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Anti-Camping & Anti-Tunneling Perks: Killer

NMCKE
NMCKE Member Posts: 8,243
Introduction:

Anyone who played a decent amount of survivor will know how frustrating it can be to be on the receiving end of being camped or tunneled. However, instead of making survivors perks that alleviate that behavior, we should think about killer perks that reward them for leaving the hook!


Community Task:

Create a killer perk that rewards you for leaving the hook or not tunneling.


My Example:


Bloody Sacrifice

Your uncontrollable lust to hook survivors gives you great strength. When you're further than 24 meters from the hooked survivor, gain a 5% haste effect and a 15%/20%/25% longer lunge duration.

"You must make the sacrifice, and please the Entity!" -Unknown Tapes


Acknowledgement: Yes, I know people will still camp regardless of what we do to alleviate it, but I want more perks that makes both sides happy. :)

Comments

  • NMCKE
    NMCKE Member Posts: 8,243
    edited July 2019

    @LordGlint

    Yes, I know how strong a 5% haste effect is, but it's for a good cause since the survivor team won't get camped.

  • Andreyu44
    Andreyu44 Member Posts: 1,527


    When you are further than 32 meters away from a hooked surv, when that survivor gets rescued you see the unhooker's aura for 6 seconds.

    (Make your choice + this perk = ;)

  • LordGlint
    LordGlint Member Posts: 8,713

    Theres already perks to protect against camping and tunneling on the survivor side, as well as perks to incentivize NOT camping and tunneling on the killer side, so...i dunno what more ya want

  • Speshul_Kitten
    Speshul_Kitten Member Posts: 1,861

    @Andreyu44 I think this sounds good on paper but would only widen the gap with top tier killers, who also happen to have high mobility (Nurse, Billy, Spirit). I say this because Make Your Choice (MYC) exist and many survivors would be downed almost immediately after unhooking.

  • Tsulan
    Tsulan Member Posts: 15,095

    We could solve camping with one patch: make Devour Hope a totemless perk.

    Survivors will actually complain when the killer doesn't camp!

  • Tsulan
    Tsulan Member Posts: 15,095

    @LordGlint and how would that vary from the current gameplay?

  • se05239
    se05239 Member Posts: 3,919

    Please not another band-aid perk..

  • xEa
    xEa Member Posts: 4,105

    If this perk should be a decent attempt for killers to leave the hook, then i have to disapoint you. Some simply camp, because they like to. No perk will change that unfortunatly.

    There is already BBQ + Devour Hope, Campers simply wont use those perks (or they will use it and dont give a poop about the penatly)

  • NMCKE
    NMCKE Member Posts: 8,243

    @se05239

    This is not a band-aid because I actually want perks that discourage camping and tunneling. If you really want some of these perks built-in to the killer's base then tell me because I'd love to hear what you're think.

  • Visionmaker
    Visionmaker Member Posts: 2,051

    And MYC and PGTW (to a lesser extent now).

    The numbers are way too strong for just being so slightly away from the hook.

  • Jesp
    Jesp Member Posts: 192
    edited July 2019

    Not a perk, but I feel it should be built into the emblem system that it's worth extra Chaser points or something to get in a new chase while someone is on the hook as you are keeping more people busy that way (note how this is a REWARD as opposed to a PUNISHMENT). A BP modifier for taking offensive actions against survivors while someone's on a hook elsewhere would be a fun incentive too, higher the more people that are hooked. Make it last for X amount of time no matter if they get unhooked to avoid insta-unhooks robbing the killer if they're already on the way to someone else.

    Something similar could maybe work for cycling who you put on the hook? Some sort of "Savior Caught" bonus to Malicious or something, as well as again perhaps something similar to the 1st hook "Caught" score event if you avoid hooking the same person twice in a row.

    Anything beyond incentives might be a bit harsh, some people will camp/tunnel even when it's a terrible decision tactically anyway (like mindlessly hard camping even after 3 gens pop in unison, or rage-tunneling someone as Huntress without reloading) or for straight up schadenfraude, and that won't change.

    I really wouldn't want such "solutions" to be perks to be honest, I'd rather see less of the "fix issues with perks/powers" approach.