http://dbd.game/killswitch
Killers camping hooks
It really seems to have become a big issue with killers camping hooked survivors. They seem to know just how far to stay back as not to trigger the time release. Especially the killers with super acceleration they get just far enough to hit a survivor if they get anywhere near unhooking. It's really a bummer. Makes the game no fun at all to play. I see alot.of players just get hooked and give up. I hope they fix this soon.
Comments
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What is your proposed solution? There is already basekit anti facecamping and basekit borrowed time. What else do you want?
8 -
i recommend you start playing killer and figure out why it's happening
1 -
In phase 2 there will be Anti Camp adjustments. Not sure what the details are on this but I guess we will have to find out.
12 -
- killer camps hooks often.
- survivors in their matches mostly swarm hook and give camping killer easy hits, downs and basically let the killer snowball for free.
- killer thinks camping is actually very good and efficient.
- killer keeps facing teams that don't punish them for camping.
- killer finally plays against team that knows how to play against a camper, gets humiliated, but doesn't care because 90% of their matches will still be people who refuse to learn counterplay to camping.
- repeat.
Once average survivor learns how to counter camping, average killer will understand it isn't as efficient and effective to always do and camping significantly drops in usage.
You are welcome.
15 -
Pretty much. Camping is practically best case scenario short of an afk killer for survivors. Absolutely zero gen pressure. Camping a hook isn't "bad behavior" - it's a tool killers can use, but it's very risk vs reward - doing so gives free gen progress to survivors. Normally, it's simply a bad play on the killer's part, but it does have it's place at times. Facecamping was the thing BHVR wanted to stop, and they successfully did so.
As for the upcoming anti-camping measures, I'm sure we are all quite curious what they have in mind. If they are effectively entirely removing one complete element of killer gameplay, it'll need to be made up in some other way…but perhaps not…removing camping entirely is just going to make killers stronger since "free gen progress" will become a thing of the past.
5 -
I'm just going to point out that the last time they put "anti camping" on the road map, what they gave us was the AFC mechanic.
Here's the year 8 road map they initially put out. Bottom left, "gameplay improvements: anti camping". And I don't think I have to also point out that for two years now, every thread about the mechanic they actually gave us makes absolutely certain to clarify that this mechanic "isn't anti camping, it's anti FACE camping".
I have very, very tentative hope that the phase 2 "anti camp" feature will be meaningful to deter camping. It needs to do something in some situations, at minimum, because the killer should feel some pressure to actually chase survivors early game (so, camping first hook).
And while I do generally agree that "killer doing nothing" means gens are being done for free, this community doesn't understand that in the slightest (in general). The complaints are about "gen rushing" and "gen speed" because people aren't examining their own gameplay, and just want more time to stand at the hook doing nothing.
The "strategy", for some people, is "run 4 slowdowns, wander blindly for two minutes, camp and tunnel the first person you see, and if that isn't fast enough, complain that you need more regression". Never mind the efficiency of that, or just completely ignoring 3 survivors to let them do what they want (it's gens), or that even one aura perk would cut that time down drastically. It makes the game a literal race for one kill vs 4-5 gens, who can finish first? And the only person who changes that is the killer, because survivor gameplay is responding to the killer, and standing at a hook isn't meaningfully creating gameplay.
From a gameplay perspective, the killer drives the PVP part of the game, and there's currently nothing aside from understanding the game fundamentals that pushes players to go chase instead of camping every hook, every time. And unfortunately there's nothing in the game currently that forces killers to learn that fundamental either.
0 -
I never really understood the mindset to just camp a hook from the get go. It has its merits in some cases, but I do generally feel it's just really...really bad for killers to do it, not because it's wrong, but it's just killers are far better off actually pressuring the map. As for survivors complaining about camping, it's a weird situation where its genuinely great for survivors if they are camping, but it feels awful for the person being camped.
I quite welcome to hear what BHVRs plans are for this. I dont really see camping as a problem since it helps survivors significantly, but I can't ignore that it's not fun for the campee.
4 -
in terms of new anti-camping i hope it's just basekit Kindred because it truly is something necessary for soloQ camp countering that doesn't really affect SWFs at all
2 -
Why should you get a 100% safe unhook?
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I have very, very tentative hope that the phase 2 "anti camp" feature will be meaningful to deter camping. It needs to do something in some situations, at minimum, because the killer should feel some pressure to actually chase survivors early game (so, camping first hook).
i don't think it should be something that still rewards survivor for not choosing to counter camping, but something that merely gives team info about survivor being camped for soloQ thst doesn't affect SWFs (basekit Kindred). Any stronger kind of anticamp is just handholding to bad players.
And while I do generally agree that "killer doing nothing" means gens are being done for free, this community doesn't understand that in the slightest (in general). The complaints are about "gen rushing" and "gen speed" because people aren't examining their own gameplay, and just want more time to stand at the hook doing nothing.
Killer players mix up terms "genrushing" and "early gen splitting" very often, but honestly, gen splitting is a problem (and the upcoming survivor spawn logic doesn't improve it because survivors will still be able to bring Shroud of Separation). But yeah, in most cases, camping hooks is just invitation for gens to fly if you aren't careful and only attempt to camp if you manage to get a strong hook inside a 3-gen, and this would only be viable if you are playing a killer that can actually excel at camping (Billy, Oni with power ready, Trickster, Bubba etc.)
The "strategy", for some people, is "run 4 slowdowns, wander blindly for two minutes, camp and tunnel the first person you see, and if that isn't fast enough, complain that you need more regression". Never mind the efficiency of that, or just completely ignoring 3 survivors to let them do what they want (it's gens), or that even one aura perk would cut that time down drastically. It makes the game a literal race for one kill vs 4-5 gens, who can finish first? And the only person who changes that is the killer, because survivor gameplay is responding to the killer, and standing at a hook isn't meaningfully creating gameplay.
this is exactly the point of what i said, matchmaking is at big fault for generating mindset of "i have to tunnel and camp to win". While it's true many killers can't do anything if they don't manage to force an early 3v1, you can't just still choose to tunnel and camp because you will be punished hard against good players for even trying.
Basically the law of action and reaction, with better matchmaking killer will face more teams that know counterplay to tunneling and camping and then they will have to sit down and think "wait, i can't really camp and tunnel every match".
-3 -
As the killer, you want the survivors occupied so they aren't doing gens. Because if you do nothing, or give them nothing to do, they will do gens.
Rescuing a survivor means they are not on gens, and it's an activity they are required to do.
So the real question is, why do killers feel the insatiable need to do nothing, monitoring a survivor who is already occupied in time out and physically can't do gens (the hooked survivor), instead of going to pressure someone off of a gen by chasing them?
Because the options in the table are:
- Camp the first hook. One survivor is hooked, one has to come for rescue, and the other two are left alone to do gens. Worst case, the other 3 do whatever they want while the killer observes literal furniture and all 3 are on gens.
- Leave the hook and go get into chase immediately. You still have one survivor on gens, one will come to rescue, and a third will be in chase. Leaving one person on gens. If they try to greed gens, and you get a second down quickly (micro skill), then the survivors are punished for that decision, and you have 2 hooks, 2 have to go for rescue, and no one is on gens.
Most killers who post on this forum at least, appear to choose #1 and then complain about "gen rushing", while ignoring that their macro game is non existent.
2 -
I'm of the opinion that encouraging chases is generally a good thing, and spreading pressure is not only more effective for the killer in many situations, but it's more fun and healthier gameplay.
The most fun I had as survivor was before 6.1, not so much because of the game changes, but the mentality that "gens weren't worth kicking". Killers were hyper focused on "hunt, chase, down, hook, repeat" with as little downtime as possible. The 3 seconds to kick a gen was considered "wasted effort".
I've said since before that patch, and I'll reiterate here, that I think if they wanted to actually curb camping and tunneling they should do a hook donation system. Effectively, every survivor can choose to donate their first hook stage to a shared pool that anyone can use. And likely turn it off when gens complete.
That way, survivors can choose to be altruistic, and if the killer is choosing to camp or tunnel (basically, waiting for one survivor) it would take 6 hooks to kill someone. Waiting for that is almost certainly a lost game, and you don't have to delete camping or tunneling, you simply have to make them less efficient ways to play, and people will naturally stop doing it excessively.
What the hook donation system does do, though, is encourages chase. Chase, and specifically "getting hooks as fast as possible" becomes the focus, not "getting one person out immediately". And it gives back that pressure on the killer that "standing still is a waste of time" or "kicking gens is less valuable than chase".
This also doesn't impact late game camping or tunneling, or "resorting to". Only early game or "at 5 gens".
0 -
The issue with the donation system is the fact that all 4 survivors can still do stuff the reason why killers tunnel is to make it a 3v1 wich is allot more managable. since you chase 1 2 on gens or best case scenario youre chasing 1 survivor the other is on hook and the 3rd has to rescue.
If the whole team is alive thats allot less wiggle room for the killer. and on maps like azarovs resting place you simply have to camp 1 side of the map due to its terrible design
-2 -
Since they're going overkill on the go-next prevention and the anti-afk, maybe they'll go overkill on the anti-tunnel/camp/slug, too. We'll just have to see.
2 -
I understand that, but the devs have said that "if kill rates are impacted they will make changes to put them back".
While I personally think 60% kill rate target is entirely arbitrary, and things like "go next epidemic" are indicators that it's too high, I don't have a problem with them buffing killers to compensate.
Currently, though, they've spent 3 years constantly buffing killers, collectively and individually, to increase kill rates, and a large number of people have just used those buffs to camp and tunnel more effectively. This is the meta.
If you're going to buff killers, lets at least make sure that the resultant gameplay that comes out of all of those changes is fun and interactive (chase) and not something like the 3 gen meta (a PVE war of attrition over an hour), or staring at furniture from 11m away while everyone else watches a progress bar (camping).
ETA: And, to clarify, when I say "fun" I intend that to mean for all 5 players in the match. It seems like the only "fun" for some people is winning, but it doesn't have to be a zero sum game. You can enjoy a match while losing, and DbD used to be that way. And if survivors are intended to lose more often, which is what a 60% kill rate does, then losing the match should also be fun gameplay. Currently you can both lose and not have fun, and for some people even winning isn't fun anymore.
2 -
and things like "go next epidemic" are indicators that it's too high,
i woudnt say that the go next epidemic was due to kill rates its simply due to the lack of spirit (for a lack of better words) the survivors have. Survivors wil go next against a trapper simply because they feel like it. This also inflates kill rates like crazy
in my opinion camping tunneling etc is simply a crux of the game that we have to deal with due to its asym nature.
and imo tunneling is the same as genrushing but you get punished for doing so. Since its just doing your objective wich is killing survivors (not hooking yet) but until bhvr changes the win conditions killers wil feel the need to tunnel and camp bc without it some matches are simply lost
for example i got sent to eyries second chase 3 gens alr popped if i didnt tunnel out a survivor atp and tried to get a hook trade i would have lost the game.
-6 -
I've always said that petty people who go next over "don't like the killer" have always existed. People haven't become more petty.
Your "lack of spirit" is a great way of wording it, honestly. I think it's mainly because games are decided in the first, roughly 2 minutes. And if the survivor team isn't basically banging out gens immediately before the first hook (when the killer has pressure), the match can be over.
And I think that's the core problem. It may also be a problem with gens.
However, I strongly disagree that tunneling and gen rushing are the same thing. Superficially, people say that "it's just doing the objective" but that's where the similarity begins and ends.
Tunneling is a comeback mechanic for killers. It's the reason that I make certain to clarify "tunneling at 5 gens" vs "resorting to tunneling". Same thing with camping: camping first hook is ludicrous to me, but at end game that's your comeback mechanic.
All of that in the end game means you can likely get an extra kill because of it. It's also why I say that, while tunneling and camping excessively (at 5 gens) is a problem that needs to be dealt with, camping and tunneling are situational and can't simply be deleted wholesale. (Which is something that hook donation preserves and captures)
On the other hand, gen rushing is not a comeback mechanic. You have to finish gens early to even have a chance.
It's impossible, for example, to have two survivors dead and then say "well, we can resort to Gen rushing now" at the late or end game. That doesn't work or even make sense. You can do that with tunneling.
Not to mention that, as gens are completed the game gets harder for survivors. The playable area gets smaller simply from gens completing at all. The game gets easier for the killer as survivors die, and with excessive tunneling at the start of the game, the match can effectively be over with one kill if any gens remain.
Then you have that hooks are permanent, even if survivors aren't yet dead. And gens can be regressed from 99% to zero at any time. The only, only way to lock in progress on a gen is to finish it completely, where every hook is permanent, partial progress that can't be undone in any way.
So no, no matter how many times I hear people say it, tunneling and gen rushing are not equivalent.
5 -
great explenation and yeah i agree now. tunneling/camping at 5 gens is not needed (unless its given to you via body blocking with basekit bt) but the major issues with the game come from the core. Gens and map design both of these things impact the game too much you can have as much looping/chasing skills as possible and still lose bc of dumb gen placement or window/pallet placement wich wastes too much time. The issue with the gens from the killer side is lack to consistent gen regression you HAVE to bring AT LEAST 2 gen KICKING perks to make kicking itself worth it.
to adress tunneling i would come back to regression like this:
per hook state on each survivor you gain a 10% regression bonus as long as that survivor is alive (so that means a 80% increase at max) to make this matter more i would make base regression 1"charge" per second bc 0.25"charge" per second is just too low in the current state of the game in my opinion.
To make it short there are simply too many variables to "effectivly" balance the game you cannot give the same base buffs to nurse as you can to trapper this also goes for survivors you simpyl CANNOT get soloQ to the same lvl as swf thats impossible and the game shows it.
I would also implement some basekit buffs to killers
fire up = fully basekitand either deadlock bassekit or corrupt basekit.
(i would personnaly go for corrupt since that deactivates when you down someone)
-1 -
Do gens. The best thing you can do is do gens and let them camp, otherwise trade hooks with the hooked survivor.
I hate that people play like this but I see so many random team mates rewarding this by hanging around hook and not saving or doing gens.
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There's several methods one could do but ultimately the thing worth noting is that if a killer is camping then odds are they are out of their MMR bracket and should be loosing matches to go against survivors at their skill level. As it stands camping and tunneling is so effective killers can easily go thousands of matches without losing if they use these sorts of tactics.
Easy solution, make kindred basekit to help soloq survivors coordinate better. Part of why camping is so effective is that if two or even all three survivors come to save it's a massive blow to survivors due to all the wasted time. If people can see no ones in chase or the killers aura at hook that would let survivors know they need to do gens and at the last second trade.
Another solution is to gradually increase the anti-camps radius over time and disabling all killers powers if they linger around hook for more than a few seconds so they just become an m1 killer. This would effectively solve the issue of how it's impossible to save against instadown killers like leatherface.One last possibility would be to remove the endurance off hook and simply make it that the unhooked survivor is completely undetectable and invulnerable for 15 seconds or until they do something. This would drastically improve survivor game play and only punish killers who are in the wrong MMR bracket for their current skill level which in turn helps killers who don't understand basic fundamentals and rely on crutch mechanics.
Post edited by Sarrif on1 -
Idk about camping theres anticamp and many strong perks became basekit for survivor after unhook. If you unhook someone infront of killer and you expect killer like doctor to go down healty person on 2 gens than you should reconsider your life, nothing is fair and not everybody is playing with some empathy and honor thats it, on top of that is just like video game your life savings arent on the table.
-2 -
A donation system would effectively remove m1 no mobility killers from the game. If survivors can force the killer to spread out hooks, then they'll be able to easily have 4 people still up by the time all gens are done. Now granted, you have some caveats to the donation system, but thays a very VERY slippery slope. Yes devs said they'll keep an eye on kill rates and adjust accordingly, but historically they are terrible at following through with this. MFT was really, really overpowering on weak m1 killers and took almost if not a full year for them to get around to actually addressing it. Them "keeping an eye" takes way too long. How long was eruption a problem? How long did it take for them to give basekit borrowed time, something you'd think would be ludicrous now for the game to have never had? They take their sweet time when there's an obvious problem.
-1 -
if the killer stays near the hook for over 2 seconds a nuke drops and destroys the entire map giving survivors a win.
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I sincerely hope so, especially on the anti-tunnel mechanic.
Whatever it is, I hope it deletes tunneling as a concept. Gone. Make it impossible to do.
This strategy has been causing way more harm than good for years on end.
1 -
HERE ME OUT! I am one of those, "thou shalt not tunnel or camp type killers," who typically goes friendly when someone dcs in the early game, after of course getting all 8 hooks in. That said, I do think killers should somewhat be able to camp, and in the current state, I think we have a good in-between where killers have to camp indirectly, or away from the hook, but not "Facecamping."
Don't get me wrong, the Anti-camp mechanic is one of the best features behavior has released, but it should be that killers can still do some sort trick to camp.
0 -
How about something that actually works?
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what would you propose? I know you and I often disagree, but I’m honestly curious to know how you would propose solving the problem without making the game significantly more difficult for killer players.
-1 -
I know you’re joking, but unfortunately some players (those who play survivor only) would probably be ok with this. People so often forget that there are humans playing on both sides that equally desire a competitive and fun experience.
-2 -
This is very true. People tend to have the mindset that all killers players are jerks out to ruin everyone's fun and it's one of their life goals to despise them to the bitter end. In reality, killers are just as valid of a player also deserving proper balance like any survivor. When you play battlefield or cod, to you stand up and shout utter hatred when the other team DARES to shoot you when you're playing? At the end of the match, do you go out of your way to send them threatening and hateful messages on their profile because they reloaded their gun in a firefight? Of course not everyone is expected to play their best versus each other. Yet in DBD, killers are automatically expected to be the worst kind of humans on the planet and deserve the absolute worst to happen to them and don't deserve any fair balancing.
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Then this a problem with "m1" killers, and it's not exclusive to hook donation either.
Literally any time the devs even hint at tackling an issue that involves any kind of balance change that would in any way be considered a nerf or even change to killer, people immediately run to "but think of the trapper", like you did. As though a large portion of the community is playing perkless trapper against comp 4 mans constantly.
I've already said repeatedly, and I'll reiterate again here, that if they can meaningfully tackle excessive camping and tunneling in the early game, then that might need to involve buffs to killers. And those buffs can even be individual killer adjustments instead of blanket buffs across the board.
The devs have already said that if phase 2 significantly alters kill rates, they'll buff accordingly, and I consider that to be reasonable.
But they're either going to have to do something drastic, like hook donation, to have an actual impact to camping and tunneling (nearly 10 into the game at this point), or we'll end up with AFC 2.0, which will not make any impact at all to the problem of the killer doing nothing other than chasing one survivor to death and ignoring the other 3.
These strategies being meta, and having literally no diminishing return for using them early game, determines the core of the gameplay for the entire game. It needs to be fixed, and again, if we have to buff trapper to do it, then so be it.
-1 -
Im all for m1 killer buffs - more killer variety means everyone wins.
While this isn't about camping, I feel that if the exit gates aren't powered, the person getting unhooked should get shrouded by the entity - the player becomes invisible, loses all player collision, makes no sounds, no scratch marks, no blood loss, and cannot interact with anything whatsoever for 10 seconds. This gives them ample time to safely leave the hook and reset and leaves no room to use it to weaponize it against the killer. The entity prefers prolonged suffering, after all. Why blow all the hooks all at once? This would make the only valid target during that time the person unhooking, but thats risk vs reward. Naturally, this would disable once the exit gates are powered. This would effectively kill tunneling off of hook. Sure, if the killer finds them again they can go after them, but thats after the survivor had ample opportunity to entirely flee the area to reset.
-1 -
Then they should tighten up matchmaking. Yes, these 40k hour 4-stack squads that can slam gens in four minutes or less are absolutely better than me and my only hope of drawing/winning is either tunneling someone out or getting a lucky snow ball. Otherwise, I'm likely getting 2 hooks and bags at the gates.
If you're going to take away literally all of my "crutches" to even hope to compete against these people, then I should never have to face them in the first place. If that means they sit in matchmaking for 20-30+ minutes before they get a 10k hour comp blight that's "on their level," then so be it. However, queueing me up to get my teeth knocked in, with no hope of competing, is not okay.
As matchmaking stands now, I could lose 50 matches in a row to "get to my proper MMR bracket," but still be put up against these players if there aren't any comp Blights or Nurses available. I remember my FIRST WEEK of DBD, when I had like 20 hours in the game, getting put up against multiple teams that had a hundred times the hours I did.
Your appeal to "they're out of their MMR bracket" is a joke. MMR is useless, because matchmaking just grabs a random person if the survivors are in queue for more than a couple minutes.
4 -
Combative tone aside, you are right to an extent. They should improve matchmaking to avoid your situation or let people pick if they want fast or accurate matchmaking as a setting.
1 -
There's camping and then there's camping. In endgame camping is really a necessary evil because the Killer has no other objective to defend and it's probably the only way of securing one (or one more) sacrifice. There's camping when you know a Survivor is going unhook aggressively so you might as well get a free hit or even a trade. There's also the scenario where you hook, patrol, find nothing and then return to the hook because you can't find Survivors (less common now but used to be a real issue in the age of Distortion). And then there's proxy camping, which isn't great but isn't actually very viable for most Killers: Billy, Bubba, Huntress, and Trickster are the only Killers who can reliably do it with impunity by completely denying the unhook without even trading, and that's something the devs should look at re activating their powers by hooked Survivors, especially since many even weaker Killers have anti-camping features built into their powers. Even then, a bodyblock or two-man unhook is still effective. Basement camping is pretty rough, especially on the above Killers who can chew through health states very quickly or setup Killers like Singularity, Hag and even Trapper. Making the basement entryways wider so they're harder to completely block is the only general solution I can think of that wouldn't probably make DBD's spaghetti code catch fire.
The best counter to camping is to rush gens. A Survivor is on the hook for 70 seconds per stage, not counting perks like Reassurance or Camaraderie which make it even longer. Add in the time to pick up, carry and hook and you've got about a generator's worth of time per stage. If the Killer is committed to camping then the other three Survivors can punish them pretty severely, even if the hooked Survivor doesn't get an anti-facecamp unhook. You can then rescue at the last second, trade if necessary and repeat, assuming this doesn't force the Killer to change their strategy, in which case problem solved anyway. It's not fun if you're the hooked one, but since when has DBD been a fun game?
As Killer I don't camp from the get-go as an intentional strat because it's boring and rarely effective, though sometimes Survivors create conditions where a Survivor is hooked in the only area worth defending, and why should I go over to the dead zone on the other side of the map for no reason just so they can unhook? I also find it infuriating when the last 2 Survivors take turns unhooking and prolonging a match that's already over, so I tend to proxy camp then.
As Survivor I don't see camping very often outside of the scenarios described above, and even then not terribly often. Killers are usually too scared of losing gens or accidentally giving anti-facecamp progress, so they tend not to stick around. I remember a match when I first started playing where a Doctor downed someone on The Game, hooked them in the tiny torture room on the lower level and just stood in front of them spamming shock until they died. I'm so glad that at least that can't happen anymore.
0 -
I don't think that average players should have to have slow queues to cater to the small percentage of players at the top. Let the people who have boosted their mmr with swfs or Blight streaks have the slow queues while they sweat their butts off so the rest of us can have normal queues with normal games.
If they address matchmaking, then I'm all for removing tunneling, camping, slugging, etc. But if they're going to regularly put a player like me with 1k hours against players with ten times that amount, then they need to give me "crutches" to close that gap.
1 -
Yeah I agree with you that the mmr should change, but tunneling and camping should just be removed for the most part in every bracket. Slugging I'm iffy about since that's actually something fairly easily countered by survivors if they aren't really dumb.
-2 -
Most likely they will slightly increase the range 1-2 meters and then primarily buff the fill rate by like 25%
2 -
Makes sense.
0 -
Go do gens. it punishes the killer thats camping
2 -
What very often happens with 2 is…
2. Leave the hooked survivor and patrol generators. The killer doesn't find anyone, because all the other survivors are hiding, and are waiting for the killer to be far away from the hook. The hooked survivor gets unhooked while the killer is far away, and the killer still hasn't found anyone else to chase.
Summary: There often isn't a "Leave the hook and go get into chase immediately", because "you still have one survivor on gens" isn't guaranteed.
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Look if theres killer with no mobility and possible chase power in situation he has 2-3 hooks on 2 gens and now on the hook is player almoust 70 seconds first stage then its smart play stand by and force him into second stage, thats same if ghousface marks player who is death hook and you bodyblock for him to buy more time for team and him.
0 -
Some player wont get that, they play only one role and when they play killer then they claim its easy but low mmr for their killer is joke.
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Killers used to block the unhook prompt but now its a big issue.
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Issue is anti camp doesnt do anything if Theres 1 survivor nearby.
So far in 1000hrs if survivor anti camp helped once and i was already stage 2 by than
-3 -
As some 2ho loves playing killer I find it sad that people have to camp. You miss out on a hell of a lot of BP by doing it. Hell with out killing everyone in a game I can make close to if not 100k bp
1 -
This.
Be smart, demolish gens, especially any 3-gen cluster.
P.S. to whom it may concern,
Gen-efficient survivors force the killer to utilize desperation tactics like "camping, tunneling and slugging" from the very start of the match. If the killer runs all over the map going for chases, obeying the survivor rulebook and paying no attention to the macro game, they will lose. There is no cartwheeling around that fact.
If people want all sorts of restrictions for the sake of survivors having fun, it can't be ignored whether or not those restrictions are fair to the killer. If forcibly stopping killers from "camping, tunneling and slugging" is desired, then gens can't be allowed to be completed as fast as they currently can be.
2 -
Do you really wants so?
Killer proxycamp when he understands he had bad play and need some pressure for snowball. Or when he really needs to eliminate survivor as fast as possible.
I’m playing pyramidhead and often I can’t use camping a lot because I prefer cages system. I genuinely have more pressure as killer when I don’t proxycamp (exclusion - I’m doing one perk challenge now, and I don’t have anything for good pressure on gens, so I prefer snowball in such moments) , but I really prefer having insta hook and insta chase after.Survivors can punish killer for camping by gen efficiency really well. I was punished several times myself and know what I’m talking. Killer can punish for late rescue only, but he will def lose if u’ll put him in situation when u did rescue (even while trading) having babysitter in build while your teammate had something for anti tunnel and he CAN loop.
When killer proxycamp in zones such as basement or dead zones, where hook rescue is really problematic + killer has some gen there was pressure, than yeah, it’s really problematic. But it was since the beginning of the game being hooked in basement as deadliest scenario. My only advice is forcing chases in places from where rescuing won’t be that problematic even when killer camp lover. If u take chase in shack with basement, it’s another risk-reward - looping killer in shack is easier, but if killer had good chase, he can take his own prize.
But yeah, camping enjoyers = free gens. Use it. Solo suffers mainly because of three people standing close to the hook and just watching . One have to do gens, other to have to try to trade/or making save rescue
0 -
100% camping? Usually not worth it.
Proxy range is better. How far you hold it depends on your killer, the hook phase (1st or 2nd), and how good the hook position is.Waiting right next to the hook only makes sense if you're hard denying the unhook before phase switch.
Tunneling? Usually way more efficient. Stay close enough to catch them right after the unhook and try not let a reset happenHook control isn’t always part of the kit — but if you go for it, do it right. you will lose to much pressure if you straight from the start only "just camp".
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I main huntress and pig and can make 50 to 100k BP and only second hooking them with out camping so it's truly sad but I HATE the people who rage quite when you down them it's like really? If you don't want to get hooked or knocked down you need to find another game
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