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Your anti camping system is a joke

Ghost77
Ghost77 Member Posts: 44

Yesterday, while playing a solo queue match, a killer camped with 5 generators and was relatively close to me. I entered the second phase, and the anti camp bar only filled halfway. I wondered, is this garbage the new anti camp system? You should fix it, please.

Comments

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Proof? (I want a video) As far as I'm aware, the killer cannot be within 16 meters of the hook for more than 15 seconds without giving you anti-camp

  • Abbzy
    Abbzy Member Posts: 2,110

    Well they can see now thier teammate hook anticamp meter now so maybe if they do have some inteligence and look at hud every tens of seconds than they could kinda somehow figure it out, but thats wanting to much from soloq teammates now I see as killer more games where i get 3 survivors hooked and last one is nowhere until he has his gen done or fails skillcheck which is sick and survivors fault (the ones who is sitting on the gen and doesnt go for saves when he can) because gens are important but without yozur teammates that do them to and can heal you and their health states with yours are like meatshields to buy you more time for the gens so killer can murder you on the spot (like old mories or tombsone mayers), this is something many survivors doesnt bother to understand sometimes its better to take the chase when killer sees you and guy dead on hook (now its harder because killers can see it on the hud who has been hooked and how many times which is guarantee that killers use hud more than survivors even the fact they get less info from it than survivors) so its better to let him get you when you wasnt even hooked or once than let him knock out your teammate because having more hands for gens and other important things is more usefull than having no hooks I would say (you can win 3v1 with 2 gens left but you cant win 2v1 with 2 gens left unless the killer will let you do the gens).

  • Brimp
    Brimp Member Posts: 3,550
    edited December 6

    It was filling slowly because he was patrolling. It's anti-face camp meaning unless the killer is right next to hook for extended periods of time then it will fill slowly at best. Also, the fact that teammates can slow down the anti-face camp.

    People need to understand this better and the teammates slowing it down thing made clearer. Big difference between standing right next to hook and coming within proximity of it repeatedly.

  • Ghost77
    Ghost77 Member Posts: 44

    It used to be anti face camp, now it's anti camp. They said in the developer stream, i think so.

  • Ghost77
    Ghost77 Member Posts: 44

    Okay, thanks for that, but 16-meter anti face camp sounds weird, right?

  • MoZo
    MoZo Member Posts: 766

    they need to do one or the other. the -50% fill rate was supposed to be a compensation for the increased range with the new ramp up system. but since they walked backed on the range buff, the -50% is overkill. if they want to keep the 16 meter range, the -50% needs to go or at least fine tuned to -25% or -20%.

  • Massquwatt
    Massquwatt Member Posts: 596

    Like others are said the feature is mostly intended to stop facecamping. What we currently have is alright and can always be tweaked around number wise but a killer shouldn't be punished with a free self unhook just because they hooked a survivor in an advantageous spot (e.g. near a highly contested generator or three gen)

  • Ghost77
    Ghost77 Member Posts: 44
  • Haydun
    Haydun Member Posts: 21

    Is there anything you would recommend to fix this. Being completely honest with you, if a Behavior employee stumbles upon this thread, all they see is you saying "the system is a joke". If i were you, i would leave some sort of constructive feedback or your version of a solution to the problem. That way it starts a conversation, more posts/traction = more attention to this thread. Potentially getting you in front of the right people.

  • MoZo
    MoZo Member Posts: 766

    this needs to be done with every thread atp. imagine how much better feedback the devs would get for upcoming proposed changes or current changes on a detailed explanation post instead of “these changes are horrible. revert them!”

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 443

    Well I agree with you but this isn´t easy at all with the community.

    I made a lot of suggestions how to change things, from how to avoid 4 man slug to change of perks to make tunneling less attractive. Some of these post get creative feedback but most of the time it is only one of these:

    1. Well actually in this scenario which occurs 1 of 10000 games this could be abused.
    2. No I don´t like change to X can someone please think on the poor x mains?
    3. I got no clue on this game

    From time to time I think people don´t really want a change because they like the status of the game, are affraid that something changes or that a change isn´t good if it doesn´t make their side broken.

  • CautionaryMary
    CautionaryMary Member Posts: 807
    edited December 8

    I don't know how clearer it needs to be, sure it doesn't say it in game but at that point the onus is on the person for not looking it up or reading the patch notes.

    At that point, it's choosing to not look into the mechanics. But yes, the anti-camp meter was reduced but the gain amount is given exponentially. Like, @Aven_Fallen mentioned it is an anti-face camp measure. I was hooked in basement against a Huntress the other day and I was able to get my anti-camp meter up and could kobe off before reaching second (I did this to waste her time as she was above me on the platform and preventing unhooking). Regardless, my team was pumping out gens and a three man out regardless in solo-queue.

  • Shinkiro
    Shinkiro Member Posts: 393

    It "doesnt work" because you're not being facecamped. Not allowing killers to patrol nearby gens etc would be moronic.

  • tes
    tes Member Posts: 1,200

    The multiply timer doesn’t fade out, though. If it went to x2 it doesn’t return to previous speed and stacking, which is helpful in case of camping on 3gen area for example. By actual numbers nothing really changed - it still works for the same time period. But it progress faster so killer can’t prevent self unhook on last moment.

    In case of actually prolonged proxycamping when killer tries to secure stage on last 25 sec it’s working better then previous fill rate as well.

    Presence of teammates close to hook also influence on fill rate. If not ranged killer, you can guarantee unhook of teammates in any case before 10-25 sec left. If killer would try body block or get closer as soon as you approach, you simply can go further. Fast multiply won’t even let killer understand it starts to fill. Anti face camp indeed stronger now, it just stayed as anti face camp.

  • I_CAME
    I_CAME Member Posts: 1,582
    edited December 8

    I was never a fan of the anti camp from the moment it was announced. It was obviously one of those things where people would never be able to agree on how strong it should be. Removing hook grabs and increasing the hook timer were sufficient to nerf camping down to a reasonable level. The anti camp just sort of exists and pretty much never comes into play in a normal pub match. I've only seen it activate a single time in situations when the killer wasn't deliberately trying to activate it. I just don't see the point of it when it doesn't do anything.

  • cogsturning
    cogsturning Member Posts: 2,145

    I know what it says. But these changes were made during a patch that was supposed to help with common survivor issues. They changed the numbers but increased the radius to 20m, then reduced it back to 16m while keeping the slower increase. So they buffed camping when they're were supposed to be helping surviviors. Nerfing anti-camp was a stupid move. I've never triggered the anti-camp on accident. Only one type of player is likely to do so.