Close to the seventh anniversary and no anticamp mechanic
This thing should be top priority since year 1 and we are close to year 7 and playing againts a camping killers its still as boring as day one, please behaviour dont focus in things nobody ask like nerfs to billy and focus in the issues that the community has been complaining about since the game release, i could make a list for you because you clearly dont know what issues are those.
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Yet you still come back to us. Not every game you get camped so stop asking for things you have zero knowledge of. Play at high level as killer and you see why camping is a required strategy sometimes
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Uhh basekit BT?
And lot of perk could counter it?
If there is really some mechanic that they need to focus on,i think is a mechanic to antigen rush,so that killer no need to bring 4 gen defence perk,and still get 4 gens done in 5 minutes.
Or a mechanic that really rewards killer for hooking but not killing, like a debuff for survivors every time them being hooked.
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skill problem you dont need to facecamp to win in this game
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Not camping and losing gen right in front of hook is boring too.
Just go for hook exchanges or do stick to your gen if killer hard camps.
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base bt is an antitunneling mechanic and most of the times doesnt work, the only reason why perk bt was good was because the killer didnt expect it, base bt is just another failure of the devs to fix tunneling.
did you read the part where i talk about " issues that the community complains since the release of the game"? genrush is a problem but last year they increased the gens time by 10 second in the other hand facecapimping has been the same since the release of the game so it has priority
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that doesnt fix that the playstyle is unhealthy for the game and the hooked surivor is dying of boredom
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It isn't fair or accurate to say that nothing has been done about camping. Survivors have base kit borrowed time, killers are punished toward pipping if they are within a certain proximity of a hooked survivor for an extended time, a number of killer perks have been introduced that incentivize killers to not camp, and a number of survivor perks have been introduced to punish camping. I don't know what more you can realistically expect. A force field around hooked survivors?
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Basekit BT is an anti-tunnel mechanic so poorly designed it denies other anti-tunnel effects from going off. It does nothing to counter camping.
I wouldn't be opposed to some lesser form of basekit Thana/Gift of Pain, or a lesser Grim Embrace (that all only function while all 4 Survs are alive).
In general though I have no problem with 'genrush' as it is more an indicator of a matchmaking mismatch. When 'top MMR' is the top 25% of the game, that is equivalent to players in League of Legends at Plat going against Challenger opponents. I had an easy 'on-ramp tutorial' in the form of 25% max Pop with old Tinkerer. I was able to navigate different matches and learn and improve. I also started with Clown and Legion as my first mains, because I wanted to work my way from the bottom up. Since I didn't take many shortcuts to victory beyond old Pop, (I mostly didn't tunnel or camp) I learned how to end chases quickly, or abandon them for greener pastures.
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Get rid of hook grabs.
Increase the range of reassurance.
Allow the survivors to find a rocket launcher they can use to shoot a camping Bubba.
I think that would fix most of the issues.
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Camping is fine just you can beat it by just doing gens
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There is nothing that will realistically prevent someone who wants to face camp from face camping to death. Unless they change how gameplay loop around sacrificing survivors works from the bottom up. The most reasonable measures have been tested and the least disruptive of them have been implemented. Suggestions that are extremely punitive aren't even worth entertaining as ultimately they still won't correct the behavior of someone determined to ruin your day. It would just end up punishing players trying to play strategically or trying to just get 1 measly kill after getting ran for the entire game.
Back when the devs used to do regular update streams one of the most asked question was some form of "When are you gonna fix camping" and the answer was they knew it be oppressive and they were working to mitigate it, but it wasn't going to go away completely.
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camping or tunneling should not be penalized. however, killers should be incentivised for not doing it.
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This right here!
camping and tunneling shouldn’t be penalized, after all it’s a tactic to apply pressure.
but if you can give more benefits to killers to 2 hook everyone then we are talking
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Reassurance should be buffed.
If it was genuinely good at countering camping, I'd take it into all my games despite the perk slot it takes.
As it is, with the time it takes to walk up to the hook and back to whatever you were doing (assuming you did manage to use the perk without getting instadowned in some cases), very little value. Especially since it's one per hook instance.
Make it 45s per hook stage and now we're talking.
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Camping is a choice the killer makes that costs them pressure on all other survivors. You spot a camping killer, rush gens and escape. That said, the cost could be a little higher.
Removing hook grabs would be good, because no camping killer deserves to get TWO hooks out of it, a trade is perfectly fine.
Basekit BT is absolutely an anti-camping perk, it prevents the camping killer from immediately downing the unhooked survivor, which means making a save against a camping killer isn't pointless, it's a trade, but it's not a farm.
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nobody gives a s h i t about pips and base bt is an antitunneling mechanic
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My god killers gets nerfed into to dirt, they take away everything left worth using in terms of Slowdown and Regression while survivor-nerfs got reverted and even then, there are people around asking for more nerfs for killers.
Do you want a game and sometimes a challenge or do you want M1-Simulator with some Entertainers called Killers (besides the Top-Killers)?
Camping and Tunneling is EVERYTHING left and you will see it even more than now, because most killers are weak as hell.
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You have to spend time to run to hooked teammate to activate and go back to Gen, then later run back to hook again for 2nd times, takes always alot of time.
I made a simple chart of Gen time difference in 90second between with a Re and without a Re. About 20% Gen efficient gap, and that's already requires tight coordination that only SWF can do.
With 3 survivors left, Reassurance makes no difference.
I mean, if Reassurance has 1-2 time use with 60sec pause, its still more useful for Solo than using 6 times on teammates with 30sec.
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you dont need to camp to win, you have a skill issue.
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Also a anti camp mechanic. Not being able to down somebody the second they come off hook does make camping weaker.
That said i do agree with you, especially with perks like deadlock that passivily slow genprogress the hooktimer really could use a extension.
Doing gens isn't a counter anymore if the killer brings the right build
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Skill problem, you don't need anti-camp basekit to win in this game.
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Your charts make no sense, they show the same time in each.
4 survivors: 90s + 90s + 40s = 220s
3 survivors: 90s + 40s = 130s
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Hook grab, no, let that in the game, Even if a killer is camping, it still rewards the killer (in general) for catching a survivor during an action (rescue, vaulting,...)
I don't think, increasing the range of reassurance can be good, and even if it was the case, it sad that something, again, need a perk for fixing some issue, in the two side (killer or survivor) I find that sad that something need one or two perks, just because something in the game make problem
For the rocket... Why not!
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You know... in one of the patch note, one time, the dev say that they wanted to find a way to "reward those who die for the survival of the group"
Frankly? I wonder if at some point, if the survivors who get face camp immediately, at 5 generators, weren't penalized so much, people would be "more chill" about it, it would still exist, people will, but whoever gets caught first... Well, even if his game is messed up, he's less likely to have those pips disappear because a random decides to be "toxic"
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Uhhh?
First image shows the different between 4 survivor with 1 Reassurance, and 4 survivors without.
Second image shows the different between 3 survivor with 1 Reassurance, and 3 survivors without. Which in this case, Reassurance barely make any different.
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i dont want to win, i want to play the game
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And did you try adding up the 'time on gens'?
You're talking about a 20% gen efficiency difference, when each show the exact same time on gens.
The only difference in your charts is the area shaded in pink, which presumably represents being chased by the killer and/or healing up.
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I would argue you should be sending 2 players for the saves if a killer is just sitting there camping the dude out.
I think increasing the timer and making it a one time use would be a great direction to go. The perk is balanced around all survivors being able to bring it in and letting the hooked survivor sit on the hook for an additional 90 seconds. Balancing it around being a one and done perk with maybe having a camping icon and more clearly showing Reassurance is active would go a long way for helping soloq.
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Most anti camp ideas usually either end up being abused by survivors or are so ridiculous that it's not worth entertaining. The closest good idea we've seen is make hooks like ph cages with a survivor sensor. We would need an idea that works that can't be abused.
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i want to play the game
You're not allowed to!
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Oh I see it now.
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There really should be an icon to hooked survivor with its own timer to let teammate know. Other wise every time I use RE and do Gen, another teammate just go trying to unhook. The perk is really useless in Solo.
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Yea I would love to see a white background for when it is active with maybe it would deplete based on the remaining time on the perk. That would be pretty neat.
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You are playing the game, even when camped.
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Reassurance is already broken lol, an S tier perk does not need a buff
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lmao if you think reassurance is an s tier perk you should stop camping
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You think Reassurance in broken and S tier??
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Increasing the Hook timer seems like it's going to happen
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Hook timer should have been slightly increased once gen times were increased tbh..
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Yea... that would've made more sense
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Some killer mains are trolling here
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?????
High level? What are you talking about? Camping does not even work against actual high level survivors. They will immediately call it out in discord. An organized SWF can easily force trades as they can coordinate a rescue with two people. There isn't ######### you can do to stop them unless you are playing as Bubba or something. They will also most likely bring reassurance. Facecamping only works against disorganized solo players which is exactly why it's sort of problematic.
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On the flipside: Sabos, consecutive flashy saves, and the psychological weapon that is teabagging is also required.
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Well we had old BBQ and old meta killer perks that gave you more reassurance that you'll win.
Now killers just can't take a risk sometimes and will camp just to secure that sacrifice.
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Against trash team survivors I agree. I m talking about coordinated 4Man SWF.
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dodge swf teams as any normal human being, solo survivor needs that anticamping mechanic
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🤣
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4:30h - tell me how to win against these with a D-Tier.
(Not myself playing here)
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why u camping? cAmPer!!!!
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Honest questions for you 1) do you play killer at all; and 2) what are your proposed solutions to discourage/counter camping? I play each role about equally and yes it sucks when you get camped but as a survivor I would say a majority of my matches I do not get camped. As killer there are definitely times when camping if the right play, like it if you know for sure there are other survivors close to the hook
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