The way we stop the (early) camp
Hello everyone,
many surviours will know area camping killers within in few meters of a hooked survior. Not that this makes the game boring for the hooked survior, but also frustrating for the most surviors overall. A complete part of the game become nearly unavailbe, esspecially when this palystyle comes in favor for killers like bubba.
Here is my solution:
After a short peroiod of time (e.g 15-20 seconds), when the killer stands or moves within 32 meters (35 yards?) the average killer radius for the heartbeat, the time for the hooked survoir slows down for 50% and all actions for the other surviors are boosted for 50%. With this mechanic, this playstyle is still availeble but less effective.
Have a nice day
Throvonos
Comments
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Please vote this up or enchacne this idea if you like it :)
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Issue is: Survivors can than loop around said hook in order to prevent the survivor from dying, while gems fly even faster.
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Thats a good point
thanks for the answere here is the soution:
The game runs normally when the mechanic of the killer beeing in a chase is active.
It also runs in normal speed when another survior is stealthy in this area.
Regards, Throvo
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That would work.
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Don't punish camping. It'll just end up making even more Killers leave the game. Buff Killers so they don't need to camp and tunnel, then you could nerf it in some way
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No. This exact idea was tested and scrapped for being abusable. Even without someone abusing it via chase, it’s stupid to punish the killer for camping in a situation it would be stupid to not camp. Eg, hooked next to important gen/multiple survivors near which means chasing one is equal to giving a free unhook to another/about to hit second stage or die/endgame/gaining or regaining pressure in a behind situation/etc.
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Hello everyone, ty for the answeres.
@ThatOneDemoPlayer - it is not about making killers leave the game but increase the fun of the aspects this game offers.
Also a very good add. Thats what the post is for. If we add situations it is possible to create a usefull enhancement to the game. It is possible to add some values for the hook. What we have now:
Survior is on a hook
a) killer is inside the area for a spefic amount of time (e.g. 20 seconds - of course time is given for checking out if someone is lurking around) after that time with nobody entering the area, a "camping status" will increase the other surviors speed and decrease the rest of the hooked time (not stop becasue camping should be still possible but not as rewarding in especially in the beginning phase.
b) Another survior is chasing in the specific area - To avoid an abuse of buffs for the other surviorsan d the hooked one, the game runs in the way it is now. - Thanks to @Tr1nity for the hint with the chase
c) One or more suviors are hiding in the area. - The game runs normal. This is oen part of your issue.
d) The secons part you mentioned is when the killer is behind, or needs to protect a nearly done genereator. - Good point btw.! - so we could add: If in that area is also a generator with at least 50% of progess, the game runs normal. Next to the part where killers are camping in the early game we have to consider mid and lategame, which makes your idea very powerfull. I could also think of the percentage in which the generator progess is taken into account comapred to the generators which are left or already done in total:
1st gen 50% - 4 left
2nd gen 40% - 3 left
3rd gen 30% - 2 left
4th gen 20% - left
Another option is to decreace the radius in which the killer can stand. Or a combination of both.
Greetings
Throvo
Post edited by Throvo on1 -
Punishing camping without dealing with the unbalanced or "unfun" aspects that Survivors have will lead to Killers leaving the game. Fun is, and never will be, a reliable metric for balance
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Hello,
the word "fun" is the wrong term. A new mechanic should increase the gameplay overall and is the reason of this idea.
You said "Buff Killers so they don't need to camp and tunnel, then you could nerf it in some way" The mechanic of camping is still in the game, but changes during the state of gameplay (early mid end) - as you can read in the post before. - thanks to @SuzuKR
Kind regards
Throvo
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You don't get it. A nerf doesn't have to delete a mechanic, it could weaken it. What you're doing is nerfing camping just because it's "unfun" as you yourself stated
increase the fun of the aspects this game offers.
Camping is by no means overpowered, it's countered by BT and doing gens. The former is a Perk everyone has access to and the the latter is the main objective of the Survivors. The only "problematic" aspect is Bubba, and there is no good way to nerf it without reworking his Power
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Camping is a fundamental part of the game's mechanics right now. To remove it, they would have to rebalance everything in the game. Also, only a few killers are very good at camping, as normally they have to deal with BT and DS, and even without it, survivors can progress the gens while hook state slowly moves on, and then group themselves when it's time for unhooking to take hits. It would be better to consider the kindred base kit (survivors auras only) and then think about something for the Bubba slug on unhooking situation (I know Bubba is a controversial topic, personally I wouldn't like if they change him to much and make it antithematic, but his way of ensuring someone would die 100% is a little boring). I would like if they buff the perk Guardian a little bit, making the haste more significant. But boosting gens based on camping would be a bad idea.
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