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Killer Camping solution
This solution can disincentivise hard camping.
If the killer is within 24m of a hooked survivor for more than 10 seconds while not in a chase the hook timer will decrease by 75%. This effect will immediately disappear the moment a chase begins with another survivor.
Hear me out,
Normally the timer for a full hooked state is 120 seconds when a killer is hard camping the timer will keep going normally and normally that doesn't make the game fun for anyone.
My solution is since DBD formula is based on additive if we were to decrease the hooked state timer by 75% after the 10-second mark. Survivors will gain an extra 90 seconds on a hooked state due to the idea of even trying to hard camp. so by formulating this the hooked survivor will gain an extra 80 seconds on the hooked state which allows survivors to pretty much fully punish a killer just because of their hard camp and completely disincentivize the killer to even attempt camping without completely losing everything.
So in conclusion, if killers hard camp the whole game hooked survivor survival for a total of 200 seconds instead of 120 seconds but if played normally the timer will stay 120 seconds
Comments
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Thing is this is still very exploitable since comraderie is a perk so that's an extra 34 seconds. if a survivor manages to get within 16 meters. So someone can run in get in chase but it doesnt matter cause the hook timer is paused for 34 seconds then they can just easily run away so the killer gets punished even more for camping.
The solution to camping killers is to actually incentivize them to go out and find someone else. And by making the hook timer take longer isn't how it's gonna work. Because as soon as the killer walks away the persons going to get saved 5 seconds later then get healed immediately while the killer is still walking to another gen. Then it will be back to hook sim since its better to get the killer than to chase someone that could possibly be on death hook.
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Still no.
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OK. What if I'm playing Huntress/Trickster and... I'm kicking the generator near the hook because I have Pop but I also need to reload to a near locker? Am I getting a penalty for playing the game without camping? Because I think it takes more than 10 seconds to do it. And what if I stayed a few more seconds to check if around the hook, there's not someone sneaking to make a save? What if I've heard someone's breath around the hook but I can't find them immediately?
It sounds like a good solution on paper, but it'd punish Killers who don't camp but stay near the hook for the reasons I've mentionned. I can't think of more for now.
As a Survivor, I also don't want to stay more in the game while being camped. I usually wait till the very end to let time for my teammates to repair as many generators as possible, but staying even longer doing nothing? No, thanks.
Also, I think a kind of mechanic like the one you described existed before and it was broken from what I've heard. (I wasn't there, I've just heard of it, so I could be wrong.)
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No
3 -
That's a no from me
I know that being camped is annoying but if the Killer if focused on you then it's up to the rest of the team to do Gens and possibly get a save
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you just need to incentivise them to go elsewhere, not punish them.
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I don't think you understand camping at all.
The point of camping is to get a KILL.
Adding some seconds to the timer is not altering the mindset of "I am not leaving until this person is DEAD".
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Hmm. I'm not opposed to testing this one out; having it disappear when a chase starts fixes the main exploit that comes hand-in-hand with this concept. And the 10 second grace period doesn't matter too much if you're on your way away from the hook and just had to complete some errands in the area first, provided it also goes away if you leave the area. But I do see some issues.
-24m is a bit generous, especially towards the end of the game where everything of interest can be clumped in a small area. If you have a hook in a 3-gen, or a hook near a gate, you'd easily trigger this during patrolling. (And I can't say I agree with penalizing endgame camping because there's literally nothing else for the killer to do at that point.)
-It's not uncommon to have a situation where a killer suspects or knows a survivor is in the area, but doesn't know where exactly they are. In this system, the killer is punished for staying to ferret the hiding player out, but leaving immediately gives the team a free save, which also punishes them. However, this concept wouldn't work by linking the turn-off condition to whether a survivor is in the radius either, because that can be used as a source of information in and of itself.
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And some still don´t get that most killers don´t camp for fun.
A lot camp because they can´t catch survs, maybe bacause they are too good for them. And you realize that fast as killer.
If you luckily get a down you defend that hook to try to get at least this one kill.
And if this is your only option you came to Bubba because he is the best Hook Defender.
I can confidently assume that most campers have been bullied by some SWF Groups before.
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They already tried something like this and the survivors abused it so it got removed. So I'm going to go with no.
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Every camping solution is automatically worse then just removing camping. This is because camping is an intended play, not an exploit.
If behaviour didn't want camping, getting hooked would remove you grom the map as a time out. If rescues were supposed to be garunteed safe the unhooked survivor would teleport away after being saved.
As it stands, playing smart already makes it so a hard camper can't get more than 1k without noed. Just scope the area and if it's a camp job just go do gens. People only do it because it works. Make it not work.
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No since it will not discourage the actual reasons for camping such as end game or hook rushing
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First thought is would this zone be lateral, or would it also include being above/below the hook? If not, then they can just camp from the top of the basement stairs. If it is then wide swathes of hooks in places like the game and Midwitch become basically unusable.
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If the killer stays within the hooks range for a longer period of time they get a MMR ranking boost untill they stay away for a period of time and let it decrease.
That should eliminate camping since none of the killers will want sweaty matches.
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Daily "original" camping solution. Can't get enough of these.
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You forgot to post your proposed buffs for killer. This is why most of these threads are hard to take seriously. It's always a survivor main making a thread requesting something killers have or use get nerfed, but not suggesting any compensation at all. Just "Pls nerf this. What, give the killer something in return? No way!" Propose what your suggestion is to make up for the loss of being able to camp. If you have none, then you're just asking for nerfs across the board for the role that already has very few enjoyers.
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Tried and exploited to the point of being removed permanently.
It has been tried repeatedly...It got abused no matter what the developers did to it.
The devs have given up on any baseline anti camp due to survivors finding ways to abuse it every time they tried.
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Were variations tested? I know that when it was first tested, survivors would loop the killer in tiles around the hook, but I don't know of further adjustments to the test or what they might have been, and that's something I'm pretty interested in.
I'm not surprised it always got gamed, though. One-size-fits-all solutions are extremely difficult and I couldn't think of any set of rules that would have fixed all the problems I identified, which I'm sure isn't the broad spectrum of possible problems that could arise. Either you cover everything and punish players that aren't actually doing problem behavior, or you leave loopholes.
Probably why they're so fond of bandaid perk solutions...
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This has already been tested and was badly abused by survivors that's why it wasn't implemented
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Game is balanced for 2 kills 2 escapes.
Thats it. Anyone saying otherwise just want an easier game. Survivor or killer.
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The solution to hook camping is most definitely not to punish the killers more for doing it. Killers camp hooks right now because leaving a hook is giving survivors a gift in the current meta, with how fast gens go, how frequent SWFs are, and how abundant healing is. Often times it's just in your best interest as killer to force survivors to come to you, or guarantee a kill rather than go out and risk trying to find and win another chase quickly.
And let's not forget that proxy camping, and patrolling your hooks to stop saves or force trades is a valid way to play. Face-camping is annoying and #########, but I think punishing killers for being near their hooks hurts a lot of killers and killer perks based around playing near the hooks.
BHVR needs to make changes to hooking, gens, and kills in DBD as a whole. They have to find out how to make Killers want to go find more chases, get more hooks, and protect their gens.
I think both sides want more chases, and survivors enjoy playing as a team on comms more than solo. So tbh, and this might sound crazy, but why not just highlight which Gen has the most progress whenever a killer hooks someone? Atleast then once the killer hooks someone they have some instant information on where the survivors are and what Gen they're currently pushing for. Just knowing you have an idea of where the other survivors are and what Gen you need to stop would be enough to make a lot of killers leave hook to go protect gens and pursue more chases after getting hooks. Also hooks would just be more valuable overall, the need to tunnel and camp to kill goes down when you give the killer information they can use to slow the gens.
Just an idea. I know there's issues with it. But I know that the main problem with hook camping comes from killers feeling the pressure from gens and knowing how much time finding and taking a new chase is going to cost them as gens pop. While knowing at the very least if they stay by a hook someone will have to leave their Gen to come to the rescue, and trade or get chased.
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The reasons to leave need to be encouragement not punishment.
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I don’t see that being abused at all.
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what if the survivor on the hook teleported to another and was invisible to the killer, something thats similar to PH ability
1