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No one-shotting within X meters of hooked Survivor
Idk, just a random idea that came to mind spontaneously.
Basically, Healthy Survivors who would go into the Dying State (excluding being grabbed from having their action interrupted) while they and/or the Killer are within X meters of a hooked Survivor instead suffer from a Deep Wound. This applies to both the Exposed Status effect and powers that can one-shot like the chainsaws.
Makes it so Survivor can still get punished for making a save vs. a one-shotter, but also makes it so the one-shotter can't camp and one-shot at the same time.
What do ya think?
Comments
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Doesn't help with Bubba which can still just chainsaw, since he doesn't stop his chainsaw upon hitting someone, so he can still camp, only that now he would have Speed Limiter when near.
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Survivors should gain the Endurance status effect when within 16 meters of a hooked survivor. Deep Wounds is more than enough punishment for an unhook attempt against a camper.
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I think that's fine. If absolutely necessary, just make it so a Survivor can only be hit by the Bubba saw once per rev.
I don't think the solution to camping is to make Survivors effectively insta-heal just for being within range.
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I mean it's not fine because you haven't solved camping at that point :v
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I'm only trying to solve one-shotting while camping.
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I mean, we should be trying to fix camping, not just one-shotting. No need half-ass a fix, best to find an actual permanent solution than to constantly do tiny band-aid fixes.
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I'm not trying to find a solution to camping in this thread, so telling me that I should is not accomplishing anything.
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Sounds like you're coming from the position of "killers should not be allowed to camp whatsoever". Rather than making camping situations managable for the survivors to deal with.
Camping is absolutely a fair and legitimate tactic in some contexts, and in some others, it's an unavoidable scenario.
Imagine being cheated out of your well earned power just because the survivor you're chasing ran towards the hook.
Oops sorry, all that time stalking and chasing that survivor as Ghostface was wasted, because the exposed survivor ran to perform an unstoppable hook rescue in your face.
In fact any survivor exposed for any reason, could simply use it as an opportunity for a guaranteed safe unhook.
Which is just one reason why this can't work @TAG, sorry.
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"In fact any survivor exposed for any reason, could simply use it as an opportunity for a guaranteed safe unhook."
Not if they're already injured?
Also, how is the hook rescue unstoppable if you can still grab them?
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Then what's the point of them being exposed? You expose healthy survivors, so that you can down them in one shot, that's the power, that's what you're investing and paying a cost for.
You're cheating a killer out of their power.
You may as well make killers that "ignore endurance" next, so you can cheat survivors out of theirs too.
And I don't agree with hook grabs anyway. I'd much rather they got rid of hook grabs than anything that disables killer powers
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If they're going for a rescue to cheat the one-shot, you grab them. Or you just hit them and then hit them again if they are bold enough to continue with the rescue attempt. The end result is that they are down anyways.
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If you don't get the hook grab, that's guaranteeing the unhook.
Why have I just spent so long stalking a survivor for my only power, just to have it guarantee them an unhook instead of an instadown? which is the whole point of the power.
Why have I run Devour Hope and banked my well earned stacks (by not camping mind you) only to have it totally invalidated because the survivor ran to the 'safe space' around the hook? They didn't even need to cleanse it.
Fact is the hook cannot and should not be a 'safe space' for survivors to abuse, it's the killers domain.
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Then make sure you get the hook grab? Or make sure you don't set up an instadown too close to the hook? Or hit them anyways to try and push them away from the hook, lest they risk going down anyways and rendering the save moot. It's not like this idea makes instadowns useless. Just worse at camping with.
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But none of these examples are camping, they're choices by the survivor to make bad plays, with the risks mitigated by an abusable 'safe space'.
Why should the killer have to make allowances for survivors playing badly?
Why don't you just not go for the hook rescue when you're being chased by the killer?
This is just an example of a heavy handed 'solution' whose inadvertent results would be worse than the problem they're seeking to rectify.
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It's hook grabs that are problematic. Like the old hatch grabs, they force a standoff situation that's no fun for anyone and is completely luck of the draw. Plus, it only really happens with camping.
Without hook grabs, killers would be forced to hit the survivor making the rescue, which is now much easier with the changes to attack cooldowns, and it would make a hook trade far more likely, while reducing the chances of a 2nd free hook.
That's a net gain for survivors, as the chances of two survivors being on hooks simultaneously is decreased, while a hook trade is generally in their favour, it relieves a survivor close to death, and replaces them with one who's got more time to spare, which is particularly good against campers who want to eliminate a survivor ASAP. Instead of one 3 minute timer, they have multiple 3 minute timers to get through.
And yet a killer can still be satisfied with a hook trade, as it's another hook score event, and the killer hasn't lost anything, while gaining objective progress. Even at end game, you want a hook trade more than a flat out fresh hook, so you can score more hook events, and keep all of the survivors in the game longer, increasing their chances of being ultimately sacrificed. I've had end-games like this where all survivors made it to the gates, and then through over-altruistic behaviour, 3 of them ended up dead, purely through hook trades.
So I think eliminating hook grabs would be a win-win, and a much more effective 'camping counter' than prohibiting killer powers or any of the perk changes they're making in this next update.
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I think you overestimate how "safe" this space is. It's not like the unhooking Survivor is at an advantage against an M1 Killer if they decide to brazenly go for a save WHILE the Killer is on top of them.
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No, but it invalidates a well-earned killer power.
If a killer has put in the work or spent the perk slot to expose a survivor, then they should expect to one-shot that survivor when they catch them.
At a hook, that would mean they guarantee the survivor goes down AND prevent the hook rescue. That's not unreasonable for the survivor ######### up like that.
With this expose-denial, an exposed survivor can think "at least I can get a hook save in before I go down!" And there's nothing the killer can do to prevent it (besides gamble on a grab when they shouldn't have to).
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If the Survivor is still disadvantaged, them I'm okay with Killers losing the ability to one-shot them around the hooked Survivor. "It's not fair" does not tell me why that's a problem.
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I don't know how I can explain why it's a problem any better.
It seems like you don't understand the concept of cost-benefit and how it applies to killer powers.
Or you've never played killer.
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Well, if you can't explain it any better, then in my eyes, it's not a convincing issue.
If you're worried about the Survivor using that area to avoid an insta-down, then you as a Killer should pay a little more attention to the situation at hand and weigh whether the investment you are making in your insta-down is likely to be wasted or not.
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...or as the survivor you should pay a little more attention to the situation at hand and weigh whether the investment you are making in your hook rescue is likely to be wasted or not.
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You still have to as a Survivor. Not like Survivors don't have to weigh that choice against non-insta-down Killers.
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At least healthy survivors shouldn't be grabbed while unhooking, similar to vaulting.
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Camping already has a punishment mechanic - do gens.
If the killer is waiting by a hook to secure a hook stage it very likely means that you took too long working on a generator and should have tried to save sooner.
Remember : Friends before gens.
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I don't disagree with this, but I don't think that advice and this idea are incompatiable either (especially once there are no more gens to be done).
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the people who want facecamp will just play trickster and utilize his zero cooldown blades. they're not 1 shooting you, but they are preventing you from getting unhook.
alternative is picking huntress and running her oak shaft yellow add-on. I think trying to punish the killer for camping is wrong approach to the problem.
better solution to make camping not rewarding. think of like slugging, how often do you get slugged as survivor and die? Not often right? why? Its because it takes 4 minutes to die on the floor. this is long time. If hook regression is worse, than killer are less likely to camp because it leads to them losing, instead of winning.
a camping killer with 1 shots is not breaking the rules of dbd hence the killer has no reason to be punished though his strategy doesn't have to be game-winning.
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Those two things seem acceptable to me compared to one-shotting.
Also, we already have instances of Killer being unable to to certain things near the Hook that are not against the rules (Dredge to a nearby locker, set Victor too close as examples), so restricting Killer tools around hooked Survivors is fair game.
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I don't think its fair game, why are some killer getting punished and others not?
you either punish everyone or punish no one.
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Because some Killers can be super good at camping the hook while others not as much purely because of the one-shots? It's not like being really good at hook camping should be a desirable trait in Killers.
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dunno in certain situations, their restriction on ability power near hook is annoying. Like artist for example, when a survivor is looping in a tileset, the inability to places crows can hurt the killer in a chase. Victor's anti-camp mechanic doesn't even do anything because you can place victor before acquiring the hook.
one of my games as dredge was I had a survivor in basement, I found another survivor to chase post-hook, I hit them and than they run to the basement and at first, I was like, what he is doing, than I remember that you can't tp to lockers, so that blocking locker mechanic prevents you from cutting the survivor off. punishes proxy camping for some reason.
in current iteration of the game, being good at camping is desirable trait. Being good at tunneling and slugging are also desirable traits. they're just not very fun for survivor to play against, mainly because camping reduces your skill as survivor since you get only 1 chase if you die in 1 hook. Tunneling can be unfun because the killer that generally tunnel are those that do not get punished hard by Decisive strike. Its more along lines of like Nurse that just pick you up on every down or blight tunnels straight off hook. Like when killer tunnel, they do it because it wins them games, same logic as camping. slugging for survivor can be unfun for survivor if your get slugged and keep getting re-slugged after being picked-up. It really only happens with Twins and victor slugging. The other killers typically slug A) avoid DS or B) map-pressure purposes.
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Being good at camping should never be a "desirable trait" IMO. Being able to pull that back through cutting off one-shotting is a decent start to dealing with that.
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so how does that work for variety of killer powers?
Myer's pop's tier 3, he m1's someone near a hook, the survivor doesn't go down. Killer player is massively ??????? confused.
Oni pops his demon fury, wacks the survivor with the bat, the survivor doesn't down. big ???????
Clown hits the direct hit with the pinky finger add-on, hits the survivor. another big ??????
The chainsaw killers, billy and leatherface just get base-kit speedlimiter on their powers near hooks.
Definitely not an exploitable change. /sarcasm.
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I think what your asking for is a perk that grants self-endurance effect when you unhook a survivor and prevents you from getting grabbed. Borrow time originally used to do this which is why it was once called an anti-camping perk. It no longer does that. Even if endurence was only for 5 seconds, I think many survivors would use that perk in their main load out.
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I'm not sure why you are saying these things like they are unintuitive interactions. If the Survivors are healthy, that is indeed what would happen. If you don't want that to happen, do it before they get in range of the hooked Survivor.
I am pitching the idea for a Healthy Survivor (as in not injured) to not be one-shottable near a hooked Survivor.
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they'd never do that as base-kit change, not intuitive. at best it might be a perk. a meta perk for sure.
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I don't see how those are unintuitive? Those are the intended interactions with this idea.
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