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Camping Experiment: Results, Problems, and Solutions

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Comments

  • RakimSockem
    RakimSockem Member Posts: 2,002

    I mentioned this in my other comment, but in your situation where one gen is done and one person is on hook (and assuming this is a 4 person group with perfect communication).

    It's not as simple as 2 people doing gens and one searching for totems (one of which is probably in the area the killer is camping but ignoring that for a second)

    One person is going to initially go in for the save to get their teammate off the hook. When that person sees the killer still there, they're going to attempt to get the killer to chase them and have a 2nd person go in. When that 2nd person goes in and they realize "hey this killer really isn't leaving", THEN they can decide to just focus on gens and totems. By that point, the person on hook is half dead or more, and one of the rescuers probably took a hit which means they need to get healed (or heal themselves which takes even longer).

    You have to invest TIME into figure out that a killer is like CAMPING camping, and not just regular camping and then chasing the first person to come along.

  • ArecBalrin
    ArecBalrin Member Posts: 636

    Hook-camping has a counter. It has always had this counter. Survivors just refuse to employ it, despite it having an on-paper win-rate of 75%, which is their basic chance of not being the person who dies on the hook in each match.

    Nothing in this 'experiment' suggests the survivors even attempted to focus on the gens, although the OP equipped perks to mitigate against it. Both of those perks though share the same counter-play at the end of the game: not being found or caught in between gates powering and escaping. This can be maximised by everyone staying together and going to the same exit, so no one getting caught at the other exit can possibly get caught, hooked and trigger Blood Warden. On most maps, not even the Huntress can guard both exits no matter where they spawn.

    Hypothetically, trade Blood Warden for Whispers; now the killer has a much earlier warning of which gate at least one survivor is at, but they will lose the others as they go to hook without Blood Warden to stop them leaving. So swap out one of the to-the-basement perks instead for Whispers so you have Blood Warden and NOED. Whispers isn't a specifically end-game perk, but it is rather less useful the more survivors there are; it's harder to track any individual one if they split-up unless they're all going somewhere predictable, like an exit. What if they don't go for the exits though?

    You're actually now split between guarding two exits and the NOED totem, with three survivors. You only need to leave any of them beyond sight for 20 seconds, with a survivor hiding near and it's over.

    Even if the killer manages to win, they have played the game with two end-game perks, which is two-fewer. If they win before they activate, it can be argued that survivors played very poorly(one common killer frustration is that whatever the result, it never feels like we earned it as so much depended on survivor-fail). If the killer wins in the end-game, assisted by those perks; it's again dependent on survivors being careless.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    "Not getting caught" is not a counter to getting camped. There isn't enough stealth in the world to NOT get caught the entire game.

  • NMCKE
    NMCKE Member Posts: 8,243
  • RakimSockem
    RakimSockem Member Posts: 2,002

    Every Nurse, Billy, and Spirit would IMMEDIATELY zip back to hook for easy one shot kills

  • RakimSockem
    RakimSockem Member Posts: 2,002

    Oh I read the entire thing, but I also made an entire comment that I didn't feel like repeating (a third time tbh) that addresses why your logic is faulty and oversimplified which I will quote here so you don't have to go looking for it.


  • NMCKE
    NMCKE Member Posts: 8,243

    What about this then, since a baseline MYC would be OP on mobile killers:


    When further than 32 meters from the hook, your attack cool-downs are decreased by 20%. Every time you hook a survivor, this bonus increases by 2% up to a maximum of 20%.

  • ArecBalrin
    ArecBalrin Member Posts: 636

    Yeah, you still didn't read the post you replied to.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    Come back with real data after you have played 100 or more games. 3 games is statistically insignificant.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    If they were to do something like that, that would delete the purpose of Save the Best For Last (i think that's the right perk anyway)

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Regarding the gen speed one. While having it be just as is would be terrible. There is something like that which I have theory crafted before which while moreso designed to curb tunneling also works against camping.

    Basically:

    Whenever a survivor progresses a hook state all healthy survivors gain an urgency stack. For each stack of urgency they gain 5% bonus repair and gate opening speed.

    Every time a survivor is hooked they lose all urgency stack and gain a scar stack, which gives them a -20% action speed debuff for the rest of the trial. This effects everything tied to action speed besides vaulting.

    This means that camping a survivor, while completely fine and valid still in the endgame now also gives the remaining survivors a 10% repair speed buff, which means a total of 30% action speed bonus, meaning camping only reduces a survivors repair output by 70% (of a survivor) instead of 100%.

    However instead hooking multiple survivors, possibly at once, will drastically reduce their repair speed once they are unhooked, and players that haven't been hooked will reduce their repair speed by more and more when they eventually ARE hooked.

    Specifically if you were to for example, hook everyone once who is then rescued, assuming everyone else is healed up by the time the next person is hooked then you would have:

    1 survivor with 3 urgency

    1 survivor with 2 urgency

    1 survivor with 1 urgency

    and

    1 survivor with no urgency

    However, all 4 survivors would also have a -20% action speed debuff from scaring, for a 50% total repair debuff.

    If you manage to do it while keeping them injured, for example by downing more than one of them at once, then you would get a 80% repair speed debuff between the 4 survivors. Since they can't gain the buff while injured.

    Also, the scar stacks effect more than just repairs, giving furthur insensitive for you to go for quantity of hooks rather than faster kills.

    It also means that when they do think to camp, they will finish the gens a bit faster that way.

    Also also, Urgency gives gate opening speed so that if you are the last survivor and you were never found by the Killer then you will be much faster at opening the gate compared to if you were hooked earlier.

    Mori's should give Urgency too. I'm not sure if it should be a flat 2 stacks or just however many would be left from hooks. Probably should depend on the hooks.

    Btw, someone with maximum Urgency stacks (9) will open the gate in 13.7 seconds.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    This is not the first time I've posted this idea, although it's not quite the same as the one I posted awhile back.