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Face Camping in Solo Queue

I don't know where to write this, but BHVR needs to know how effective and disheartening face camping is in lower MMR solo queue. Before, if we knew the killer was camping, we could just do gens and hope for a 2 man escape. But now, with gens taking lower and perks like deadlock, thana etc. it takes longer and mostly face campers usually get 3 or 4 kills. Then, take into account the reduced cooldown on successful basic attacks. This makes it so you cannot even hook trade. In solo queue, we can't coordinate who must take a hit and who must unhook. This leaves most cases where I take a hit and then get grabbed during the unhook animation or end up in the dying state even before the unhook. Don't think that my teammates will unhook while the killer is hooking me now, because most of the time, the killer will just drop me by the hook, and camp two people at once. I've bled out under a teammate dying on hook more often than I should. Please BHVR, you need to do something about camping. This latest patch has buffed it and made it very effective, especially at my level of lower MMR and solo queue. This is my favourite game but after 3 or 4 face campers in a row, how can I play anymore? I can't even switch over to killer because the queue times are too long. And the queue times are that long because no one wants to play survivor, one of the reasons being face campers. Please do something to fix camping.

Comments

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Ashemed to acknowledge, but yesterday I snapped, first time in my life, after 12 hundred hours. After getting 4th literal facecamper in a row I t-bagged him and killed myself on the hook. I'm apoligize before my team, but it got to me.

    I'm not paid to provide fun for one VIP person, that gameplay has zero fun to me. Looks like it is fine by everyone, but, sadly, not for me.

  • Leatherbilly
    Leatherbilly Member Posts: 384
    edited August 2022

    There are a few ways to play killer but they boil down to a simple end: three hooks equals one kill, absent tunneling and hard camping. This means that, in principle, you could get 8 hooks without a single kill, or as few as one hook for that very same kill. Obviously, one hook is three times as efficient as one, and the cost for camping that one survivor to death is only two minutes to secure a kill. Therefore, any time hooking someone three times requires more than two minutes, it's less efficient than camping the secured kill. For many killers against good survivors, this means a considerable portion of the time.


    The benefit is there to killing someone so early is readily apparent; it's now 3v1, where the survivors' map pressure is reduced substantially. That's one less person repairing, permanently, in a game where it only takes that person 90 seconds to complete 1/5th of their objective, and three could be repairing at once. Consider, too, that the first chase will cost between one and two generators alone. Further, this means there will be fewer generators and thus less solo repairs.


    Whether you camp or not you lose 2 generators on your first chase, it's just a question of whether or not that person dies or gets two more chances. By not camping, that hooked survivor is still (temporarily) disabled, meaning they and at least one savior are not on gens, but the game becomes 4v1 again once they're saved unless you can snowball the pressure via slugging or attaining multiple hooks. Very few killers are capable of downing that rapidly against players of equal skill level.


    For those killers, the calculus is clear: secure the first kill, lower the pressure. Camp, proximity camp, tunnel. Trade two to three generators for a guaranteed kill and a much more manageable 3v1.

  • colley94
    colley94 Member Posts: 100

    The devs like camping, they actively don't stop it.