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Anti-Face Camping Mechanic Addendums
Since we've just been introduced to this new self-unhooking mechanic to discourage face camping, may I suggest few more ideas to add?
1. Since ten seconds were added to to the repair time per generator from 80 to 90 seconds last year, this had given killer players additional ten seconds of leeway to camp as the hook-timer decreased at the same rate as before for the camped player. I believe the generator times were increased in order to ideally give killer players more time to chase and pressure the other survivors, but it had actually made camping strategy even more viable. I personally think that camping (as well as tunneling) is a valid strategy - but it (or any other strategies) shouldn't be the "best" strategy. A good game design would require its players to adapt their strategies dependent on their opponents' actions, as well as have counterplays available. Right now camping and tunneling are the dominant strategy - it is almost always better to camp and/or tunnel out a player than not camping and/or tunneling regardless of circumstances. Adjusting the hook-timer in parallel to the generator completion time would help alleviate that problem. Perhaps starting out by adding ten seconds to the hook-timer.
2. The next two ideas are anti-face camping mechanics, but more importantly, also ways to raise solo-queue to the level of SWF - due to their difference in informational awareness. Currently, SWF can communicate to the other members "hey killer is camping - everyone keep doing their generators." Solo-queue players right now have no method of communicating that to the other survivors. Due to this, the new upcoming anti-facing camping mechanic would widen the informational gap between SWFs and solo-queue even more. SWF would have a way to optimize the self-unhooking bar to fill faster while also making progress on their gens, while solo-queue would have at least one member who would "come to the rescue," but in fact actually be slowing the self-unhook timer as well as not doing a generator they could have been doing. So what if we add few new input button options for those survivors who are on the hook? The input could provide a new UI pop-up on the other survivors' screen informing to keep working on generators, etc. (This would also help out solo-queue with the Deliverance perk.)
The other issue with solo-queue deals with perks. Like Deliverance mentioned above, there are some perks that are much less useful for solo-queue due to their inability to communicate. Reassurance perk would be one such example. SWF players have a way to maximize its potential - one player goes to put reassurance on the camped player while the other two players stay put on their generators. Because solo-queue players have no idea whether Reassurance perk had been used, they may believe that more survivors are needed to help the team. Perhaps making UI changes so that all players know when other players' perks are in effect (like boon-perks or Thanatophobia, etc.) and highlighting the 'Reassured' player in a different color would help with the problem.
The main concern I have with this new self-unhooking mechanic is whether it would just increase the number of tunneling. Given that the killer have no other immediate survivors in the vicinity to chase, wouldn't they be more motivated to just wait out the 5-second endurance effect of the self-unhooked player to put them out of the game?
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"Currently, SWF can communicate to the other members "hey killer is camping - everyone keep doing their generators." Solo-queue players right now have no method of communicating that to the other survivors. Due to this, the new upcoming anti-facing camping mechanic would widen the informational gap between SWFs and solo-queue even more."
^ This is why I always run Kindred, so I can see the Killer facecamping, and see where the teammates are so I'll know whether I need to make the save or not. Or if I'm the one being camped, the teammates will see that as well thanks to my Kindred.
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About hook times, with Reassurance in a game it can take looooong for somebody to die on the hook. The hook times are fine as they are now that said perk is a thing now.
Then, you say that soloq survs. cannot say that a killer is camping, I disagree. Kindred does that for you, showing everyone a facecamping killer. If Kindred is not in the game, then raise and lower your arms, I remember seeing many survivors doing that when a killer was camping and it was quite effective.
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I think the anti-face-camping mechanics need to be stronger, You could add a Power cooldown, but then the facecampers would just tunnel and m1them instead.
bHVR ought to make the face-camp timer cause the Killer to get teleported to the otherside of the map and then get a 10 sec cooldown. That would PROPERLY give Survivors a chance to reset, yes even for mobility killers.
See the problem is if the Killer is just outright refusing to play ball with the game, specifically tunneling one person, could be a streamer, could be a nobody. a free self-unhook isnt going to change that much, they will be tunneled off the hook right and way, and that WILL make the face-camping tunneling experience the exact same as it is now, it just does not require a survivor to unhook.
But the extra Survivor isnt the issue, Yes the rest of the team is gonna do gens and the Killer will lose the match. But you are basically hoping to still use one survivor to experience off the hook tunneling, facecamping, off the hook tunneling to some how teach the Killer to not face-camp? It wont work and its a terrible experience for that one Survivor.
If you teleported the Killer away, instead the Killer could perhaps learn to play the game instead of us accepting that the Killer made the choice to face-camp. Your community obviously want to not be USED and have to experience a game where they dont do much, that is why a anti-face-camping mechanic MUST teleport the Killer away + 10s powercooldown, give them time to reset, give them a chance to hide and also give the facecamper a chance to learn by forcing them away.
I may sound pretty radical killermain here, but there is no doubt in my mind that the antifacecamp meter + teleporting the Killer away is the best solution to ensure the quality of match for both the facecamped survivor and in time the face camping Killer.
I beg of you bHVR try it and give the community a chance to try it too. pls pls pls
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Kindred is helpful, I agree. I use it frequently also. But the whole idea of Survivor HUD was to give solo-queue players the same information that are available to SWF members without the need to use up a perk slot - after all, the information is available to SWF without the need to fill their perk slot, right?
In addition, Kindred actually has an advantage and a disadvantage that differ from SWF communicating with one another. First, the advantage: In SWF, if the hooked player lose sight of the killer, SWF would not be able to inform other survivors where the killer is - but with Kindred, even a solo-queue is able to pass that information along (and even more accurately) as so long as the killer is within 16 meters. On the other hand, SWF has an advantage over equipping Kindred when the killer is under the Undetectable status. Even if the solo-queue has Kindred equipped, they would not be able to inform the other survivors when the Undetectable killer had looped back and is even standing right in front of him/her - SWF would not have any trouble relaying that information since the killer is visible to him/her.
So in regards to "information," Kindred has a slightly different function to what SWF have without having to equip the perk.
Back when the game first started and the gaming population was in its infancy, there was a general consensus that the "raising and lowering your arm repeatedly" meant that the killer was camping in a nearby area. But I think right around when console versions were added to the platform, there was an influx of new players who started claiming that the "raising and lowering your arm repeatedly" meant "come here" or "hurry up!" So there was a massive confusion between the older players and the newer players on the forums without ultimately any consensus about the issue. And then some players also do it for absolutely no reason/or for entertainment purposes because they are streaming or are in SWF. That is why I'd like a pop-up that would serve the same function, without any confusion of "well, what does that mean" between the players.
I'm sure from the Killers' perspective, 30 seconds of Reassurance probably feels like a long time - but from a solo queue perspective, when you have to first run to within 6 meters of the hooked survivor, and then run back to the generator to make some progress, and then run back to the hooked survivor before they either hit the next stage progress (and you repeat the same process) or they die, the advantage of using the perk is almost non-existent. (Although if you are in SWF, and others have the information of what you are doing with Reassurance, then they can efficiently utilize the time to make progress on the gens instead of getting on and off the gens themselves.)
Part of the problem is that camping/tunneling is the overall best strategy for killers in most circumstances - instead of them being a situational or niche advantage. But if BHVR really wants to tackle the issue, not only should they make camping/tunneling less powerful, but they definitely need to offer alternative game mechanics/strategies that are more powerful so that they can maintain the current kill ratio. Right now, killer players just don't have enough incentives to use any other strategies.
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Speaking of addendums...
If the killer's inside the penalty radius for more than 10 seconds, the perk Deadlock should deactivate (will not trigger when a gen finishes) until they have left the radius for more than 10 seconds.
Face-campers like to use this perk to buy them time to face-camp and still get 1 or 2 more kills after the 1st.
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I disagree, Deadlock has counterplay: repair more than 1 gen at a time.
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