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Suggestions to stop camping/body blocking.

akbays35
akbays35 Member Posts: 1,123

I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.

Comments

  • Mringasa
    Mringasa Member Posts: 980

    If a Survivor comes within 4 meters of a Killer carrying someone, there should be a meter that fills up to mimic their fear and dread of becoming like that person on the Killer's shoulder. Every second they stay in that 4 meter radius, it fills 10%. Each second there is a percentage chance, based on how full it is, of them screaming and running off in a random direction for 3 seconds at normal sprint speed.

    Giving Bloodlust to Killers when they hook someone actually might help deter Camping. It's not too OP, even when paired with BBQ, so that might be a legit idea to reduce the amount of Camping that goes on. Maybe instead of a flat duration, it should start higher and taper down as you kill people. Maybe start with 4 seconds if there are 4 Survivors, then each dead Survivor reduces that amount by 1 second.

    The stun within 15 meters is kinda... meh though I think. Most people who camp are sitting a bit away from the Hook simply because Kindred 3 will reveal them if they are too close, and also to take advantage of any natural LoS blockers. The only people this would hit are the ones who have to sit there face to face and smack the Survivor on the hook.

  • holywhitetrash
    holywhitetrash Member Posts: 289

    @akbays35 said:
    I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.

    your idea was going in the right direction and then you shot your self in the foot with the killer stun and i stopped reading after that

  • DarkAnubis
    DarkAnubis Member Posts: 1

    Here's a simple idea:

    What if the killer's attack shoved the survivor?

    You see it all the time in horror movies. Some brave survivor tries to buy the others time by blocking the killer's way only to get tossed aside like a rag doll by the killer's swing. What if all the killers' attacks had an aspect of that?

    I mean, survivors already get a mini sprint-burst when they take a hit, right? What's the difference between that and them getting thrown ahead of you a few feet in a chase? The survivors lose nothing, and the killer gets a way to stop body-blocking as long as they actually think of which direction they swing from so they don't just toss the survivor into the wall and fail to solve the problem.

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  • Master
    Master Member Posts: 10,200
    edited September 2018

    @akbays35 said:
    I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.

    Bloodlust is lost after a pallet, also it can only be active during chase so that doesnt make sense

    Killers wont be punished for staying close to the hook, devs tried that already and survivors always abused such a mechanic

  • akbays35
    akbays35 Member Posts: 1,123

    @Master said:

    @akbays35 said:
    I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.

    Bloodlust is lost after a pallet, also it can only be active during chase so that doesnt make sense

    Killers wont be punished for staying close to the hook, devs tried that already and survivors always abused such a mechanic

    thats why survivors would have the exposed if they stay near the hook too long, there shouldn't be hook standoffs imo. they could change it or just give the killers a different temporary boost in some aspect like a mini noed.

  • Peasant
    Peasant Member Posts: 4,104

    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

  • Master
    Master Member Posts: 10,200
    edited September 2018

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

  • akbays35
    akbays35 Member Posts: 1,123

    @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

  • Master
    Master Member Posts: 10,200

    @akbays35 said:

    @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

    Killers hitboxes are not being reduced AFAIK, where did you get this info from?
    Also the exhaustion nerf had a really small impact on looping

  • akbays35
    akbays35 Member Posts: 1,123
    edited September 2018

    @Master said:

    @akbays35 said:

    @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

    Killers hitboxes are not being reduced AFAIK, where did you get this info from?
    Also the exhaustion nerf had a really small impact on looping

    they did it last patch 2.1, haven't you noticed? They don't put this stuff in patch notes and they barely address it in the dev logs and q and a but it is noticable in game. It's one of the things that has made Leatherface stronger and Hillbilly since they have lowered object collision with terrain. They mostly did it to nerf flashlight blinds but they made the whole hitbox smaller, plus they increased survivor hit boxes to even them out which is why survivors get hit after vaulting now and even post vault animations especially against killers like Freddy. This is also why hitting a survivor when they throw a pallet or mid throw animation is so common now instead of getting stunned.

    You can really tell with older objects that haven't been changed like the Lockers, they still have their original hitboxes so you can actually use them to block if you stand near them at certain angles.

  • Master
    Master Member Posts: 10,200

    @akbays35 said:

    @Master said:

    @akbays35 said:

    @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

    Killers hitboxes are not being reduced AFAIK, where did you get this info from?
    Also the exhaustion nerf had a really small impact on looping

    they did it last patch 2.1, haven't you noticed? They don't put this stuff in patch notes and they barely address it in the dev logs and q and a but it is noticable in game. It's one of the things that has made Leatherface stronger and Hillbilly since they have lowered object collision with terrain. They mostly did it to nerf flashlight blinds but they made the whole hitbox smaller, plus they increased survivor hit boxes to even them out which is why survivors get hit after vaulting now and even post vault animations especially against killers like Freddy. This is also why hitting a survivor when they throw a pallet or mid throw animation is so common now instead of getting stunned.

    You can really tell with older objects that haven't been changed like the Lockers, they still have their original hitboxes so you can actually use them to block if you stand near them at certain angles.

    No I didnt notice and when a survivor is looping, I always catch up slower to him than I actually should compared to runing in a straight line. And yeah I know that I have to cut the lines :wink:
    Has anyone made a comparison video before/after of that thing? would be interested in that