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How much more anti-camp and anti-tunnel do survivors need?

StalkingYou
StalkingYou Member Posts: 133
edited August 2 in General Discussions

Survivors have been given:

  1. Basekit BT (With Haste)
  2. Insane OTR Buff
  3. Reassurance
  4. Kinship
  5. Hook Grab Removal
  6. Anti-Camp meter

Oh, and lest we forget pre-existing DS.

Now we are getting +10sec on hook stages.

My question is, how much anti-tunnel and anti-camp do Survivors need until they admit it's a skill issue if they're complaining about camping?

Also, I see a lot of players saying things like "if you don't camp this doesn't affect you". Some killers need to secure stages to win from time to time. If I'm playing GF or Trapper, waddling around the map looking for more fresh people to hook is a fantastic way to lose the game. This has nothing to do with skill; NOT camping against good teams in many situations is setting yourself up for an automatic loss. You literally DO NOT have the time to do that. People need to stop pretending that this is somehow fault of the player.

Post edited by EQWashu on
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Comments

  • crogers271
    crogers271 Member Posts: 1,819

    If BHVR had been willing to do a substantial change from the get go, piece meal actions would not have been needed. There have been lots of changes, but BHVR has been cautious requiring multiple actions.

    Reassurance and kinship are perks, perks should give value. You need to give up something to take them.

    Your comment that people against this change don't understand the basics of pressure is funny because if you ask any player with above 7k hours what the best strategy is against decent teams they will tell you what I am saying. 

    Scott Jund has at least one video on the idea that tunneling is the default best/only strategy is wrong. Many people thing its the best tactic, but far from unanimous.

    Also, the Asian top level meta disagrees with you as spreading pressure is a much more common tactic.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Implement literally everything you can think of and somehow there would be a people who gets tunneled out

  • Yggleif
    Yggleif Member Posts: 211

    I think the tools for anti-tunnel are there just they're not often run because they're altruistic perks which don't get run as much because soloQ players have trust issues about their teammates.

    I wouldn't buff them anymore but I would nerf killer perks that enable camping like deadlock and DMS. Deadlock is just bad game design like old MFT it's rewarding the killer passively for failing. DMS needed to be changed ages ago, it feels like that perk causes a new issue every 5-6 months. If a killer is going to do nothing but stare at a survivor on a hook the gens should fly because they're doing nothing to stop them. In addition we should buff perks like Surge that encourage chasing, the design is good it just deserves a larger reward.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    DMS hardly enable camping because you needs to pressure survivors just like ruin, and "rewarding for failing" is never a bad design in it's core

    MFT's problem was extremely strong effect, extremely easy condition and no counter nature, not the way it worked

  • StalkingYou
    StalkingYou Member Posts: 133

    I actually agree with Scott. His point in that video is that there are situations where camping and tunneling are necessary and some times where they are not.

    There are times where you should not tunnel and times where you should. You shouldn't just be following a manual which says "TUNNEL EVERYONE".

    I'm saying that tunneling is the best overall/smart strategy. In fact Scott agrees with that in the video.

    Tunneling and camping are tools. In my opinion they are necessary tools. However just like any tool you cannot rely on it to do everything. This is where people get my point wrong. They think I am saying you need to turbo tunnel and camp every survivor.

    My point is that survivors have been given enough tools to counteract tunneling and camping, and people think that's fine because they believe that killers should just be spreading hooks rather than camping/tunneling from time to time and that's just not the case. In many games you NEED to get someone out as quickly as possible. It is the smartest thing to do (Scott agrees with me on that too). Spreading hooks is not effective enough to justify nerfing the best killer strategy. BHVR needs to stop beating tunneling/camping killers with a stick and start giving them the carrot by implementing a system which rewards them for spreading hooks.

  • Yggleif
    Yggleif Member Posts: 211

    This used to be the case but has changed since pain res and the grim embrace rework happened. Not to mention how often survivors let go to go to hook. I'm really not a fan of passive slowdown if it's not a part of the killer's kit. In perk form it just comes across as very lazy the exception being Ruin because at least that you need to actively defend the totem.

  • crogers271
    crogers271 Member Posts: 1,819

    BHVR needs to stop beating tunneling/camping killers with a stick and start giving them the carrot by implementing a system which rewards them for spreading hooks.

    But as gets pointed out every time this comes up, to incentive anything to the level of getting a survivor out of the game is nearly impossible. 40 seconds of grim embrace apparently wasn't enough to do it.

    This would be like a gen rush SWF saying the problem isn't a full gen rush build, its that boons should be 5 times as strong and then they'd actually run them.

    The game can be broken on both sides and create impossible/unfun situations. Boosting other options isn't the right idea, making the thing you want to get rid of harder is the way to approach it.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Painres, grim embrace or DMS doesn't work nicely with camping, it's never a "passive slowdown", those only works when killer puts enough effort

    Only 1/4 or 1/9 of slowdown, gens will just fly without any problem,it's fine without perks and it's extremely easy to counter with perks

    "But survivors are inefficient" is not really a nice argument, we also have efficient survivors who can use reassurance or can unhook camped survivor somehow too

  • Langweilg
    Langweilg Member Posts: 1,261
    edited August 2

    This shows that anti camp and anti tunnel stuff doesn‘t get its job done.

    Those things are only a small annoyance, but don‘t really hinder the killer.

    1-3 are good, that we have them.

    No idea what 4 even is.

    5-6 I don‘t like that they removed hook grabs. They were a fun part of the game and 6 did nothing good. The AFC made only camping worse by turning most camper into proxy campers, which is stronger, turned them into tunnlers or some people leave you on the hook, because they think the AFC does anything.

    The +10s on hook are very good, because it discourages it and makes it weaker. This is how I wished behavior would have done it, instead of the anti camp face mechanic.

    You forgot babysitter buff

    Post edited by EQWashu on
  • StalkingYou
    StalkingYou Member Posts: 133

    They actually hinder the killer quite alot.

    Killers who need to tunnel most (freddy, trapper, Myers etc) have a nightmare going through those defenses against good teams. They give so much time to good survivors who know how to use them. Basekit BT, for example, guarantees you can get to a loop before the killer can hit you again unless you're hooked in a deadzone and the killer is camping.

    What this actually shows is that there are many bad survivor players who would rather beg BHVR for another basekit feature than actually use the numerous tools given to them.

    If you ever go against a 4-man, try tunneling one of them out as a mouse 1 killer, and you will see the extent to which these features handhold already good players who don't need them.

  • nodforkiss
    nodforkiss Member Posts: 196

    because they will never get happy and find it enough. if survivor is getting tunneled constantly, they are simply bad and lack the necessary skill .

  • StalkingYou
    StalkingYou Member Posts: 133

    SWF/ good teams are not as rare as you think they are. 1/100 is not nearly the amount of SWFs I get more like 1 in 5.

    And even if it was 1/100, your argument is still "change good because players bad". That's not the proper way to balance a game.

  • StalkingYou
    StalkingYou Member Posts: 133

    and this is exactly why DS was buffed from 3 sec. many bad players thinking it was a bad perk because they would activate it and just run in a straight line. good players planned a spot to use it so they could reset a loop. but now its 4 seconds

  • mizark3
    mizark3 Member Posts: 2,253

    Not all SWFs are clock SWFs, and not all SWFs are 4-mans. IIRC from BHVR's stats, 5% of matches are 4's. I'd say minimum 50% are just goofing off with their friends. Then among the remaining half, how many are utter garbage at the game regardless of how hard they try? When you get through all the filters, I was being generous to give you 1/100 of matches being clock SWFs.

  • StalkingYou
    StalkingYou Member Posts: 133

    you dont need to be a clock swf in order to abuse these changes.

    I play with my swf and we are not insane at survivor, but every time a killer plays "nice" and spreads hooks we always just genrush them. It's not that hard to take advantage of the fact that the killer is keeping it a 1v4 for the majority of the game.

  • crogers271
    crogers271 Member Posts: 1,819
    edited August 2

    But what does that have to do with this change?

    If a killer is spreading hooks it doesn't matter whether the hook timer is 60 seconds or 70.

    Post edited by EQWashu on
  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Because they literally can't secure stages at all against good survivors from the beginning

    It's efficiency is only determined by survivor's competence, of course it will be called skill issue on survivor's side, whether killers can win with it or not is never a point

  • StalkingYou
    StalkingYou Member Posts: 133

    because survivors have been given a multitude of buffs to greatly protect themselves from camping yet killer has been given nothing to buff the fact that spreading hooks is stressful and inefficient?

    spreading hooks = inefficient and stressful = killers camp/tunnel instead = basekit buffs to survivors to prevent that = no buffs to spreading hooks

  • StalkingYou
    StalkingYou Member Posts: 133

    spreading hooks is a bad strategy, which is why I mentioned that every time my swf goes against a killer doing it they lose.

    so what can the killer do? well they can tunnel and camp instead

    except oh wait we're making that even more difficult. there is the problem

  • crogers271
    crogers271 Member Posts: 1,819

    spreading hooks is a bad strategy, which is why I mentioned that every time my swf goes against a killer doing it they lose.

    And if they outright camp they should lose as well. As a SWF if they camp the hook you all should be prepared with not just a Reassurance, but just to sit on your gens.

    The best teams I hit when playing killer, I have to spread pressure. I have to try and snowball. If I try to tunnel they just stay on gens, FTP, bodyblock, etc.

  • mizark3
    mizark3 Member Posts: 2,253

    I mean you can't really abuse hook duration if the Killer was playing the 'correct' way against SWF anyways. This will just teach them not to rely on camping as much, which will also improve soloq QOL. Once the Killers that relied on camping adapt, then they will be able to win without abusing the 'ez-win against soloq' strats.

    Also spreading hooks is a great strategy. You get to test the waters, and put pressure on the weak link to create deadzones. Then you can intercept hook rescues (on anyone from anyone) to force another to hop off gens. If you have too many hook stages and plenty of gens to spare, take a bad chase and try something new to turn that into a future good chase. That's how I got my winrate, which is well above the balanced around amount. Adversity is good, its where you learn and improve. If a Killer is crutching on strats that mostly win against soloq, then they have no right to complain when they never entered the physical therapy of spreading hooks and the crutches are finally removed.

  • mizark3
    mizark3 Member Posts: 2,253

    You only have to play dirty to win if you lacked the skill to beat them in the first place. Take the chance and learn from the loss. The next match will be closer, and the match after that even closer, until you will win instead.

  • alpha5
    alpha5 Member Posts: 362

    Always funny to see how a bit of uncertainty makes killers lose their minds, how adverse to change some players generally are and how amounts of changes are put on a scale. The direction is clear: The chase is supposed to be front and center therefore this change is reasonable. An easy to pull off tactic with big rewards nerfed is a good thing. That you don't want to spread hooks between four survivors I understand but nobody said you had to spread them evenly.

  • StalkingYou
    StalkingYou Member Posts: 133

    And this is the other thing that's wrong with trying to discuss this. Blaming bad game mechanics on the player.

    No, it has nothing to do with skill when I say that playing nice as Myers against the 4 man will net you a loss.

    In fact if you say otherwise then that's just a self report.

    I guess every time Otz camped with Trapper, it was his fault because he simply didn't have enough skill. It's not like literally everything was leaning towards the survivor's favor.

  • StalkingYou
    StalkingYou Member Posts: 133

    The chase SHOULD be front and center but it's not. The game literally isn't balanced around going for multiple chases. Survivors will rush gens and leave. It's balanced around kills and the devs have said so.

  • StalkingYou
    StalkingYou Member Posts: 133

    Which is why you don't turbo camp every person you hook, you do it strategically…

  • alpha5
    alpha5 Member Posts: 362

    How many is multiple though? If a second chase is already one too many then you might as well stop playing entirely or pick a better killer.

  • StalkingYou
    StalkingYou Member Posts: 133

    I may have to as well if the devs are catering towards players who unironically think that waddling around the map as Freddy to go for fresh survivors is a viable strategy against decent teams.

  • StalkingYou
    StalkingYou Member Posts: 133

    Multiple as in going around the map looking for new survivors to chase.

    It's not a viable strategy and it never has been, especially with weaker killers. This is why people tunnel.

    I agree with you that the game should be more chase-based, however I believe that the way to do it is to give a basekit incentive to chase multiple survivors and not just nerfing tunneling and camping.

  • StalkingYou
    StalkingYou Member Posts: 133

    Yeah haha. Cote got bullied in that match. Nerf came like a week later.

  • crogers271
    crogers271 Member Posts: 1,819

    If you're going to make the discussion about killers like Freddy against a top tier SWF, that's the reverse of trying to make the discussion just about a cracked Nurse lobby dodging until they hit a group of weak survivors.

    Talking about the outliers doesn't really correspond to the overall game.

  • kosaba11
    kosaba11 Member Posts: 119
    edited August 2

    Until killers stop tunneling, camping and slugging, survivors need more. Those strategies need to be taken out back and shot. Bad killers should be punished for bad behavior.

    Post edited by EQWashu on
  • Seraphor
    Seraphor Member Posts: 9,415

    It shouldn't be a bad strategy, that's the point.

    The game needs to change to the point where spreading hooks is the best option the killer has in most cases. That will involve anti-camping/tunneling measures, but should also involve contrasting buffs to killer that aid them when spreading hooks.

  • StalkingYou
    StalkingYou Member Posts: 133
    edited August 2

    no they don't, its only bad survivors who beg for more anti tunnel/anti camp, good survivors know how to use the multitude of tools available to defend themselves and don't complain.

    perfect example is DS, 3 sec DS was a great perk and was insanely popular in top play, however idiots who run in a straight line after using it eventually got it buffed because they complained enough.

    and im guessing you just want the killer to go for 12 hook games every game? because that's reasonable

  • StalkingYou
    StalkingYou Member Posts: 133

    Well survivors didn't much enjoy getting slugged for 4 minutes so that was the solution

  • StalkingYou
    StalkingYou Member Posts: 133
    edited August 2

    except for the fact that these outliers are the main demographic that's been targeted by these changes.

    nurse/blight dont GAF because they dont HAVE to tunnel against good teams. they are already strong killers. only weaker killers are hurt

  • alpha5
    alpha5 Member Posts: 362

    To assume weak killer are specifically targeted is absurd. They are affected like everyone else. Strong killers can and do hurt survivors a lot with these 10s which is probably why this change is proposed and reasonably so. Weaker killers aren't weak because of changes/basekit numbers like this. They need to be addressed separately and differently. You focus on weak killers in weak situations (mainly vs SWF) but fail to acknowledge how mindless this game becomes when strong killers abuse this.

  • StalkingYou
    StalkingYou Member Posts: 133

    no, these changes hurt weak killers more because weak killers rely on tunneling more than strong killers. its not an insane leap of logic. this will do nothing for any killer B tier and above. literally only hurts weaker killers because those killers have to tunnel

  • StalkingYou
    StalkingYou Member Posts: 133

    no they don't, its only bad survivors begging for more, good survivors know how to counter it using the multitude of tools they've been giving. bad survivors continue whining and insist that they should be given god mode off hook and #########, and that the killer should just be 12 hooking everyone.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 1,934

    I guess, enough until killers stop tunnelling and hard camping?

    I never tunnel or camp when I play killer and I still manage to win most matches, even though my main role is still survivor. Only exception is 6 second switchers or very toxic BMing survivors, in which case I will tunnel them hard.

    Some killers play every match hard tunnelling even at 5 gens and the sooner we can make that completely non-viable the better.

    Oh and I am an approaching 5k hours Andy between my main and 2 other accounts…

  • Droneinthrwind
    Droneinthrwind Member Posts: 103

    Until survivors will get a chance to play the game instead of being out of a match in 2min.

  • WolfyWood
    WolfyWood Member Posts: 472

    I wish people who made these threads posted proof of them being high MMR.

    Without any substance these threads just look like being upset at losing or being upset at potentially losing more in the future.