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Add the anti-camp meter to the HUD

It's so frustrating to have it at 95% and have a teammate pop a gen when they could have waited 3 seconds. It's one of the gaps between soloq and swf that should be fixed.

Comments

  • Emeal
    Emeal Member Posts: 6,865
    edited May 2025

    I think the reason BHVR hides it is because Survivors are not supposed to play around it or use it as a mechanic.
    its purpose is only to deter the Killer from hanging around to encourage play that is fair and progresses.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    So then why does SWF get that information for free? Why does SWF get to play around it and use it as a mechanic?

    The killer doesnt see the bar either, so the killer doesnt get to know how long to hang around either.

    Any information that SWF gets should be information displayed in the HUD, no exceptions.

  • ZombieHChrist
    ZombieHChrist Member Posts: 57

    i accept this change as i a killer main, even though survivors could use it and in trade i want to know who is on death hook so i can make sure i double hook all before deciding to kill… yours is more beneficial but i am will to make the trade. only time struggle wiggle free phase comes in play against me is when i want to help them off hook as killer because they ain't getting saved, i mean…. i like have 4 survivors until gates powered or until double hook on, i usually make my games go to the gates. get the end game play time…. Trade Accepted?

  • sanees
    sanees Member Posts: 846

    There are a billion things that SWF get for free, for example they always know where the killer is even if the killer is invisible, but that doesn't mean that all survivors should get a free permanent wall hack

  • DeBecker
    DeBecker Member Posts: 934

    Kind of twisted logic isnt it? Why should it be fine one way but not the other? Its about punishing the killer for camping. Both scenarios should punish the killer and not in just one case.

  • Emeal
    Emeal Member Posts: 6,865

    I dont understand why you think its twisted. The way we do it now is sufficient to deter the Killer, no need to implement COMP.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    Them getting the information for free=not having to do anything special to gain that information. Not having to bring perks, not having to bring items, not having to bring offerings or addons.

    As for where the killer is, we do have that pretty much basekit too using the entity when they are in chase and general gamesense gets you fairly accurate. I can pretty much guess where my teammate is with the killer and be right 90% of the time.

    "By the Logic, is the Killer is spotted elsewhere then an in-game warning system should tell that to the other players."
    And yes, there should be a ping system in game. Simple pings too. Killer here, gen here, totem here, survivor here.

    That would close the gap between swf and soloq.

    "This game believe it or not is not designed for COMP gameplay exclusively, this is why yes SWF can break the game in harsh ways"
    This hasnt been true at all since 2022. Killers are designed to deal with SWF on comms. Perks are designed specifically with SWF on comms in mind. Its why Shoulder The Burden can only be used once per perk and gives exposed, because it genuinely shouldnt matter if hooks get spread out like that as you're generally supposed to chase the unhooker anyway. Prior to 2022, a lot of perks and killers were designed around soloq and a lack of communication. But against some killers, you need really good soloq players or comms to get a 4 man escape, if you dont have top tier teammates or comms you will maybe get a 2 man escape if you're lucky.

    Its not comp balanced, for sure, because both SWF, and high tier killers like Nurse can legit break the game (I mean, starstruck awakened awareness meta 2 years ago on nurse alone is the example there). But not comp balanced doesnt mean its not designed with comp gameplay in mind. Otherwise, why nerf anything at all? Why nerf old BNP? It wasnt a problem except in swf.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    Oh yeah, I dont think it will solve the problem, but it will definitely improve things. It will serve as a reminder. Even in my most selfish moods I would look and see if they are close to unhooking themselves, because that would buy me more time to open the gate.

    And yeah, even I will sometimes forget, I once had Bond to show my teammates and for some reason still ran to the gen they were on with the killer on my ass. I just actively ignored what was on my screen entirely while my last braincell was trying to keep pathfinding away from the killer. It happens, sometimes maliciously, sometimes forgetfully, but its about improvement.

    As for the state of DBD, if it wasnt for Kaneki, I would disagree with you. Its generally been better. I am literally mainly quitting because of Kaneki and the bs state he is in. But once he gets the changes he needs to be fun to face (like, removing the mark when mending even if its the last one, adding a 2 second fatique, removing the full on 2 second stun on survivors or increasing kaneki's stun with 2 seconds), then I would 100% be back as its been in a really healthy state lately.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    Honestly, I would say no to knowing who is on death hook(but maybe yes on who has never been hooked yet?), because that would give people the power to tunnel harder, however, in exchange otherwise, I would want to give the ability to show the wiggle bar to killers when carrying a survivor, since quite a few perks are impossible to deduce for killers without knowing the speed of the wiggle bar for survivors. It would also tell you if you're able to still reach basement or not etc. I would be fine with that info being available to killers since its near impossible to abuse it(assuming upcoming basekit anti-slug mechanics will be actually good).

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    As for the state of DBD, if it wasnt for Kaneki, I would disagree with you. Its generally been better.

    I went against Kaneki almost exclusively for the first few days after his release, and after that I saw him much less until by the end of the event I hardly saw him at all.

    Killers don't really bother me. No killer can frustrate me the way my teammates can. And believe me, some killers go out of their way to try; like everyone else who plays DbD, I've had matches where I was for some unknown reason singled out and slugged maliciously and what have you. And I laugh: it's such a waste of the killer's time because they will never, never get to me the way my teammates do. Every time I quit early for the day, it's because of my solo queue teammates. (I play solo or duo; playing as a duo lessens the pain, but it doesn't negate it entirely and my friend and I often quit early because we get too many awful teammates.)

    So, yeah, my problem isn't balance or killers. It's DbD's SBMM and the teammates it puts me with. Console issues don't help, but it's mainly the teammates.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    Killers generally dont bother me, I have specific issues with some (mainly BS mechanics and double standards, like, why does Wesker get basekit lightborn when he grabs any survivor with his power, but Dredge doesnt get it when he locker teleports? he can still be banged with a flashbang, but Wesker, even tho much harder to pull off than Dredge, gets full immunity)

    But Kaneki, he is just Chessmerchant levels of BS. The only reason Kaneki loses is because they made multiple misplays or arent good enough yet at using the power (which requires like, 3 matches of practice). Its that I also face him up to 10 times a day that just kills the fun of the game. Because whoo, you got outplayed by someone being able to cancel the power mid air and recover 0.1 seconds after they slide next to you. Imagine if Wesker missed his ability and then hits you within 0.5 seconds anyway. That's how Kaneki is to play against.
    Yet, Wraith is forced to slowdown and uncloak before hitting a survivor, Billy has to wait 2 seconds after his chainsaw sprint ends to m1, Legion has a slowdown and a 2.5 second fatique before he can effectively down anyone if he cancels his power. And those are killers who cannot appear on the other side of the map within 2 seconds.

    Kaneki feels like 7 blink Nurse, except 7 Blink Nurse allowed you to gain distance due to her 5 second fatique.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    It's the one of easiest thing voice comms can communicate, I don't really understand why it's not visible

    It's not really like the auras as it doesn't even take any skill

    Or alternatively, they can simply hide the gauge for hooked survivor, this way they won't be so frustrated

  • CautionaryMary
    CautionaryMary Member Posts: 926
    edited May 2025

    Adding an anti-camp meter on the HUD would simply put solo on the same level of SWF more.

    I don't agree with basekit Bond or Kindred, however, saying that adding the anti-camp meter to a HUD would be adding comp is not a good argument.

    Even in comp games, the anti-camp meter does not matter. They cannot unhook themselves when the meter fills up, they have to have their teammate unhook them. So, this is not an argument for the lack of an anti-camp meter. They should have added it in the HUD update.

  • sanees
    sanees Member Posts: 846

    This would be a complete analogue of kindred, just by passing within a radius of 16 meters, the survivors would see that the scale is filling up and would immediately understand where you are
    You can’t just get all the perks in the world for free

  • CautionaryMary
    CautionaryMary Member Posts: 926
    edited May 2025

    Anti-camp meter is not a complete analogue of Kindred.

    Kindred shows pinpoint accurate information to the team on where the killer is. Yes, the team gets information that the killer is camping or hovering but most skilled killer players know how to stay outside of the range of the anti-camp meter.

    It should have been implemented when the HUD update came out, as that update was purposefully pushing soloq teams to have more information that they do get from being in a full SWF.

    Killers typically leave the hook, chasing a potential unhooker and dropping chase to tunnel OR they hover outside of the meter radius to still complete the action of tunneling. With the implementation of the anti-camp meter, killers will adapt and do what I just said in the above ^. Ranged killers can effectively camp outside of the meter radius, M1 killers can camp outside of the meter radius by dropping chase, and mobility killers can return to hook easily (obviously due to their mobility).

    The only thing an anti-camp meter would do is make soloq have more information (always a plus), make killers adapt (something I encourage on both sides), and help soloq to be more coordinated as the game when you go into higher MMR becomes more team coordinated.

    Edit: adding anti-camp meter does nothing for tunneling, as a killer will be set to tunnel regardless - showing an anti-camp meter isn't a perk and it's dishonest to paint it as a form of Kindred.

  • Defnotmeghead
    Defnotmeghead Member Posts: 397

    Kindred basekit has been argued for years, and the only reason its not implemented, is because it shows the killer aura.

    This would legit be a GOOD way to indicate the killer is camping, as it doesnt show location. That way, insidious Bubba doesnt get a free 2k because of a lack of comms