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Idea to stop camping
When a survivor is put on a hook after five seconds if the killer is within 8 meters hook progression is slowed by 75% if the killer remains there for 10 more seconds hook progression is stopped. When the killer is within 16 meters hook progression is slowed by 50%. (This is just an idea I thought about feel free to disagree or share different ideas.)
Comments
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This only ensures survivors will make every effort to keep killers near the hook to delay sacrifice timers.
Edit: Just have someone run Comradery, or whatever the perk is called, and dumpster gens.
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Maybe if when a survivor is within range all slowdowns are stopped.
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They tried version of this and it failed.
It's just not always killer's fault for being there. Sometimes survivors bring him there, which is just a bad play from them, why reward it?
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Multiple issues from the top of my head:
1- Survivors could abuse it by staying around the hook
2- Killers could abuse it by standing 17 meters from the hook. It wouldn't even make it more complicated for ranged killers
3- Killers could easily go closer to the hook and catch up to a survivor running for the unhook
4- Killers like facecamping Bubbas who make it their all brand would simply not care
5- Solo q survivors would still largely kill themselves on hook, so the extra time would only come into play for swf
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I think a great straight forward solution to camping and the inevitable tunneling that will follow would be a base kit reworked borrowed time. Instead of borrowed time's current effects, make it so the unhooked survivor simply loses their hit box for say 15 seconds (to deny killer or survivor body blocks), but can deactivate with similar conditions to decisive strike. The killer will then be far more incentivized to go for the unhooker than the unhooked survivor if they cannot even hit them and this could hopefully allow the survivor enough time to reach a pallet or decent loop. This solution doesn't fix the fact that certain killers like bubba can almost just outright deny the unhook entirely, but it would still help and I hope to see something like this in the upcoming perk overhaul mentioned in the 6th anniversary stream.
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I realised this after so I was thinking slowdowns could be stopped if survivors are nearby.
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Positive incentives that lure the killer away from hooks because it improves their odds of an outcome they want will be more effective than trying to punish the killer for 'bad behavior' that the game's mechanics occasionally encourage.
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Rework Matchmaking system so that it incentives Hooks more then Kills; but even then; the problem also resides on Gen Speeds as well as the amount of time the Survivors can easily delay the Killer's goals. Hencing it much more efficiency to straight up tunnel and camp, for easy kills.
If only there was a way to reward killer with different hooking, it would definitely help incentives different chases instead of tunneling the same survivor and camping the area for maximum value of not only killing them but their teammates too, if they decide to be Aultristic.
It would be much nicer if maps are smaller, or at least gen spawns are in good distance of each other; map tiles are adjusted so that looping constantly isn't exploiting by experience players, meta perks are Rebalance/rework to not offer any second chances for survivors/gen slowdown for killer. And of course, hooking a Survivor offers some reward to Killer's objective, also bonus benefit when you hook different Survivor.
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Already suggested in 2016 and quickly dismissed because it was abused.
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Actually, I like this idea, because unlike most, it addresses potential survivor exploits. I would do it like this;
A survivor off a hook loses their hitbox for 20 seconds and cannot interact with generators, totems, or pallets for 40 seconds or until they are fully healed. Borrowed time adds an additional 6/8/10 seconds. No Mither removes the requirement to be fully healed or wait 40 seconds. Removed hitbox, BT, and DS should be disabled once all generators are complete. Bam. While the game is still going on, camping and tunneling is way less effective because if they get off, they get away no matter what, but they also lose a significant portion of time, so it isn't like a 40 second killer chase gets negated with a 2 second unhook action + BT. Them being unhooked isn't as detrimental if they cannot immediately start working on gens again.
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So the camped person now gets to spend longer on hook and the killer can still secure a 2K with NOED.
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Obviously if the killer if near a hooked survivor they should explode into a shower of gore and the survivors should be greeted with a short cutscenes of them giggling and playing around in the killers guts. It's only fair.
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