Thanks, BHVR, for keeping the game in fun and healthy state.

After 5th fun match in a row I finally set up recording. These were a fine games and we can clearly see that no overpowered perk of filthy survivors can be abused, and killer can "secure a kill" and "apply proper tactic".

https://idiod.video/uo6ywg.mp4

I think the next smart move would be to remove all exhaustion perks, built-in BT and increase gen repair time to 5 minutes. Yay! Thank god Reassurance was nerfed!

Comments

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    There is not much nice to say currently about the state of the game but somehow the playercount dont drops noticeable

  • TheLastHook
    TheLastHook Member Posts: 495

    So tell us what happened with The Trapper in your last game? You got into the basement didn´t you?

  • SuzuKR
    SuzuKR Member Posts: 3,910

    This but unironically. I genuinely have fun every game regardless of side or build.

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    Plot twist, those 50k people are actually all BHVR employees, lol

  • ad19970
    ad19970 Member Posts: 6,811

    I am sure these are the type of posts BHVR will take seriously lmao.

    As much as I want camping to still be nerfed as well, I doubt posts like these help. Especially considering they did just buff survivors anti-tunnel mechanic in the last update, and in a great way. And I am sure they will add more if it's still needed.

  • ad19970
    ad19970 Member Posts: 6,811

    It's almost like not everyone agrees with how bad the game's current state is.

    Yes, there is still a lot to improve, but many people seem to still be enjoying the game. I for one am enjoying both sides at the moment.

  • ImNotBobDylan
    ImNotBobDylan Member Posts: 221

    Thank you for sharing feedback, this is not OK. Will rework blast mine to prevent this situation from happening again. - BHVR

  • My_Aespa
    My_Aespa Member Posts: 545

    Idk why people haven't learned by now that if a killer is face camping and is not moving... they are literally giving you time to do gens. Stop giving the killer an opportunity for more kills. Camping's not gonna go away anytime soon so idk what you think these kinds of posts are gonna do now that they haven't done in the past few years.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Maybe because survivors could have at least a slight mean to punish cheesy gameplay, which is severely punished by skilled teams anyway. Or how do you expect me to tell team do gens? Walk to each of them and wave to follow me? Any other bright suggestions?

  • dictep
    dictep Member Posts: 1,333

    Sorry, but I disagree. Yo can’t finish the gens against a face camper, so the best move is run to the hook asap, ######### and find another match

  • Ryuhi
    Ryuhi Member Posts: 4,687

    How are they securing gens if they are facecamping? gen rushing and facecamping generally end in mutual destruction and a 2k. It basically just becomes an efficiency standoff.

  • My_Aespa
    My_Aespa Member Posts: 545
    edited September 2022

    Yeah, go to the next game and move on with your day instead of staying angry.

  • dictep
    dictep Member Posts: 1,333

    I have 5.000 hours as surv and facecamping doesn’t end in 2k

  • My_Aespa
    My_Aespa Member Posts: 545

    Running to the hook is a suicide but I guess. If you try to unhook the campee, especially that early in the game, all you're gonna do is just keep trading hooks until you die. Honestly, doing totems and praying for hatch or exit gate is the best bet.

  • Ayodam
    Ayodam Member Posts: 3,322

    Not anymore. A killer can fully camp to death 1 survivor and at most now they might lose 2 gens before they can prowl for another survivor. It they’ve got regression perks, it could even be 1.5.

  • Ryuhi
    Ryuhi Member Posts: 4,687
    edited September 2022

    Yeah that survivor got absolutely dunked on and then ragequit on hook if you're not getting 2-3 90 second gens done in less than 2 minutes of hooktime alone, let alone starting the chase, the chase itself, and everything other timewaste between. Like i said, its literally an efficiency standoff, and you are able to adjust to that. The longer you refuse to, the more of a head start you give your opponent.

  • dictep
    dictep Member Posts: 1,333

    Yes, ######### is the best strategy against facecampers now.

  • Ryuhi
    Ryuhi Member Posts: 4,687

    because survivors need 4 people to be efficient to match an efficient killer strat, and they generally aren't. Survivors who get carried rather than being the ones who carry will always weigh down efficiency averages, and they often do. Even with multiple slowdown perks the numbers game is still in survivors favor if they are willing to cut their losses early and commit to the read.

  • My_Aespa
    My_Aespa Member Posts: 545
    edited September 2022

    Well it's either leave your camped teammate(s) behind or death on hook.

  • Solo q in a nutshell. The other survivors are running to the hook instead of doing Gens. And why? Because they have no idea the Huntress is camping. So much wasted time because they have no information. That's why, in my opinion, kindred should be basekit. But this conversation has been going nowhere for years. Fortunately, I have not had to deal with it for a long time now.

  • Raccoon
    Raccoon Member Posts: 8,185

    OP deserves credit for M1'ing TWO!!! gens in that clip compared to his teammates' ZERO T_T

  • My_Aespa
    My_Aespa Member Posts: 545
    edited September 2022

    Yeah, if the killer is camping, you can get gens done and escape if the remaining team actually tries. If not, then it's every person for themselves 🤷

  • Raccoon
    Raccoon Member Posts: 8,185

    In solo queue, I'm always M1ing until I have a reason to leave the gen.

  • My_Aespa
    My_Aespa Member Posts: 545

    True, just like if I have an archive quest I really wanna get done.

  • Ayodam
    Ayodam Member Posts: 3,322

    Even running perks to help with gen speed, it's very unlikely that a killer cannot kill & camp two survivors before 3 gens are completed. There are just too many variables that favor the killer in such a scenario:

    1.) Unhooked survivors understanding that their teammate is being camped (so they have to go to the hook and see this, then find gens--wasting time)

    2.) Gens take longer.

    2a.) If survivors bring perks to help mitigate longer base gen times, the perks often require activation fees that require survivors to essentially waste time before they're able to start the gen (finding and cleansing dull totems, finding specific gens, finding partners*, etc)

    2b*.) It's an exceptionally bad idea for 2+ survivors to work on a single gen while a killer camps their teammate.

    3.) The camped survivor doesn't accelerate hook progress by trying to escape, or disconnect because they're in a boring, hopeless situation.

    All of this and more culminates in a match where a killer can camp 1 survivor from hook till death and you might see 1-2 gens pop if you're lucky. What more commonly happens is that by the time survivors get going with gens, the hooked survivor has died or is close to it.

  • Ryuhi
    Ryuhi Member Posts: 4,687
    edited September 2022

    How did you list all those variables while trying to pretend that there arent any that can affect the killer's efficiency at camping and tunneling? There is even a perk that can pause hook timers now, regardless if everyone discarded it for undervaluing it. You're stacking up everything that can possibly work against you while ignoring everything that can possibly work against the killer, which is why its not a particularly unbiased take. I already acknowledged you can do everything right and still lose if your teammates refuse to adapt, and its kinda what i've been saying from the start. If you give up and call it hopeless or if you refuse to adapt, you are being part of what prevents the others from being able to escape. I don't mean that in an insulting manner either, just that its an adjustment you need to understand and adapt to rather than try to wish away.

  • Ayodam
    Ayodam Member Posts: 3,322

    So Reassurance isn't efficient at stopping camping because it only lasts for 30 seconds; however, you've gotta spend time traveling to the hook, activate the perk while in proximity to a killer who can hit you, and then return to or go find a(nother) generator to begin working on. All of this cuts into the 30 seconds of the perk's activation, and the other variables I mentioned are still there. They don't suddenly disappear because you used Reassurance. Technically, Kinship is the better perk but it's still far from a magic bullet. What other takes do you feel hurt camping?

  • Ryuhi
    Ryuhi Member Posts: 4,687
    edited September 2022

    Again, you're listing every possible negative to the application of the survivor perk, while ignoring every varaible that happened between the start of the game and the facecamping first hook. I'm not even saying your variables aren't worth considering, just that you are purposely only considering half of the situation. I could just as easy go on a rant about how any number of killer issues can impact the situation but I haven't been trying to argue with you, I'm just suggesting you consider more than your own perspective then reevaluate it.

  • Roaroftime
    Roaroftime Member Posts: 491

    literally but nobody on solo queue does this they just hover around the hook until that person dies

  • My_Aespa
    My_Aespa Member Posts: 545

    Then teammates get mad at me and say "Why didn't you help?"... because I don't want what you guys got which is death! Or a quicker death if I didn't make it out either. Try to get as many points as you can and at least try to make it worth it if a killer is camping someone else.

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    But Survivors ignore Kindred when I have it and bring camped and still run like moths to a flame.....

  • Gary_Coleman
    Gary_Coleman Member Posts: 732

    I think they should remove the exhaustion from the exhaustion perks and have no cooldown. So we could use them over and over right away.

  • Ayodam
    Ayodam Member Posts: 3,322

    I seldom see killers face camp at 1st hook with 4-5 gens left, but it's mentioned so often here that I can believe it common practice.

    I noticed you didn't answer the question I asked. I won't consider a thing you say until you do.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Probably you are on some high MMR I hear a lot, because I'm definetely on the very bottom and here is a rare occurance when no one camped or tunneled.

  • Ryuhi
    Ryuhi Member Posts: 4,687
    edited September 2022

    So which pidgeonholded argument do you want me to fight? Because I'm not going to list every single variable that makes your assessment of the time wastes involved with the perk relevant, things like chase start time/time to down/time to reach a hook are all going to be diferent but they are all going to be more than zero, which was the point I was trying to get through to you. I've never even implied that the perk doesn't have any of the time wastes your mentioned, and havent disagreed with you about any of them. I've just stated that you are purposely ignoring that its something that affects both sides and trying to weigh your outlook to only focus on the negatives for your side. This game is absolutely full of worthless time wastes, but at least those ones are to get value out of a perk rather than a core mechanic.

    If you mean "What other takes do you feel hurt camping?" thats a kinda weird question. I think there are many base factors in the game that have been there and also others that have been included to weaken camping, tunneling, and slugging alike. They have also only made those strategies situationally worse, but have not brought them down below all of the other strategies that have been minimized by other choices, like CoH's existence: There is an extremely large issue with the game's balance about efficiency caps, and thats a major part of why tunneling and camping will always be a thing. You have no idea what level of player youre going against, or even how coordinated they are, yet they are at their absolute strongest at the time you need to figure that out. Most of the things that gave the killer time to judge those factorss and use less oppressive strategies at the start are at an extremely low point right now, so its basically damage control right from the start. I've been seeing a lot of people "tunnel 2" more often now, where they will juggle two survivors and only go after the other 2 if there is little to no time commitment involved, it honestly seems like the best compromise given the numbers game involved. Basically every change like making Corrupt and Ruin super niche, killing thana because two killers got too much value out of them (and then doing it again with AA like a month later because of nurse) all of those types of things have all done their part to hurt X thing but accidentally impact Y too much indirectly. Its been a growing trend since CoH was introduced and they keep trying to throw numbers adjustments at it instead of actually addressing how much it hurt the core mechanics of the game by existing.

    Basically we are at a point in the game's health that lowest common denominators are ok, since their alternatives are not viable enough or consistent enough for people to be expected to leave their outcomes to chance, and its a result of a lot of the nerfs indirectly removing value from things that they were not put in place to do. It happens with survivor as well, but generally only on a perk level rather than a core mechanical one, which is a pretty big distinction. BHVR is just really, really bad at making balance chances without considering what gets affected as a result, and following their "meta shakeup" from first announcement through to today is a very clear indication of that. Even our individual perspectives can do the same oversights without us knowing, which is why I'd rather educate than argue.

  • Ayodam
    Ayodam Member Posts: 3,322

    "So which pidgeonholded argument do you want me to fight? Because I'm not going to list every single variable that makes your assessment of the time wastes involved with the perk relevant, things like chase start time/time to down/time to reach a hook are all going to be diferent but they are all going to be more than zero, which was the point I was trying to get through to you. I've never even implied that the perk doesn't have any of the time wastes your mentioned, and havent disagreed with you about any of them. I've just stated that you are purposely ignoring that its something that affects both sides and trying to weigh your outlook to only focus on the negatives for your side. This game is absolutely full of worthless time wastes, but at least those ones are to get value out of a perk rather than a core mechanic."

    You haven't made any compelling arguments as to how Reassurance is going to successfully subvert camping. If your points are merely an opposition to my own, that won't work. Survivor time and killer time isn't a 1:1 correlation. Taking time to find a survivor, down/hook and camp them, is still more often than not going to take less time than a sequence of survivors working on a gen, leaving that gen to find out that another survivor is being camped, applying reassurance to that camped survivor, then returning to their gen or finding another gen to work on. This doesn't even consider that the killer may have some form of gen slowdown. If survivors have a perk that allows them to see that a survivor is being camped (i.e. Kindred), this can be manipulated by clever killers standing out of range of the perk. And it doesn't really change the fact that generators still take longer, and can take much longer with stacked slowdown builds; which brings me to my next point.

    Camping and tunneling have always been efficient strategies for securing at least one kill. Prior to patch 6.1, what made these decisions risky was the counterplay: survivors could apply pressure by completing generators while a killer camped, usually finishing 2 or 3 by the time the camped survivor died. And because the best gen slowdown perks were active at the start of the match (Corrupt Intervention and Ruin, generally), survivors were more likely to secure a 3-man escape at the end of the trial because when the killer had returned to searching for those who remained, the survivors had likely begun work on the remaining gens. But that is no longer the case; the best gen slowdown/regression perks come into play during mid-game now, and the actual slowdown/regression is more unforgiving than it previously was.

    If you mean "What other takes do you feel hurt camping?" thats a kinda weird question. I think there are many base factors in the game that have been there and also others that have been included to weaken camping, tunneling, and slugging alike. They have also only made those strategies situationally worse, but have not brought them down below all of the other strategies that have been minimized by other choices, like CoH's existence: There is an extremely large issue with the game's balance about efficiency caps, and thats a major part of why tunneling and camping will always be a thing. You have no idea what level of player youre going against, or even how coordinated they are, yet they are at their absolute strongest at the time you need to figure that out. Most of the things that gave the killer time to judge those factorss and use less oppressive strategies at the start are at an extremely low point right now, so its basically damage control right from the start. I've been seeing a lot of people "tunnel 2" more often now, where they will juggle two survivors and only go after the other 2 if there is little to no time commitment involved, it honestly seems like the best compromise given the numbers game involved. Basically every change like making Corrupt and Ruin super niche, killing thana because two killers got too much value out of them (and then doing it again with AA like a month later because of nurse) all of those types of things have all done their part to hurt X thing but accidentally impact Y too much indirectly. Its been a growing trend since CoH was introduced and they keep trying to throw numbers adjustments at it instead of actually addressing how much it hurt the core mechanics of the game by existing.

    Camping & tunneling didn't start with Circle of Healing or boons. Nor do killers camp because of some fear that if they don't, survivors will receive value from a boon totem. That particular comparison is out of touch. I believe the path of least resistance is the one that players will always walk. If there is an easier way to complete a goal, that is what most players will opt for. I don't believe efficiency caps have anything at all to do with it.