Why is camping supported?
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My guess is they tried something like this (if I recall, a Red said they tried something similar) but it caused issues, my guess is that it's because 'proximity' cannot be height agnostic due to how things are coded.
See - maps with verticality. I hook someone on a central hook on Midwich or The Game. Now, I'm chasing someone savvy. They run to a strong loop above or below that hook. Loop them around a god pallet or a strong window for a short time and poof, they get stunned and you get away.
It's a cute idea, but even I can spot a way to weaponize it.
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How about this:
Survivor that get hooked get teleported to another hook outside of the normal TR or BBQ range (at least out of visual from the killer) preferably somewhere on the other side of the map (but not exact opposite, too predictable), the killer has no longer an indicator for hooked survivor and other survivor only get it after 10 or 20 seconds so no instant unhooks can happen.
And for tunneling:
An unhooked survivor loses collision until 1/2 other survivor are hooked. Makes focusing one individual down impossible.
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I think 'tunneling' is fine now.
It's a cute idea for camping, but I could see speedy killers using this to 'juggle' a survivor to death.
Your final suggestion...how do you hook half of a survivor?
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1 or 2 not one half XD
And for the speedy killer, than just any hook outside the range but still with no indicator. No chance to do what was possible with pyramid head on release, the teleport is a guessing game for all involved (of course except swf but what does that not ruin).
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I mean you lose points for camping hoom so there is a deterrant there. But it's a legitimate reliable, i.e. annoying tactic. When I'm against a sweaty swf i will absolutely camp hook if the survivors are clearly a cut above me. Because when players can take me of chases that last forever, the only way to catch them is bait them in with a nice juicy survivor on a hook. Because otherwise i get games where i get 0 kills and like 2-3 hooks total because i played nice with ppl who have been playing the game since 2016 when i started in august this year lol
Disclaimer i absolutely will not hook camp if the game feels even or I'm clearly winning. I pretty much always haul ass away from the hook once the surv is on it.
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Bad comparision. Survivors can't tunnel gens and what your probably mean is gen rush but that almost always killer fault not applying enough pressure or not using any slow down.
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Removing grabs altogether is a bad idea. Removing hook grabs will only make the killer go for an exchange. Also there are perks against camping. Reassurence and Kinship both help tremendously.
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In my opinion, the solution is not as complicated as everyone thinks it needs to be.
The problem with camping as killer is that it is extremely cost-effective. You face camp one guy, now the survivors need to unhook with a minimum of two survivors to guarantee an unhook. That leaves only one survivor on gens. Huge benefit to the killer for very little cost.
If the timer for each hook stage was 120 seconds instead of 60 seconds, it would NEVER be worth it to hardcore camp as killer. Each survivor can finish a gen in 90 seconds, then come in with Reassaurance and add 30 seconds to the hook. This gives the two unhooking survivors 60 seconds to get an unhook vs a face camper, while the last survivor finishes a fourth gen.
It would make face camping a horrible strategy.
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Hooka work like pyramid head cages. Teleport the survivor to a random hook and do not show this location to the killer. Even make the fact that they are on the hook not visible or audible to the killer. A notification plays when the unhook happens, but its' location is not revealed to the killer. Killer can no longer effectively camp.
Make killer score based around number of hooks performed instead of outright kills. We make it so that a win is 12 hooks and then we can balance gen times and everything around that for a much healthier overall game.
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Camping hasn't been supported for a long time. I know the devs have said that "camping and tunneling are legitimate strategies." but their words are betrayed by their actions. You see this with the distance from hook requirements that Devour and Monstrous Shrine have.
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You said it correctly ,,it's part of the game and you have no business questioning that since the devs themselves said it's a valid strat ,,,You also got a decent perk with the last chapter to kinda negate part of it ,although it's behind a paywall
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I mean, that is quite the exaggeration. There have been more than enough changes that were liked by a lot of people. The killer buffs themselves, except for bloodlust, were great for the game. There just also need to be nerfs to camping.
But if every change lately was disliked by pretty much everyone, we would have seen a clear drop in players by now, and that is not the case. DBD is actually doing pretty well player count wise.
DBD certainly has it's problems, but it also has it's upsides. Also, how many hours do you have in DBD? The start in DBD can be particularly rough for survivors, it gets better once you improve and increase you rmmr. An issue in and of itself if you ask me, but not really a balance issue, in general at least. Camping being particularly harsh on newer players, especially the hook grab mechanic, is however yet another reason why it really needs to be nerfed.
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It's a cheesy playstyle frowned upon by the majority of players.
Usually it's a sign that players aren't good with that particular killer.
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We can complain all day, but let the game speak for itself.
Altruism is useless, no counterargument to it. Let's end it at that.
Make the ranking system more modern than what it is.
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Firstly, you can judge where PH cages are going to spawn.
Secondly, this would basically guarantee free unhooks, whilst souping up traversal killers even further - which isn't the goal either.
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before doing such changes imo they should gave killers something that can compensate for the loss of this tactic... it's useless punishing a type of gameplay when you don't gave reasons/rewards/other valuable options to change your gameplay (most killers camp and tunnel from the beginning due to the genspeed and everyone knows that it's more easier manage 3 survivors instead of 4... it's a flawed core mechanic sadly). i'll give you an example: when the old ruin was still among us i didn't felt the need of camping or tunneling even once, matches were A LOT more chill and despite some specific zones of certain maps, the game was better balanced and funny than now. Actually i feel that if i don't tunnel or camp from the start, i'll probably regret it later for avoiding those tactics (and most of the times the behavior displayed from survivors prove me right)
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The game has been up for too long. Rework everything by making a DBD 2. Only seems reasonable.
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becuase it just is.
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If we are using grade logic, killers actually lose points on their grade for camping so it punishes.
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