http://dbd.game/killswitch
Buff the Anti-Camp Meter
This rises at such a slow rate, and your teammates are completely unaware of your progress towards saving yourself. So heres the changes:
- The range of the Anti-Camp Meter beginning to build up is based on the killers base terror radius, relative to their movement abilities
- The game will recognize add ons and powers like jenners last breath, dredge remnants, Xenomorph tunnels and wazisashi saya and will still count anti camp
- The game will recognize when the killer is on a second floor and still build up at the same rate, ignoring verticality
- Survivor teammates can now see your Anti-Camp meter on the HUD
- Survivors can now hear their terror radius on both stages of the sacrifice process, as well as correcting the bug with the visual aid disappearing on second stage
- The rate at which Anti-Camp builds up is now based on the killer's base terror radius. First layer: 1%/s. Second Layer: 2%/s. Third layer: 4%/s. All layers are slowed down by half while the killer chases a survivor near the hook
- Killers with insta down basekit through M2's only (Billy, Bubba, Oni in power) will not be allowed to use their chainsaws and kanobos if they are within 16 meters of the hooked survivor and not in chase
Note: With the new TR based gain rate, killers can still patrol around the hook at the first layer without triggering the system to let survivors unhook themself, but will punish them alot more if they . Certain killers can't garuntee a down and prevent the would be save anymore just by camping with their powers, they will need to M1 first to give that survivor their opening to save, and then its a trade rather than a slug on hook. Killers who try to find methods of camping and surveillance will be punished for camping still. Some solo queue frustrations are corrected now, so your teammates no when to get lost and so you can help yourself.
Lemme know your thoughts, I have a concept for anti tunnel next
Comments
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I agree that the anti-camp meter definitely needs to be buffed. Though I'd like to add that I think proxy camping needs to be addressed. The most obvious example that I've experienced (numerous times) is the Knight and his AI summons. Many times I've been on hook and he just slaps one of those down right at my feet, meaning no one can unhook me without taking hits from the summon, without a lick of anti-camp meter progress.
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Why should you be entitled to a 100% safe unhook?
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The guards despawn when you unhook in case you didn't know that. You can't 2 man camp a hook with them, that'd be nuts
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Its not garunteed to be safe, you can still trade, just no slugging on hook @Zuiphrode
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Thats more viable in a gamemode where theres more people to save you, and not enoughtime for killers to hook people, but executioner's cages always send you as far from all players as possible. That would hurt your team more than help
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Uhh… the guards will despawn if you start the unhook action.
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Why should the killer be entitled to a 100% secured kill, and/or more free downs and hooks just because they hooked ONE survivor?
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Why aren't you doing gens while the killer stares pointlessly at a hook?
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I'm sure you'll be among the first to rush to the forums to cry about gen rushing.
-1 -
It's not fair to restrict any killer playstyle force them to play in "only correct" way.
→ 3 gen was limited to 8 kicks making a lot of perks less apealing (eruption, overcharge, call of brine, trail of torment)
→ Tunneling was limited by baskit borrowed time
→ Camping was limited with anti-camp meter
→ Slowdown was nerfed with almost every slowdown perk being nerfed a lot
…
I don't know if the game feels too repetitive why would people stick in for longer times?
1