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Proposal to help disincentivize camping
Proposal first, words around it second:
When the killer is in the vicinity of maybe 10-15 meter of a hooked person without beeing in a chase for more than for example 20 seconds the hooked timer is slowed down by 50%. Numbers can obviously change.
After 6.5 years camping has still not changed in the slightest and still one of the best ways to win a game. Many factors play a bigger part in what counts as camping but I think this way it covers most of the exeptions and we can maybe bring its success rate of 2-3 kills per game down to maybe 1-2.
Comments
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They tried that when the game was born, people would just loop the Killer near the hooked while 2 did gens.
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But they gave you this.
Why don't you use it?
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" without beeing in a chase"
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That does not work either, cause there is always some Survivor who will try to save but back off. Then a chase will trigger and the hooked survivor will go a down. It gives the same result yet slower, it does not solve camping. It just traps Survivors for longer on the hook. great job.
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Just chase the survivor down then
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He just ran to shack, im not wasting the next 45 seconds in that strong loop.
What now?
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Find another survivor
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I found a survivor, she is on the hook. Slowly dying.
This is the weirdest Camper RPG we playing now.
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its not there to save the person on the hook. Its there to give the killer less leverage over the team so they can finish gens. The common strategy against camping is just stick to gens and this way they get to complete them and hopefully escape as 3 and not as 1-2.
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Camping has not been changed because it is a strategy, not a one sided no counter game winner for a killer.
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Roll for perception on the dwight behind the rock.
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We already had it with "use perk to go against playstyle" with tunneling and borrow time. Now they made it basekit and it helps not to always waste a perk for that behavior.
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Hmm. 12.
Do I see him?
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Yeah that would not make sense for MMR then.
Because why would camping one person increase the chance of someone elses mmr go up?
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That is literally what Reassurance does.
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Reassurance costs time to use and only buys up to 30 seconds. Its PTB form would probably have worked, but it got gutted moving to live.
Not to mention that the king of camping can punish you for trying to use it.
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Bubba with his AoE?
I can see that.
Maybe an adjustment to his power would be more targeted to reduce his ability to be a problem.
I think 30 additional seconds is plenty to push generators to completion if the killer is really only face camping.
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Camping is a strategy yes. But it takes the fun out of the game. After 1.7k hours it still leaves me dredded and after some games I just close the game cause I get frustraded. I'm pretty sure I'm not the only one who feels like this. This game, althou asimetrical, is a community game and if we stick to whats best but not fun we drive away players. But I give you that, then how about we give this effect to the killer we all have in mind when talking about it, (Mr. Sawyer)
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Nah bubba should keep his camping ability but reassurance should be buffed having 40s timer and 10m range instead 6m.
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Sure, sounds great, increase the range.
If you must, increase the duration, I don't see how it much matters.
I think the real issue is, is it worth a perk slot? and how to motivate people to give up their normal build to include this, and allow a 3 out, if the killer sits to camp, in a public game.
I do see reassurance often in SWF teams, and it works as intended.
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So there are 2 survivors in the game
And you are camping why?
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Well...
- I dont want to do shack as someone might save the hooked while I play safe loop with one survivor.
- the hook survivor is right there.
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So you want to camp?
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Another post where people try to find some solution to completely broken and unhealthy exploit, but swarm of campers immediately come to the rescue and provide 1000 reasons how it would bring inconvenience to killer and endanger guaranteed win.
- oh, i need to chase another survivor, no thanks
- oh, use anticamping perks, it's your problem
- oh, someone will unhook survivor, how dare they
- oh
- oh
- oh
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its the most logical solution
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For a perk that's useless in all other scenarios? I don't think 30 is nearly enough, considering you have to go out and have a stand-off with the killer to get the perk activated, which is going to cost most of that time.
IMO, at baseline, I think the hook timer should slow down based on the number of survivors on gens. That way, slamming gens actually does counter camping.
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Then again it's a Strategy not a perk so it's hard to get rid of
Maybe increase the hook timer by 10 seconds (just like Gens)
MMR has a play in all if this as well... cause it only cares about Kills VS Escapes
By applying Hooks and Gens to a lesser degree
Like:
Kills- Grant 50% MMR
Gens- Number of Gens left will grant 25% MMR
Hooks- Number of Hooks will grant 25% MMR
Chases will be to hard to put in so I left it out
And the same things would apply to Survivors
Escapes- Grant 50% MMR
Gens- Number of Gens left will grant 25% MMR
Hooks- Number of Hooks will grant 25% MMR (putting this on individual Survivors is something that I can not figure out)
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This content has been removed.
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Do you need help explaining what that mean or did you figure it out on your own?
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I see SWF use it often and it works out for them in basic matches.
But, if it winds up rejected then it needs to have some buff or other tested.
As it is most of the community ignores it, and it works out to a waste of developer time(as far as the game goes), I don't know if it helped sell DLC.
In short, I'd be fine with them testing whatever, as long as they commit to revisit it if it winds up too much and disrupts other scenarios
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