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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

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    No

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    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

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    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".

  • Laluzi
    Laluzi Member Posts: 6,223

    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.

  • Marc_123
    Marc_123 Member Posts: 3,615

    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.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    They already tried something like this and the survivors abused it so it got removed. So I'm going to go with no.

  • cantelope
    cantelope Applicant Posts: 343

    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.

  • CyberDragoon656
    CyberDragoon656 Member Posts: 960

    No since it will not discourage the actual reasons for camping such as end game or hook rushing

  • AsherFrost
    AsherFrost Member Posts: 2,340

    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.

  • Grimzy
    Grimzy Member Posts: 219

    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.

  • SunsetSherbet
    SunsetSherbet Member Posts: 1,607
    edited December 2021

    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.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    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.

  • Laluzi
    Laluzi Member Posts: 6,223

    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...

  • LoneSlinger
    LoneSlinger Member Posts: 500
    edited December 2021

    This has already been tested and was badly abused by survivors that's why it wasn't implemented

  • Puddles
    Puddles Member Posts: 95

    Game is balanced for 2 kills 2 escapes.

    Thats it. Anyone saying otherwise just want an easier game. Survivor or killer.

  • BigSwanginRatnuts
    BigSwanginRatnuts Member Posts: 25

    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.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    The reasons to leave need to be encouragement not punishment.

  • Tr1nity
    Tr1nity Member Posts: 5,047

    I don’t see that being abused at all.

  • Yatol
    Yatol Member Posts: 1,960

    what if the survivor on the hook teleported to another and was invisible to the killer, something thats similar to PH ability