Anti camp working perfectly
I did not teabag or anything, i just held W, because its nurse. so she tunneled me off first hook. and then just waited with her power on the main building. The progressbar did not move at all, because she was outside the range. This is one situation where i would just "give up go next". 3 gens left at this point. i did struggle on hook so the others finished all gens, but its nurse, so she still got 2 of the last survivors
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It’s not Anti-Camp. It’s Anti-Face Camp. It’s meant to give Survivors more of a chance to coordinate a rescue, not make them immune to all of camping. Seeing as how the Killer had to stay outside of its range so it doesn’t procc, it’s doing its job.
I’m also pretty sure the Killer would have been happy for you to go next. It’s your teammates who are the ones that are affected the most.
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"It’s meant to give Survivors more of a chance to coordinate a rescue"
Wrong, this changes nothing because the timer doesnt go up when a survivor is close to the hook, which means the killer can just go back and forth when they see a survivor coming to the rescue
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Doesn’t the Killer have to spend some time to go back to the hook vs just standing by the hook before AFC was introduced? That traversal time should be enough for a rescue if Survivors didn’t just rush the hook and let the Killer see them coming a mile away.
So yes, it does its job. It was never meant to make unhooking totally risk free for the unhooker.16 -
"It's not anti camp it's anti face camp"
It's not a complaint about the mechanics not doing what it says it'll do, it's a complaint about how the mechanic fails to prevent unfun gameplay. Nobody cares "it's anti face camp" get out of here with that nonsense
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It’s not nonsense. It does what it was designed to do. You not caring about the differences between AFC and Anti Camping ≠ everyone’s opinion.
Devs are not going to remove camping in general and take away Killer agency just because Survivors don’t like it.
If the OP wanted to discuss un-fun mechanics, they should have been more constructive with their post rather than just whine.
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God forbid Survivors get to play the game
seriously, complaining about "devs won't take away Killer agency" in response to a a complaint that the current state of the game can allow a killer to deny a survivor all agency and force them to hold a hook for 140 seconds? reads as someone who thinks survivor players exist as servants to fill your Killer lobbies, absolute disrespect. could not disagree with your perspective more
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You had a bad game against a high-map traversal killer. Get over it and go next. The time it took you to draft this post, respond to comments, and ultimately ignore any contrary opinions indicates you don't actually want a discussion, you just want to vent and rage. Perhaps a break to other games might help.
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But it doesnt change anything at the end of the day
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"Unfun gameplay" ...what is fun for you might not be fun for others and vice versa
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So you want to say that the nurse stayed in place for at least 70 seconds and instead of chasing and guarding the generators, she just stood there? congratulations, you won time to repair 3 generators and saved a couple of hooks for your comrades and you didn’t even have to strain, if it was another killer you would have saved a lot of pallets
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As others have said - it is an Anti-Facecamp feature. Meaning, it is useless, since facecamping was never done anyway.
Now all you get is a bar not filling up while you see the Killer standing there, close enough to be at the Hook when you get unhooked.
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One major thing which should have happened a long time ago, is that all survivors should be able to see the AFC progress on the HUD.
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If they want to fix this, they would have to remove hooks and camping entirely, or make survivors teleport to other random hooks across the maps that killers don't know, or hide hook information for a while after an unhook. Or something crazy
Hooks have been in the game for 8 years now, there's no way a killer standing near it will change. Lots of survivor gameplay includes losing agency! For example when you are slugged and when you are hooked. But there are four survivors, so if you remove these states or minimize them then suddenly the killer has to deal with 4 active survivors at all times which is too much!
I think anticamp does its job. If Nurse wants to sit there and let the others do gens, so be it. BUT the anticamp should be visible to all survivors. Some say we should add basekit kindred. Solos don't know how to deal with this, but teams can. As for the person on the hook? That's just what happens when you get hooked. What else should happen, they teleport somewhere random across the map and gain a hook state, but become healthy and automatically unhooked and some kind of immunity? That would solve camping, but how would you balance something like that? No way, that would be way too crazy.
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You disagreeing doesn’t make you correct.
This is an asymmetrical elimination game where your opponent will always have the advantage over you when it’s one on one. As such, the one playing the stronger role will have more agency than the one playing the weaker role. If you want to face an opponent on equal grounds, go play a fighting game like Tekken.You can complain all you want about “the current state of the game”. This is nothing new and has always been possible since the early days of the game. It’s actually gotten easier to get unhooked than it ever has. AFC mechanic gives Survivors more of a chance to swoop in for a save, base-kit BT gives the Survivor a buffer to get to a tile and hook grabs have been deleted, making it easier to bait an M1 and letting another teammate rescue.
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Changes plenty.
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please compare my username to the following:
i am not the person who made this thread. i am just a random bystander who is tired of the "AFC != Anti-camp" argument because it always misses the point of what people are actually complaining about every time. i am also currently already taking an extended break from DBD, one which I very well may not come back from at all. I agree with you, however. I think more survivors should take extended breaks from DBD. Maybe when killer queues start getting longer than the matches themselves, killer players will start reflecting on how their own playstyle might be affecting the community
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if you think staring at something that is hanging 16 meters away from you for about a minute is fun go to the lourve and visit the mona lisa instead of playing a multiplayer video game and flat out denying one player 75% of the gameplay mechanics
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So yes, it does its job
This thread is literally showcasing that it doesn't.
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But this thread isn't? The point is its a anti face camp measure. they even stated it in the patch they introduced it it was not meant to "eliminate all camping" she is out of the 12 meter range to be considered face camping. So the thread just proves the features working as the dev's intended. IF somehow the killer was standing right in front of the survivor the whole hook and the bar wasn't filling from like a bug or something. Then the thread would be proving the ANTI-FACECAMP measure wasn't working. This is just people complaining that it doesn't hit camping overall in general.
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I’ve always had an issue with the imprecise nature of “face camping.” Before the AFC measure was introduced you could realistically face camp at any distance up to 18 meters. Hillbilly and Leatherface and Deathslinger and Huntress and Trickster and Artist and several other killers can still ‘face camp’ beyond 12 meters. It seems unfair and possibly like a lazy oversight that this hasn’t been addressed. The feature restricts some killers but not others. That’s unfair.
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Yeah, sure, this is anti-face camping, not an anti-camping feature, which allows the killer to stand 12m away from the hook and it won't be enough to fill the anti-camp meter. 12m is 1.5 length of the shack wall, it's nothing even for m1 killers, not saying ranged or mobile killers.
This is just a useless feature that is not working, at this point you can let killer facecamp and nothing will change.
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The objective of the killer is to disable the survivors and remove them from the match to prevent them doing gens and escaping. If you don't like being disabled or making sure the survivors are eliminated then dbd isn't for you. That's the game you choose to play
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Actually it does. The feature stops face camping, which it was designed to do. It was never intended to remove camping from the game.
If that’s what you want it to do, feel free to start a new topic in order to discuss that and what you’d like it to do instead of how it currently succeeds in what it’s intended to do.
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It's funny how people always have to correct the person who calls it "anti-camp" with "It's Anti-Facecamp, you fool!" I'm sure people are well aware of it, even when they call it "anti-camp." Hell, even in the BHVR Castlevania livestream when they were discussing the changes to Lights Out, one of the devs called it "anti-camp." Probably only because it's easier to pronounce than "anti-FACEcamp." Thus "anti-camp" is likely easier to type than "Anti-Facecamp."
Anyway, I'm of the opinion that the whole mechanic is useless. Even when it does its job, it's too easy to play around to get any real value from it.
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i play killer to chase survivors not to stare at them. if i wanted to play like you're defending i would follow around an interior designer and watch paint dry instead
that way i can do the same thing (stare for prolonged periods at something that isn't moving) be useful to someone and tell them when it's time to apply a new coat instead of making 4 people's day more boring (3 because they're forced to just do gens and not do alturism or chases or side objectives, 1 because they're forced to just run away from you and not do gens or alturism or side objectives)
if you wanna pay for a game to play in the most mathematically boring way possible go ahead be my guest
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Not sure if you can say it is working, when it fixes a problem which never really existed.
And when looking at the screenshot, there is 0 difference if the Nurse would be facecamping or standing there. And in fact, it does not really make any difference if any Killer is 12m away or facecamping, they are back at the hook when the unhook happens.
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Face camping did exist and it was a problem. Now it no longer exists thanks to this mechanic (which is improved with base-kit BT and the removal of hook grabs) and is no longer a problem.
12 meters does make a difference. It just doesn’t guarantee a free and safe unhook if the Killer decides to apply pressure.
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Watching paint dry is a false equivalency lol maybe a security guard or prison guard is more apt? The killer has to make sure there are no survivors going for the save and if they do then chase them off to try keep the survivor hooked. so it's not simply watching mindlessly like you say. To that point yes I do find guarding a hooked survivor fun, making sure they are not freed and if they are then making sure I catch them asap eliminate them and win the match. If my choice is to guard a hook survivor or go in circles with another survivor looping endlessly then I pick guarding the survivor (I already endured the boring bit of going through the loops to down the survivor so I'm going to get my worth out of it and keep them hooked if I can)
Each to their own but fun is subjective, personally I find playing the game my way is fun for me...even more fun when salty survivors complain about it as if it's my responsibility to make the game fun for them at the expense of my own fun.
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My personal favorite leave slugged survivor by the hook and face camp because the meter doesn't go up. It doesn't happen often but still annoying.
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it's not a "false equivalency[sic]" it's literally just how boring I personally find the hook-camping playstyle, from the perspective of the killer; i would genuinely rather watch paint dry as i would find it more productive and as fun.
the devs have frequently described the game as a horror-themed tag game, so, sorry you don't enjoy the horror-themed tag part of the horror-themed tag game i guess?
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I don't mind the tag aspect, I don't like the merry go round scooby doo "chase"...it's not fun for me, it's boring and repetitive. If people took the chase around the map then fine fine but they don't. They find a pallet and loop it until they can't loop anymore then repeat on the next pallet. But I endure it to hook the survivor, when I do I make sure to guard them or tunnel them out asap to reduce the boring looping aspect as much as possible... I turn something boring and make it fun for me.
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If the end result is that the killer is almost immediately back at the hook right when a survivor is unhooked then no AFC didn’t achieve anything. The purpose of AFC is to give survivors a chance to get unhooked so they can play the game, not get unhooked and be almost instantly downed/unable to play. Additionally, sometimes if people see a killer proxy camping they’re not going in for an unhook, so that’s no different than when killers face camper closer than 12 meters before AFC. If AFC is such a grand feature why wasn’t it in 2v8 this way? If you got within 12 meters of a cage the cage moved. It didn’t produce a bar, it just moved across the map.
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The Survivor on the hook is just not progressing their objectives which is reasonable because they lost to the Killer in a chase. Saying they’re not playing the game is flat out wrong.
The end result is that the AFC mechanic achieves its goal, which is to stop face camping, which was a major complaint that Survivors had for years. As such, it now gives the Survivors more of a chance to work with their teammate to get the unhook.
If a Survivor is too chicken to rescue when the Killer is proxy camping, they can go get a teammate to help them. Unhooking shouldn’t be risk free if the Killer gives up pressure on gens and is trying to confirm a kill. If the unhooked person goes down instantly after getting saved, they’ve misplayed. Especially since they have BT built in. It just means they or their teammates didn’t perform well enough.
Cages teleported because there were two Killers and Survivors would have no chance at all if they both decided to camp the hook. You’re comparing apples to oranges. The two modes are not the same.
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AFC is a feature they need to tune extremely carefully cause if devs make its range to far or fill to fast we could have survs jumping off hook without needing teammates depending on the map. That being said i do think we could buff the range by 2-3 meters and decrease the time it takes to fill by 4 seconds. However theres not gonna be a feasible way to make AFC work on ranged killers they are just always have that advantage
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"Unfun" is your opinon. What about the killer's fun?
I find gens popping fast to be "unfun", let's make it so when a gen is done, all gens are regressed by half.
"Unfun" … sigh.
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The survivor is playing the game. He got caught, he hangs. (And can consider himself lucky not to be slugged.)
It's the role of his teammates to coordinate for an unhook, possibly using two players, to get him down. (By opposition to be sitting on gens up to the last second. Thanks to the devs for making this time-out longer by 10 seconds by the way.)
That's called playing the game.
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Anti-camp is only there to punish facecamping, that's all the anti-camping mechanic was implemented for and besides Survivors have Reassurance
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vs nurse tough doesn't matter her being outside of the "anti face camp" she still in your face because of her power and there nothing they can do about it she need tbh a rework she break the game in so many levels hell i'll be even more blunt 2v8 fix most of the game issues hook are a obsolete mechanic lmfao the cage system made the game more healthy on both sides
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If she uses a blink to get back to the hook, she only has one blink left. A teammate can bait the M1 and take a hit while another actually does the unhook.
They’re never going to get rid of hooks. It’s a core mechanic that play styles and perks are centered around. It would be too much work for the Devs to remove them, change all associated perks and come up with an alternative way for Killers to apply pressure. Whether you like it or not, intercepting a rescue and preventing an unhook is one of the core ways a Killer has to slow the game down.
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bating a good nurse ain't happening she fundamentally breaks the game to so many level they just need to rework het tbh and what you've described is the counter to nurse for every time she hook some one that ain't a counter just her breaking the game in general she get endless pressure for just existing
for your 2nd point in glad they wont for one reason when 2v8 get's permanent it will show all the flaws that 1v4 has 2v8 fundamentally solved 95% of the issues that exists currently in 1v4 outside of slugging and will become the dominant game mode just because the base game of that game mode is more healthy in general for both sides
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Incorrect. It is very possible to bait a good Nurse. Even if you can’t, with two people, you can body block and force her to hit one of the healthy players and not the recently unhooked person. Current Nurse is fine and doesn’t need a rework, especially not one that BHVR loves to give that ends up completely neutering the Killer and making them frustrating to play like they did with Twins, Freddy and Skerchant.
The Nurse doesn’t break the game any more so than Sweaty SWFs who coordinate on comms that let them get free information perks. She just forces Survivors to play differently, mainly focus on juking, mind games, LOS and even use stealth, just like how sweaty SWFs on Comms force Killers to sweat much more than they normally would to even stand a chance.
2vs8 didn’t show any flaws. It’s a different thing on its own. The only reason hooks teleport is so Killer A doesn’t hit the unhooked person only for Killer B to down them a second later. Don’t get your hopes up on teleporting hooks coming to the base game any time soon.
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It was meant to prevent killers from being up close to your hook. All it did was teach killers on how to proxy camp. Sorry m8
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Survivor definition of unfun: killer plays in a way that everyone, killers and survivors, gets the minimum total possible amount of gameplay interactions imaginable
Killer definition of unfun: survivor plays in a way
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im gonna hard disagree here if you require two healthy ppl just to unhook some out of a hook the one that gets injured will get down a smart nurse wont pick up and go back to the injured unhooked survivor and they'll be in the hole twin currently is strong just need to know how to play her most ppl don't merchant need a complete rewords from the ground up freddy's funny enough has his niche that hes not as bad as ppl say but he def need his rework
a good nurse and blight can go to a 4 digits win streak in this game if you're a good player no killers should ever have that ability to have a winstreak like this it's perty much a joke tbh even the sweaty swf at high mmr don't even have a positive winrate in general the high mmr killer vs high mmr swf killrate is 55% the average winrate for killers at that killrate is around 48% killer about 12% is a tie and for survivors it's in 40% it's still a huge margin for killers on average to win yeah you need to try hard vs them you still win a but ton more than they ever will some of the bottom tier killers at high mmr won''t be viable that's normal like every game at high mmr you're more restricted
as for juking/stealth nurse you can't she there are so many aura reading in the game currently that breaking los is irrelevant currently vs a good nurse will almost never miss in most situations even if you try to mind game the player skill in this game have improved so hard that she is completely breaking the game in competent hands she has no weakness for the most part witch leads to can i genrush before she kills us being absolutely greedy with hook timers and even then it's still favored to her
and for that last point yeah that's what im saying it didn't show flaws witch will take a good chunk of the player base only playing this game mode because it's a healthy dbd witch both side can enjoy it's fixed like 95% of the problem outside of the sluggin i don't have any hope for teleporting hook behavior opened themself to that in the sense 1v4 will feel more and more unplayble in the general populace witch imo will force them to reconsider how 1v4 fundamentally works including hooks and mechanics for me it's not a hope more like a inevitability and a when
by the way im saying all this respectfully sorry if it come a bit rash or i don't know how to say it lol anyways i think im gonna end it here because i don't thinks will see this eye to eye but i wish you a good day
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You really didn't have to spell out you're a tunneler. It was obvious from your previous post. Though it's interesting you consider the part with the most interaction between the players to be the boring one. I wonder if you would still find this fun if gamers actually learned the macro side of this game and left people hanging for almost the entire hookstage duration.
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Sometimes they do leave them hanging until last min then save them, it's wise to do that and work on gens. I still enjoy those matches and when all gens are done noed kicks in. I usually get 3/4k and have fun so it's all good for me 😁
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It's okay, you can stop gloating now.
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I disagree. Basement face camping was not all that uncommon and some maps have hooks that are great for face camping. That no longer works and the AFC forces killers to get away from the hook at least for a while.
Meaning, you will always be able to get that survivor off the hook (other than a basement camping Bubba /Billy because they can stay at the stairs, which should be fixed). The AFC was never meant to grant full safety to the unhooker but make it possible for that hooked survivor to get back into the match instead of dying on their first hook.
The hook time increase also helps with this and if all that is not enough, Reassurance is an option. If a killer tries to camp for 100 seconds, that's enough for the other survivors to do 3 gens.
Camping by far isn't as strong as it used to be.
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Come on, stop it with the Us vs. Them.
Neither of this is even remotely true. Because it's an overgeneralisation of what a very small minority of players think.
First and foremost both sides want to have fun. Many get their enjoyment out of winning, so that's what they will try to do. Survivors and killers both. The problem is that the strategies that lead to wins are often very unfun for the other side.
Killers don't like it, if the match is over before anything really happened and survivors don't like it if they can't play the full game because the killer slugs / tunnels / camps. All of these have their place in the game but should probably become more situational, which at least with tunneling and camping seems to be the case because we have a lot more anti tunnel perks now and base kit changes to camping.
We also see a huge amount of complaints about aura vision, which really only leads to the killer finding you more often and creates more actual interaction. This is mostly due to overexposure I assume but still it goes against what you said.
Everyone has their pet peeves with the game (I for example don't like if survivors play for pallet saves because it forces me to slug) and pretending otherwise just results in pointless Us vs. Them.
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Personally I think complaining about gens getting done (in the abstract) is far more Us vs Them than anything I said
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