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How would you solve camping and tunneling?

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Comments

  • Tizzle
    Tizzle Member Posts: 696

    Pause the hook timer the same way emblems get a penalty if the Killer remains around the hook for a certain amount of time.

    Please, don't be the idiot that brings up how it didn't work because Survivors abused it.

    When this was tested before it was WITHOUT the stipulation of the timer not pausing when a Survivor was in a certain radius of the hook.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    yeah but that's why that doesn't work. You have those I-love-you squads that swarm the hook.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Rework the gens, replacing m1 holding with part fetching that fuel potential interactions and help solve the mobility problem by making the survivors come to the killer.

  • Tizzle
    Tizzle Member Posts: 696

    Hello?

    The timer doesn't pause if a Survivor is in a certain radius of the hook??????

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    I'm not trying to be snarky but how would that discourage camping.

  • MadLordJack
    MadLordJack Member Posts: 8,814
    edited May 2021

    Camping and tunneling is often a necessity due to a lack of mobility and an inability to snowball. Giving killers without mobility a greater chance to snowball without impacting high-mobility killers would be amazing, and it would get rid of gen camping as a nice little side benefit.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    🤔Interesting

  • Moundshroud
    Moundshroud Member Posts: 4,458

    Yeah, it is a valid point. It is easy to say "don't camp" when you are talking about a Killer that can cross the map in literally ten second or less, or has built in Proxy Camp ability. It is often forgotten that we have a fair number of Killers that don't have those options and those are the ones that tend to Camp more, not out of love for the tactic but necessity. Once in a BLUE MOON I might see a Camping Blight, Spirit, Nurse, Freddy, or Legion. The reason is none of them need to Camp. They can upkeep Generator Pressure and still get back to the hook in time to intercept by pure chance.

    Not all Killers are created equal; some tactics are done simply because they must be done.

  • Clueless
    Clueless Member Posts: 340
    edited May 2021

    (For reference currently each hook stages last 60 seconds)

    What about making the base time to die on hook faster say ~40 seconds but when the Killer is near it slows down to say ~80 seconds.

    While the Killer is in a chase the hook speed speeds back up to 40 seconds at the same pace as it slowed down.

    This is dual purpose, if the Killer camps they are punished and it rewards the Killers for playing aggressive with a better than default timer.

    With a short base time if the Killer leaves, it pressures the Survivors more to get off gens and go save the person instead of "I'll finish this gen then save them".

    Thoughts?

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092
  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I would tell survivors to adapt. Camping+tunneling have numerous counters. They either

    A: are unaware of said counters

    B: don't feel like doing them

    C: suck at the game

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Built in Cammraderie.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    This guy said it all already, short and to the point.

  • MrBuffalo
    MrBuffalo Member Posts: 312

    I mean...tunneling and camping already HAS a counter......D strike. Yet every killer complains about it even when survivors do use it the intended way....But I don't think people are ready for that type of discussion yet.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    People still complaining about DS? The most recent complaint about it I had seen was sluzzy complaining about it being nerfed.

  • DetailedDetriment
    DetailedDetriment Member Posts: 2,632

    I wouldn't. Both may be ######### gameplay styles, but sometimes it's the last thing a killer can resort to when they have no pressure on the survivors.

  • MrBuffalo
    MrBuffalo Member Posts: 312

    Yeah....Some people ive encountered in game still say its broken and unfair but ya know....Those kinds of peeps are never happy :')

  • Tizzle
    Tizzle Member Posts: 696

    What happens when the Killer camps and then chases someone around the hook trying to save thereby halving the hook state back to 40 seconds?

    This makes no sense, adding 20 seconds does absolutely nothing to deter someone that wants to camp.

  • Moundshroud
    Moundshroud Member Posts: 4,458
    edited May 2021

    Yes, there are quite a few still complaining... but in fairness... they might ALL be Sluzzy. Who knows how many accounts he/she has to reiterate and repeat, like his/her own posts, and act as his/her own Shill. :)

  • redsopine00
    redsopine00 Member Posts: 905

    You can’t without overhauling the entire game’s mechanics

  • Luciferr_2nd
    Luciferr_2nd Member Posts: 911

    No one likes being camped or tunneled, i think we all understand how frustrating it is (apart from some entitled killer mains here)

    But i dont think there will ever be a solution to solve it, like at endgame where the killer has no other choice i feel like it is justified, or if theyre in a really bad spot maybe.

    So how do you allow that, but prevent camping/tunneling first hook at 5 gens? Its really tricky, it is depressing to get camped or tunneled at 5 gens, sometimes it makes you think if the killer even wants to have fun.

  • Moundshroud
    Moundshroud Member Posts: 4,458
    edited May 2021

    You have to remember that Killers have tactics and tricks too, and sometimes what looks like Camping at five Generators (usually the first hook) is merely the Killer taking an assessment of the team's altruism. It also bear noting that most of the time Survivors incorrectly label things as Camping and Tunneling because of personal bias. The long and the short of the matter is that this game REQUIRES Player agency (for both roles) to work. Both sides are controlled by Players; there are not Bots. Nobody wants to be reduced to being just a Bot. Killers want the same ability to make choices, and express their own play style as Survivors do. If you take that away from them, you lose a significant number o them. This game, not having Bots to replace them, would grind to a halt or be so slow as to start dying.

    Thus, we accept that sometimes, some Killers are going to Camp, Tunnel, and Slug. It doesn't happen near as often as people seem to think it does. It doesn't really matter if it happens at all, as long as the choice is there for the Killer to make.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410
    edited May 2021

    Lots of things in this game are unfun. For both sides. It would take a massive rework of the game's mechanics to fix themt, though.

    For survivors, it's not fun to be slugged, dangling on the hook, holding M1 on a gen, tunneled, or camped. It's not fun if you try to play as a team but a lone wolf or potato ruins your chances, and it's not fun to be the odd one out with an SWF who uses you like a red shirt. As a killer, it's stressful to be up against four players when there's only one of you and gens can pop pop pop like a bag of Orville Redenbacher's.

    I have no suggestions for fixing these things, because a lot are deeply rooted in the game's mechanics. It's unlikely we'll see the devs tear it up and start again, adding the kind of structure that would ensure all players, win or lose, get to participate and have a good time and not feel like they wasted a chunk of their lives in the queue just to be miserable.

    As is, there's no structure, and because of that player agency is important: in a 1v4, hobbling the tactics of the "1" will have massive repercussions, and things will go from bad to worse if players who are struggling against the 4 feel even more frustrated by limited options.

    The devs can make more perks to encourage leaving the hook and not tunneling. It's not a fix or anything, but every little bit helps.

    A better tutorial that teaches killers about pressuring gens would be a step forward, too. Nothing in the game helps killers learn to pressure gens. The intuitive way to play is "find one survivor, tunnel, camp, find next survivor," and if that strategy works even some of the time then killers are just going to keep doing it and be confused when it fails. Most players don't come on the forums or scour YouTube for guides. A halfway decent in-game tutorial is long overdue.

  • TunnelVision
    TunnelVision Member Posts: 1,375

    Short answer is, you will never stop camping and tunneling.

    It is literally impossible. People will still camp and tunnel even if it means you get 0 BP.

  • Clueless
    Clueless Member Posts: 340

    Adding 20 seconds without a doubt does something. If they are chasing someone near the hook, the Survivor needs to lead them away.

    If they choose to stay at the hook instead of chasing the Survivor the timer slows back down.

    This is also to incentive the Killer to leave the hook as well as discourage camping and gen-rush.

    Also I think you are thinking of it as an on/off kind of thing instead of it building the speed up/slow down the longer they are near.

  • perezkarlo37
    perezkarlo37 Member Posts: 55

    I'm okay with camping, as long as it's not multiple AND prolonged. If a killer has to camp me or my teammates because they don't have another choice, that's okay. If a killer camps someone because yes, then that's not cool. I'd say survivor's health bar when hooked should go down a bit slower with an increasing effect the longer the camp is. Camping for 30 secs approximately? That's cool. Camping for an entire hook? Then the bar would go down slower, to the point that a survivor each will get themselves rescued at least once. Then, this mechanic thingy would just not work.