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Fair anticamp

Yes the basic idea was mentioned before. But I think, that I addressed all the shortcomings.

Goal: Punish face-camper, while leaving proxy/strategic/hook-in-3-gen camping intact.

So to address this, after each new hook stage a 15s countdown counter starts. If killer does not reset this countdown, then survivors get +50% (so 150% altogether) repair speed bonus. To reset this countdown killer has to a, get away at least 24m (dHope distance) from hook for a split second

b, get within 24m of any other survivor (can be hooked, bleeding, injured, healthy - doesn't matter)

c, survivor getting within 24m from hook.

To make it more visible - I would propose also giving visual indicator to killer (and not survivors) about his current camping time. This VISUAL indicator would get reset whenever he leaves hook or starts chase.

Comments

  • Gandor
    Gandor Member Posts: 4,261

    Clarifications/examples so that the end results are actually apparent.

    If killer face-camps all the time, survivors can theoretically get +22,5s per survivor on a gen per stage. 19s if someone goes to exchange at the very last moment. This measure can't mathematically give any more gen time to survivors (without perks).

    Time to leave hook would be a little more then 5s out of those 15 without any abilities (for everyone but nurse - who can still use blinks). So ~10s to look around if somebody is around (and if so he can stay next to the hook). This also gives more then enough time to cross map next to hook and even look around for possible unhooker

    Last 15s are free hook securing - after new stage starts, countdown is reset so no punishment in this case.

    Killer needs to leave hook 3x (4x if he doesn't want to be predictable) to not get any penalty ONLY IF he can't see any survivor.

    If he hooks someone into 3gen, then he can camp them to death - survivors would need to get close to hook/him which resets the timer.

    If he grabs someone, hooks 2 people - free camping.

    Keep in mind that proxy-camping would be still very functional. If you don't want to leave hook, just move around within 12-24m from hook and you are good. Once you find someone, chase him away - you should get within 24m from him which should reset the timer.

    This measure makes it bad to camp - but it still allows you to throw the game to get that single survivor sacrificed. I consider this a good thing (Killer is still capable of punishing toxic players).

  • TacticalYoshi
    TacticalYoshi Member Posts: 9
    edited August 2022

    As much as I would like the idea of that, I would like to think more benefits should go to the guy who is hooked rather than the other survivors. Your conditions I feel are good, but I think the best way to do this is to grant them some sort of protection/bonus while on the hook to help stall the killer if they're looking at them, such as maybe potentially stunning them, slowing down their own timers, or making distractions to make it harder for the killer to keep camping them until help arrives. (Slowing their own timer helps since it gives survivors more time to repair stuff as well as traverse the area.)

    Basically once the countdown resets like you have it above, the powers go away for the hooked survivor but they still have a slightly delayed timer giving survivors a chance to save them as needed. That's just my thoughts anyhow.

    Oh, but I do think that maybe having these kinds of perks go away if a survivor comes too close may be too much though since that would be an ally taking away their abilities instead of the killer stopping their camp. It would also help against face-camping bubbas since the hooked survivor can stun them before they can use their power :p

  • Gandor
    Gandor Member Posts: 4,261

    Well. Now that we will have new perk reassurance, I presume this thread got immediately obsoleted.

    I still think my solution would be more engaging as it would make the game a little bit more fast-paced in contrast to stopping hook timer, but it would compromise some things still within the game (e.g. insidious play - which I personally think should no longer be part of the game as it's only usage is actual facecamp).

    So this might make no longer sense even if my solution feels superior to me (but truthfully - I could be very wrong) :)