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Why camping and tunneling is actually so frustrating especially in solo q

drakolyr
drakolyr Member Posts: 322

Just hear me out why camping and tunneling is so frustrating to the person who gets tunneled out.


Lets calculate the BP value, you put inside the match at first.

Items + Addons i calculate the lowest items, so you see that even on the lowest end, its terrible.

For example, a brown medkit + Addons.

A brown medkit and butterfly tape and bandages.


A brown medkit costs 3k BP in the bloodweb.

Bandages and Butterfly tape cost also 3k each. Which are now 9k bloodpoints, just for brown item and addons.

Now we also take a low offering, which is primrose blossom sachet. Bonus BP in the altruism category.


This adds another 3k, so you burned 12k BP just for offering and items.


Now you load into the match, sometimes it takes longer to load in a match.


After a long loading screen, and spending 12k BP, the match starts.


You touch barely a gen and the killer finds you. You try to loop, but sadly sometimes luck is off and you go down fast. Especially after the update with the killer this patch, you go down faster.


You made barely 2k with one chase, and you sitting on a hook now. The killer camps.

Nothing you could do, except killing yourself. But that would be bad for your team. You get no more bloodpoints, even tho you try to stay ingame and 3 gens pop. Then you die.


You go out of a game, where you waited, just to die fast and get around 2k BP in return. Which means, you made -10k BP for this match. And you couldnt even play.


That is hard frustrating. Preventing to play and not even get something in return. And thats also why many survivors kill themself on the hook if the killer is camping, why help the others if you just extend your suffering?


Of course the experience can change if you get rescued or sometimes you get more BP out of it. But it gets more frustrating if you have better items with addons for example.


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What should change?


Camping and tunneling is a leggit strategy, but why not encourage both sides to counter it?


First, survivors on hook should get BP when they stay on hook, while the killer is nearby the hook. Then for every gen they should get bloodpoints aswell. And if they die under 5 minutes ingame, they get a fast way out bonus.

This would help, that people stay on hook and it would be less frustrating, you actually get something out of the match.


Second for killers, not nerf camping/tunneling in particular, but give even more less BP if you stay near the hook. Also i think it would benefit if the killer needs to do pressure and look for gens.


If the killer is near the hook more than 10 seconds and survivors are on gens, they get extra gen speed. If the killer is not leaving the hook, it adds up. If the killer is not near hook, then this doesnt apply.



And for the tunneling aspect, why not change the base BT a little?

Personally, i dont think its much of a buff, if the killer knows you got 5 seconds BT. BT was strong then, cause the killer couldnt know if you had it or not. So make a little random character to it.

Make that the survivor gets a BT between 5 and 10 seconds. (Its Random after unhooking) Except if someone actually got the perk BT, that will stay the same.

The random factor favours the survivor who is trying to go away and since the killer cant know how much endurance you actually have, they either hit you right away or cant predict it.



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I dont think killers should have a frustrated match, but also some need to understand why tunneling and camping can be frustrating in some cases.

Also tunneling or camping at the endgame is even more understandable, the most frustrating thing is, when you are going out of the game fast.


I wish the game would be fun for both sides and i hope the balancing team is on it.

Have nice games, dont be to toxic and have fun.