So, they're not getting robbed.
Unhooking should just be queued up like a fast vault on window without any channellingwhatsoever. Once it's done, the animation plays out, but you will get any and all damage during the process.
0 -
Hook grabs are almost comparable to the old hatch stand offs. apart from it benefits the killer more with "hook standoffs" because there is a time limit until the survivor just dies on the hook.
Another suggestion I had was to completely pause the hook timer when the killer is camping within a certain range. The hook timer will resume when:
- The killer leaves the set range of the hook or:
- Another survivor enters the range of the hook that the killer is camping. This means that killers can still be rewarded for camping but only if other survivors swarm the hook. This also means that it encourages survivors to rush gens.
1