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if you guys that much hate about camping gives killer advantage when they leave hooks

prettyf
prettyf Member Posts: 442

simply +25% phase progression speed out of 20m radius

-25% phase speed inside of 16m radius, 16~20m is the same

because that range you mostly can use your exhaust perk before next structure


and give bonus points if killer leave hooked survivor first time more than 32m

not a camper! and 500point at brutality

Comments

  • doesn't really matter

    people who camp most likely don't care about their point

  • twistedmonkey
    twistedmonkey Member Posts: 4,296

    You missed the point.

    A patrolling killer could stay just outside the area to speed it up and still guard the hook easily especially with certain killers it makes Nurse, Billy, Hag, Spirit and Huntress that much stronger over the 4.6ms killers.

    This is not an incentive to hunt someone else but an incentive to patrol more and tunnel as it's 30s less overall hook time.

    An incentive is a good idea but it should not hinder the other survivors in any way so they cant punishing certain strategies or make them highly disadvantaged as you end up punishing solo players more for being matched with random people.

  • yobuddd
    yobuddd Member Posts: 2,259

    How about this for an incentive?

    You as the killer are thrilled by the thought of your prey dangling on the hook. Outside a 25 meter radius from any hooked survivor, you enter bloodlust during a chase in half the normal time (or immediately?)

    This will actively encourage hunting as the killer will want to take advantage of the bloodlust in a chase.

    It will also encourage survivors to get that tater off the dang hook! A common story is that SWF will often leave the random to die. This might make such a tactic more dangerous.

  • martin27
    martin27 Member Posts: 700

    There is no incentive to leave the hook as long as survivors play like potatoes

  • Carpemortum
    Carpemortum Member Posts: 4,506

    Standing and staring from farther away isnt patrolling. It's still camping.

  • soshidow
    soshidow Member Posts: 104

    People still wouldn't care. People camp to secure a kill. Even if there was a mechanic where the killer being 72m from the hook killed the hooked survivor INSTANTLY. A lot of them still be too scared to leave in case they got rescued while they were far away.

  • yobuddd
    yobuddd Member Posts: 2,259

    Indeed it would not work in all cases. Nothing will. But I believe it would help to at least REDUCE instances of camping. Newbies like to camp because, well, they don't really know any better. Once they start leaving and hunting, they quite honestly have more fun with the game. I think this kind of mechanic could encourage them to get to that level more quickly. Aside from the super-noobs, people would mostly camp simply because they're feeling salty for whatever reason.

    While nothing will work 100% of the time, I feel like some incentive would be more effective than no incentive.

  • Jdsgames
    Jdsgames Member Posts: 1,109
    edited August 2019

    See, I generally do not think punishing camping is the solution we should be going. Camping is a strategy to secure a kill. Tunneling is a strategy to cut efficiency of the opposing team. However, you know what doesn't always help: Playing fair and fun. The game's design simply heavily rewards the other two. If you kill a survivor off that is one less survivor around. If you camp you at least get the kill. Yes, both are crappy ways to play, but it is still a tactic.

    Leaving a hook should beyond reward staying near or tunneling. You lose pressure once to give up a hook unless you catch a survivor near the hooked person and start an almost immediate chase with them. Again the constant decision: Why chase a healthy survivor when there is half a won battle over there. It simply makes more sense strategically. Instant saves as a survivor encourages this.

    Now I suggested revisions to the struggle state that also punishes camping, however, can actually benefit non-camping/tunneling killers.

    https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped#latest

    Again the in-game mechanics should reward fair play. Not punish crappy play. If tunneling and slugging were so inefficient you wouldn't see it as often. Like not to be rude even the emblems system rewards tunneling. Takes longer to get gens done ++Gatekeeper quick 3 hooks injured stacks no penalty for survivor's healing themselves. Break the survivor team's benevolence because they did not perform a 'safe hook' rescue. Easy chaser points since you win a chase at the hook.

  • CoffengMin
    CoffengMin Member Posts: 862
    edited August 2019

    i think there are perks to disincentivice camping, all pretty powerful, camping is never going from this game until its bannable, which wont happen, theres also some perks that incentivice it too so... yeah

  • HiDeTHeB0dies
    HiDeTHeB0dies Member Posts: 18

    Camping is not strategy..its poor playing..no skill..lazy. I have had too many matches where all survivors die and not camped or tunneled once. Survivors need to gen rush and take a hit and all 4 get out. If not..atleast 3 out..let them get their one kill per match.