Review + Suggestion to BHVR: Please Rethink the Balance & Anti-Camping System
As a long-time Dead by Daylight player, I was really looking forward to the Springtrap DLC — but after spending time with the new update, I feel more disappointed than excited.
The game is leaning heavily killer-sided now, especially after removing the survivor's 4% self-unhook (what many of us call the “Kobe” chance). That mechanic gave survivors a fighting chance in bad situations and, frankly, helped balance out moments when teammates couldn’t or wouldn’t help. Without it, the game feels more punishing and hopeless for solo survivors.
What’s even more concerning is the growing issue with the anti-camping system. Many killers have already learned how to manipulate proximity and line of sight to avoid triggering the anti-camping protections — which completely defeats its purpose. Survivors often just hang there while killers hover nearby, using subtle movements or standing just far enough away to exploit the system. It’s frustrating, unfun, and honestly kills the tension and fairness that made DBD so engaging in the first place.
Suggestion:
Please consider refining the anti-camping system to track killer presence more smartly — maybe by analyzing consistent proximity over time, directional movement toward the hook, or patterns of staying within a certain radius. Also, consider bringing back a limited or perk-based self-unhook chance for survivors. Even if it’s just a one-time chance or tied to specific conditions, it would help make matches feel less helpless.
The game is slowly losing that balance that made it enjoyable for both sides. I truly want to keep playing and supporting DBD, but this latest update is pushing many of us away. Please take this feedback seriously — it’s coming from someone who loves this game and wants to see it thrive again.
To the Killer Mains Complaining:
Let’s be real — I play both killer and survivor. This isn't about tipping the scale unfairly toward survivors; it's about making sure both sides are actually fun and balanced. A killer who’s confident in their skill shouldn’t need to camp or rely on holding the game hostage. Good survivors should be able to outplay bad killers, and vice versa. That’s what creates tension, drama, and fun. If the game becomes too killer-sided, it stops being Dead by Daylight and starts being Dead by Frustration.
Comments
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100% agree with you,
they’ve also figured out that if you slug near the hook and place the slugged person near whoever is hooked, they will not get anticamp meter. And I see spring trap doing this a TON.2 -
The fact that they release it in such a state with all these go next, crows and other stuff you just KNOW Phase 2 is going to be another shitshow.
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How many more survivors need to integrate the mechanic and give perks so that they understand that camping can be resisted?
Pulling away from the hook was removed from the game, anti-camp was added, thanks to which it is now impossible to stand directly at the hook and control the stage, the time of the sacrifice phase was reduced to 70 seconds, but survivors continue to complain that camping and tunneling prevent them from winning.
The game has skills such as "Shoulder The Burden", "Babysitter", "Reassurance", "Decisive Strike", "Off The Record", which punish the killer for camping and tunneling and simply destroy such a strategy.
Survivors have never had as many resources to deal with camping, tunneling, and slugging as they do now.
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Lets see
DS, Off the record only prolongs it against slow killers M1 any good killer goes right through, Anti Camp is a joke. Slugging is only countered by Swfs solos have no way to deal with it.1 -
It seems to me that you underestimate the strong survivors, especially those who can run killers.
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Most run in coordinated swf teams and often times they only have issues against the top 5 killers. Look at TruTalent and Not Ortdaza they have kill rates above 90% against all types of teams (3k-4K) only rarely getting a 1K and almost ALWAYS the weakest killer.
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This is no reason not to learn how to play the game.
The skill level of the survivors is falling because the developers teach them not to rely on themselves, but on built-in mechanics and anti-tunneling perks.
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There is learning to play the game but good killers regardless will most of the time win against even coordinated teams and solos have even lesser chance.
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Playing alone with random is a conscious decision by everyone.
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Swfs break the very foundation of the game and you know it. Swfs have Bond, Empathy, can remove most aspects of Stealth making all but the best killers weak against them.
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