http://dbd.game/killswitch
Features that go too far or not far enough
Not far enough:
Anti-camp - rarely ever works, killers still hard camp all day long
Example: killer proxy camps, spends time zoning survivors, then returns to the hook to face camp. The anti-camp feature won't activate when it really should. The fact the devs don't account for this by making the anti-camp more aggressive when a killer returns to the hook shows they aren't serious.
Ant-tunnel - basekit borrowed time doesn't dissuade hard tunneling at all. and perks that survivors bring de-activate in the end game. based on the current kill rates there is no reason OTR and DS shouldn't be active the entire game.
Example: Killer just breaks the endurance charge immediately upon being unhooked then uses their speed ability to chase a survivor down. The basekit borrowed time should also have baby sitter's features to at least give survivors a chance of escaping and hiding from these killers. Further, survivors being forced to bring anti-tunnel perks isn't good for the game, and then punishing survivors by not allowing them to activate in the end-game is insult to injury.
Abandon - need more situations when the abandon feature activates
Example: Once multiple survivors are downed or in the dying state (not accounting for every survivor) you should have the option to abandon.
Too far:
AFK crows - why is so much effort made to ensure features don't interfere with a killer's normal gameplay (see above) yet ZERO effort here is made to ensure these stupid crows don't interfere with survivor's normal gameplay. the bias here is insane
Example: Crows are activating when survivors are running across the map to do a generator, running around the map to look for Hex totems, waiting to perform saves, waiting when a killer is zoning an area, and of course activating in the end game either when survivors are looking for hatch or waiting out killer end-game perks
"Go next prevention" - some games are OVER long before everyone is dead and the system does not account for that at all.
Example: Multiple survivors down or hooked at 5 gens with no progress made on generators yet you're forced to sit there and exist in a game that you have no chance of winning or escaping from.
Comments
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So basically everything that benefits survivors isn't strong enough…
Everything that is negative for them is too far…
Surely this isn't a bias post?
No but on a real note, until you guys can suggest a way to detect tunneling so that DS isn't just a free evasion of a kill even if it isn't tunneling in the end game and all the other anti-tunneling perks too? No. It should stay disabled.
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The game is good as is. They don't really need to fix anything.
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Not far enough: saving multiple loadouts.
I liked it when it was introduced because to me the main thing that keeps the game fun even after thousands of hours played is trying out a variety of builds, sometimes new ones, sometimes coming back to those you like to play the most… but then it releases and we can only have THREE different loadouts? That only allows you to save two builds and forces you to keep changing the third in order to make new ones. Sometimes is just your strongest build for that character and your favorite build for fun, while you just can't save a third one if you want to try out new stuff. Come on, in a game that keeps releasing content for us to try new perk builds every 3 months, we should be allowed to have at least twice the amount of loadouts we have today!
Survivors can handle it a little better because different characters have only cosmetic differences, so you can use each survivor to save 3 different survivor builds, but for killer, each one with a different power and add-ons? 3 loadouts is simply not enough.
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The AFC - I disagree.
The Anti Face Camp system does exactly what it is supposed to, which is punish killers for hovering directly under the hook and preventing trades and giving appropriate windows to allow intelligent and skillful play on the survivor side. By having the AFC as it is, it gives survivors the space they need to make use of their perks such as Reassurance, Desperate Measures, and other stealth/exhaustion perks to coordinate for the save, or even just solo sneak/run up to the hook to trade. It takes reasonable timing, skill and knowledge to do so, but the window is definitely there, which is wasn't before.
This is compounded by the fact a set of survivors who correctly identify a camping killer and continue to pressure gens while the killer exerts no pressure waiting out the hook timer, only to lose the unhooked player on a trafe, is on a fast track to losing, and its entirely on the survivor team to make the mistake of giving the camp value. An unhook isn't meant to be free, the survivor team should at least have some awareness in the trial.
Anti Tunneling - I disagree for the most part.
Basekit Borrowed Time does enough to reach a loop, or give time to body block the killer, especially if you have Sprint Burst or Lithe. It again requires skill to overcome effectively, but the window is provided... and if you want an anti-tunnel perk that works in end game, Borrowed Time is underrated as you can use the unhooked player to.body block for the unhooker.
Your real problem with tunneling comes from the killers with the map mobility to pressure gens, but still return to hook quickly. The killers with this type of mobility and lethality are always extremely strong at tunneling, and to face them you'd need to make survivor anti-tunnel perks frankly ridiculous to even have a reasonable chance.
Meanwhile, there are plenty of killers that fall very much foul of survivor anti tunnel perks and have no meaningful answer, and they can struggle to maintain pressure with them in the game, even if they aremt tunneling. Just yesterday in fact as Ghost Face, I got body blocked in the doorways of Badham by a Nancy with Dead Hard and Decisive Strike who denied my hook, which I very much needed to maintain pressure, and forced me drop the Claudette. The subsequent DS that I had to eat to remove it as an option cost me all pressure I had accumulated and effectively put me into a time deficit I couldn't recoup and lost me the game on the spot.
Abandon - Disagree. 2 players slugged is not game over, and survivors should be at least trying to win, not giving up at the slightest inconvenience.
How can anyone ever clutch a game with perks like Unbreakable, Made For This/WGLF, For the People, the aforementioned Decisive Strike or Dead Hard, if survivors bounce the moment the killer even starts amassing pressure?
AFK Crows - Agree, this feature does seem a little overzealous, but it's brand new, and subject to being tweaked, which I have no reason to assume BHVR won't do now it's got a much more of objective set of data in live servers to look at. If nothing is changed I will join you in having stuff to say, but given its not been a week yet, I'm not gonna jump on the finger pinting train just yet.
Go Next Prevention- Agree, it causes false positives which has resulted in it being killswitched. The loss of basekit unhook until 2 players are left, and SoH seems to work fine as changes on their own, I'm not convinced this feature is really needed.
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It's not anti-camp. It's anti-facecamp. The feature is there to specifically combat this:
Not to eliminate (proxy) camping entirely.
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Not one killer issue in this biased thread
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You have to realize that survivor back then believed a killer within view was face camping them.
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And you don't see this anymore. Must of went far enough.
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AFC was initially on the road map as "anti camping". Here's what that looked like, for proof:
What we were given was AFC, which, as everyone likes to point out, is not anti camping, it's anti FACE camping.
And, yes, this mechanic is severely undertuned. It doesn't even prevent face camping. The killer has an insane amount of time to avoid this completely, and can smack a survivor on hook for a good 30 seconds before backing up.
It was a day zero tactic for killers to literally face camp with this mechanic in place and just time it so they were just outside the 11m range before the unhook was possible.
It's, at best, a passing suggestion to please, eventually, consider moving back a few feet. When we were initially told it was an "anti camping" measure.
If you want to see an effective mechanic, the anti gen tap is actually effective. Gen tapping is gone, done. Doesn't exist. It's physically, mathematically impossible to stop a regressing gen mid chase unless the killer consciously and knowingly allows it.
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That's a little disingenuous. That's like saying the "Anti-Slugging" feature touted a little ways back, which was the abandon feature to address 4man survivor team slugging, was promised to be basekit Unbreakable...
When the AFC feature was announced the devs made it quite clear that its intent was to resolve the most egregious cases of camping, but not remove camping as a strategy in the game. Heck Bubba was even named specifically as part of the same set of changes to reduce his camping effectiveness.
The dev note is right here, and it's literally called "Anti-Face camp":
I was here for that PTB, there was no confusion from anyone what the AFC was for, the devs were very clear about it. The PTB note was basically the same as it was later written here.
That is why everyone keeps saying "It's Anti Face Camp", because that is literally what it is, and there was never any confusion as to what it's purpose was when it was being developed on that PTB. In that regard, it isn't undertuned at all, it does exactly what its intended purpose is… so when people say "the Anti Camp feature is undertuned", it's completely false, because it isn't the Anti Camp feature.
You might WANT an Anti Camp feature, but that isn't what the AFC is, you're asking for a different feature. Furthermore it's a feature I don't agree with, because any killer who is camping out a single player vs. a semi aware team (perhaps with Kindred) is losing the game... 140s is more than enough time to lose at least 3, if not 4 gens.
Macro play and awareness is an important skill even for SoloQ, the HUD helps massively with this if the player pays attention... and just cause your average Solo Q player is completely oblivious and walks into the camp trap, doesn't mean that camping is overpowered in any way shape or form... in fact, it's a pretty sure fire way to lose the game most of the time.
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What I would change:
Anti-face camp: increase the progress speed every time the killer enters the radius of the hook, and also increase the radius a little bit overtime so they don't stand at a distance. Decrease speed if the killer is chasing or if a survivor is nearby
Tunneling: Change the basekit "BT" to just an extra health state, so survivors can still use perks such as Off the Record after the first hit. Increase the haste to 15%.
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People will always just argue that it's an anti-face camp instead of an anti-camp mechanic.
Yeah no #########, we know that. Everyone and their grandma knows that. THAT is exactly the freaking problem. That it's only an anti-facecamp mechanic.
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See, I consider this defense to be kind of disingenuous.
Firstly, it was indeed declared as anti-camp on the initial roadmap, and was then scaled back to anti-facecamp once it came to PTB. But also, when you go through that dev note, the description given doesn't fully match up with what was ultimately given.
"There's not much the survivor being camped can do"
This system failed to address that. Yes, it prevents Bubba from just parking himself in front of the hook, but camping overall has not been resolved or even alleviated. Killers still camp with roughly the same effectiveness as before.
So in terms of the system's overall effectiveness, it's essentially targeting a problem people didn't really have (After all, the problem was camping, not the killer standing close) and left the actual issue pretty much unmarred. So I think it qualifies as a system that 'didn't go far enough'.
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That isn't true though, because camping isn't as effective anymore as a double whammy of the increased difficulty preventing a trade as a result of the AFC and the extended 70s hook timers... it is substantially easier to trade than it was before against all killers, but particularly better against killers like Hillbilly, Bubba, Huntress, etc, who could all previously sit directly in front of the hook and instantdown / double tap incoming players without even the chance to unhook.
Granted there are some hooks that are hard to reach still, but it's certainly easier than it was before, and as I've said, survivor perks like Reassurance, Camaraderie, Desperate Measures are all easier to use without having to put yourself at the same level of risk.
Like if I'm wrong, I'd appreciate being told how I'm wrong, because I'm not stating opinion, I'm stating facts. It is objectively easier to handle/play against a camping killer than it ever was before, barring the hard counter that was old Borrowed Time.
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No unironically i miss this, although i understand this was quite unhealthy for the game - and should not come back. It was funny being camped and nodded for no reason. I remember laughing a lot when i got hooked in basement and people fell for the trick of Insidious Bubba. Never seen a Bubba again after these changes.
@OP
As many have said, the system is Anti-Face Camp, made to prevent the killer standing right in front of the hook, to create a window to save. I think that if this system get any increases or changes it might start punishing killers that aren't camping at all. It just need to show the AFC bar to other survivors, because of SoloQ
Basekit Endurance should be changed so you have no collision with the killer while under its effect, so the killer can't bodyblock you to wait the Endurance and you can't bodyblock if the killer decide to go for another person.
AFK Crows was a good step, it just need some tuning. Yesterday a streamer had a 15minute match because survivors refused to do gens, get in chase or anything. They need to tune it to differ someone who is just rating to a survivor who is tactically stealthing.
Go Next NEED to be fixed ASAP. They need to fix the system so someone who is hard tunneled don't get a penalty but make it work so people can't just give up for any reason.
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To be fair, there is anti-camping on the roadmap for phase 2, so it seems they now do want to target camping, and the other two disliked strategies, directly.
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