To reduce camping
just an idea here, what if hooks not only have the meter to help the survivor on hook , but also slow down the killers movement speed? Too many times have games been lost for survivors due to killers taking hostage for hook camping still. The meter doesn’t help much anymore. I think slowing the killers movement and hitting speed will reduce toxic gameplay. The longer the killer wants to camp, the more of a timer they will receive due to being around the hook for too long.
Comments
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Not a good change, either this or the current anti camp mechanic.
I still think extend the first hook timer to 90sec is all it needed.
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extending the hook timer is a good idea as well. I agree either this or hook meter.
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The core reason for camping is the hole in the game's design. Since the hooked survivor stays on place, which the killer knows, and the killer has no incentive not to pursue the same survivor until death, it will happen. One of the easy solutions would be teleporting the survivor to a random hook on the map without showing its aura to the killer, similar to how PH's cage works.
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Yeah, and blind the killer aswell
Oh and you can make so gens repairs themself when killer is near hook
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Camping so easy to beat it’s embarrassing people still lose to it. All 3 non hooked survivors stay on gens till the last second. Then one survivor trades while the others stay on gens. The injured survivor hops on gens farthest away. Repeat until you win the game. Each hook stage should give 40-50 seconds of progress (more with reassurance) That’s almost seven straight minutes of 2 people working on gens at any given moment.
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The best way to reduce camping is to make actual good incentives to go chase people. With some perks like Pop and Pain res getting nerfed it does indirectly nerf the incentive to chase.
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90 sec first hook? That’s the time to do 1 gen solo.
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just increase the timer when your on hook
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I sometimes see killers leave hook only to proc the perks then go back to proxy camp, then survivors can not do Gen or secure.
Thats why you need to leave hook and interrupt other survivors from doing Gens. If you down Meg while Clau & Jake still sit on Gens, 2 survivors on hook will never be survivors' advantage. If Clau or Jake only go to unhook Dwight once you hooked Meg , it can be you chase the Clau and the Jake has to unhook both of them, then do the healing. No Gen would be touched.
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That's not an easy solution and honestly it's a pretty bad solution that removes strategic play from the game in a way that is more detrimental than helpful. Killers should have the option to defend their hooks within reason and survivors should have a chance to make saves within reason. Random teleports in the early game aren't that bad for killers, but towards the middle and end of the game it would actively hurt survivors more than it would help them while the overall game for killer becomes closer to a game of chance or singular gameplan.
People have been suggesting this before Pyramid Head even existed and there is a reason why the devs have not done it even though they have the capacity to do it. It's not really solving the problem it is just replacing one problem with another set of problems. Though survivors rarely use them there are perks that essentially stop functioning as intended if or are functionally useless because they revolve around the current way hook interactions take place.
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Still better off creating incentives. Punishing camping or tunneling would require a major rebalance of the game.
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I think you dont know why killers still do camping, if there are gen and hooked surviver, killer has no reason for leaving there.
so surviver should not down near the genertor. This is the surviver skill.
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there is no skill involved in it. Without Bond, its easy to accidentally run into a teammate’s Gen.
Its like without aura perk, killers patrol to a non-survivor Gen.
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Practice shows incentives are never enough. You give them a bonus for not tunneling, and they tunnel anyway, while still getting the bonus. Why hook all 4 survivors one after another, when you can just tunnel one out and THEN hook the rest one after another? So "incentives" will only give them optional bonus they will get after tunneling anyway. They either have to make such actions unfeasible, like with teleporting hooks, or punish for them enough to outweigh the value they get by removing one survivor, which is quite high, so the punishment should be harsh.
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