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How to actually fix tunneling/camping

Everyone wants to penalize killers for doing it, but the real way to address it is to understand WHY it is so effective on a tool that so many do it and address that base issue. Increasing the gen time helps, but that doesn't make camping/tunneling less effective. The baseline BT does, but only slightly. What we need to do is have gen slow down based on hook state/injury.

The problem with DbD's hooks is they are not particularly rewarding unless it is death hook. An injured survivor on death hook progresses gens just as fast (Or even faster, Resilience) as a survivor with no hooks at full health. However, getting rid of that survivor is a 100% decrease in their gen progress for the cost of a single injury, in the case of injured death hook survivor. That is the issue. Nothing. Nothing. 100%. 25% of the team's total capacity.

What needs to happen to fix that is that there needs to be an action penalty associated with being hooked, similar to Scourge Hook: Pain Resonance. That is the perk that should be baseline for killer, with the actual Pain Resonance increasing the effect. Survivors should take a 10% action speed penalty per hook state, and a 5% while injured, then decrease effectiveness of slowdown perks across the board. (The ones not already getting nerfed) This would mean camping a single hook is NOT an effective method of slowing down the game, because you have 3 people with 100% progress and one person doing nothing who would have a 85% progress if you left. If you hook and chase, you instead have two people with 0% progress, and will soon have a third when they leave to unhook. Then, when they do unhook, you have someone with 85% progress and two people with 100% progress, but then you get another down and it starts again, EXCEPT now you have someone who is at 90% Progress, one person at 100% Progress, and two people at 0, with either the 100% or 90% about to be reduced to 0% when they go to unhook.

This encourages you to split your hooks much more because instead of 100%, 100%, then nothing, you are making the survivors actually weaker if you choose to split pressure. If this was done as part of base game, and all other forms of slowdown/regression that weren't just nerfed were lowered in efficacy, then sitting around face camping doesn't do as much to slow the team down.


Alternative:

Survivors should take a 25% penalty to action speeds that regress to 0% over the course of a minute after being healed, which would encourage the killer to not go after the same person for a full minute. Increased to 50% (Still one minute cooldown) on second hook. Resiliency and No Mither obviously change that 'needing to be healed' part. This has a similar effect, but means the penalties are more extreme immediately but not prohibitive if a stealthier approach is taken, possibly adding an actual fear aspect back into the game.

Comments

  • Kommunistkoala
    Kommunistkoala Member Posts: 9

    People wanting it punished are just survivors where it gets in the way of their trolling.

  • jabberdragon
    jabberdragon Member Posts: 58

    I feel like the amount of complaints for tunneling and camping are always exaggerated because someone can go 100 games without getting facecamped, but they get one game where the killer stands in front of them on first hook and they go on reddit or the forums and freak out.

    I don't think there is actually a problem with tunneling or camping in the game at all. I don't believe it's an issue. I think people who get tunneled or camped once in a while are unfortunate but there are absolutely no problems with it as it stands.

    Now, I like the idea of incentivizing spreading out your attention as killer. You're absolutely right that a survivor on death hook does 100% of the action economy as a survivor with 0 hooks. The reason why you often see killers prioritizing weak survivors who are easy to catch or survivors who are on more hooks is because the only survivor that does not progress the game is a dead survivor.

    It is the most optimal play to kill survivors if you can because every survivor that is out of the game is less progress the survivors can make.

    No amount of blood point rewards or medallions or what-the-crap the devs want to introduce will change "securing a kill" unless it is more efficient to chase multiple survivors.

    So, yeah, I like the idea of a stacking debuff. Maybe you can get a bit more granular with it - while healthy, survivors take no penalties. An injured survivor takes a penalty based on hook states - 5% for 0, 10% for 1, and 15% for 2. This not only incentivizes the survivors not getting hooked, but also not staying injured. Not getting hit. Avoiding the killer as if the killer is a scary monster that can actually hurt them is sort of the point of the game's theming but nobody actually does this because it's more rewarded to play the bodyblocking Borrowed Time hero.

  • SurvivorMains
    SurvivorMains Member Posts: 3
    edited July 2022

    imo with the current regression/slowdown combos and longer gen time in the PTB Cannibal actually has a huge buff to his face camping and can secure 4 k's doing so since the remaining survivors can not finish the gens in time. I feel a fix like this would not change that nor encourage them to find other people since they will 4 K anyways. I think the opposite approach needs to happen. If the killer remains within X meters of the hook for X seconds all survivors gain X% speed unhooking/repairing gens. The numbers can be tweeked to find a nice balance. But if a player face camps their first hook to death the remaining survivors should be able to finish gens and get out to punish the player for ruining a survivors experience.

    Also as to not just nerf the killer maybe if the killer has a player hooked they gain X% speed breaking pallets and hopping walls or some other benefit so long as they are X meters away from a hook.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Examine why Tunneling/Camping/Slugging happens. Usually it is a reaction response to the : gens before friends strategy of survivors.


    You chase a survivor and they are hard to hit; you lose 3 generators by the time you down them. This encourages you as the killer to camp them until stage two while patrolling the nearby generators.


    In short you traded one hook state for three generators. That is unacceptable. At that pace the survivors would have their objective completed by the second chase.

  • Icaurs
    Icaurs Member Posts: 542

    How does this prevent leatherface from standing in front of of a hook and using deadlock to ensure 2 easy kills?

    The only way to fix camping is to introduce massive game penalties to properly discourage the playstyle. All this solution would do is give killers the option to apply additional pressure by forcing hook trading with now effort, while sitll have no reason not to camp/tunell.