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Good job on the anti-camp

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Comments

  • coolgue1
    coolgue1 Member Posts: 249

    The current anti-camp system has some issues. Killers can still proxy camp or remain near hooks—even after the generators are done—with little to no penalty, while survivors may face penalties for healing or staying still. Additionally, killers receive instant UI notifications when someone is unhooked, which can give them an advantage to respond quickly. To create a fairer experience, it would be great if camping and inactivity penalties applied equally to both survivors and killers. Hopefully, BHVR can adjust the system to better discourage camping and improve overall balance.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah since asymm games have it built in its all about team work, the devs have been slowly building up to that point by making it soon that perks will be visible to other survivors the ones you have chosen to play with so the missmatch wont be an issue here, obviously some players will refuse to change just because but yeah.

    They should at this point add the vc in game and then see how fast stats change.

    Just worries me how it will all play out the upcoming changes.

    I do hope so they have properly tested things out and have been testing it.

    The whole gen rush has to go since its mostly present in the people who use comms, i from now on wont call them swfs since yeah there are people who play with friends but dont use any comms only at the end and start of the game and i think thats fair.

    Comm users are the ones that need balancing

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    Yea it was already kind of in the game for custom lobbies they just added it with a matchmaker for the main game mode. They didn’t even add the emotes until the patch after swf.

    You can clearly hear the game director himself explain the game concept being lack of information in the video, which of course would not be a thing with communication.
    Similar to how the original design intent was hiding stealth and being scared the design of the game changed into what it is now.

    So you have anything to suggest SWF was always intended? I would be interested to see that as someone who has also been following the game from back then.

  • UnicornMedal
    UnicornMedal Member Posts: 1,564

    I don't think it'd make a huge difference considering SWFs are still below 50%. It's really hard to balance matchmaking around a game with as many variables as DBD (RNG game pretending to be comp), but then factor into that how many new players are constantly cycling in. It would be a common thing to have to teach people how to play every trial. A lot of players would mute it too.

    BUT, comms would help bridge the gap between solos and SWFs and make it easier to balance the game despite how successful or unsuccessful they may actually be. At that point, the only complaint would be that SWFs are manipulating the matchmaking which wouldn't be a fair claim since Killers equally have the ability to lobby dodge.

    As far as the upcoming changes go, they already have the tools to make it work. The issue is that camping/slugging/tunneling are catchup mechanics that can be used at any stage of the trial. They have two choices—implement a mechanic that's just as strong for survivor (think old hatch and DS) or limit their viability to pure catchup mechanics (scaling difficulty similarly to what 2v8 uses). Knowing BHVR though, I see them ultimately choosing the least effective measure.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I think as well they will be forced out of their hands to scale the difficulty but in a bad and worst way possible where casual and randoms and new players will suffer from, and the difference will be minimal on the premades that use comms

  • UnicornMedal
    UnicornMedal Member Posts: 1,564

    Most likely. It's too weak in 2v8 as is. When you're really pressed against the wall, it should come in clutch. But often times it's the same boost you'd get from a perk. In order for it to be effective, it has to actively prevent steamrolls on either side.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Well lets see how well they prevent steamrolls on both sides, M1 killers need to be given time to shine not just ability killers, same goes for gen rush some people like to unhook and heal and get points in that category too

    What concerns me badly is the amount of gen rush, if they can successfully make it like half biased i will be positivly surprised.

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    Oh yea that’s what I’m saying that it wasn’t the vision at the very start but the vision obviously changed very early on to due the demand from players and who’s to say it would have even been as popular as it is without swf added!

  • Mr_K
    Mr_K Member Posts: 10,350

    How are SWFs taking advantage? The progress is slowed when other survivors are near. As long as you are not standing in front of the hook that survivor is going stage 2 when another survivor is around. You are also talking like this is a new system. It's been around for quite some time and SWFs don't abuse it. In reality, if survivors swarm the hook it benefits you the killer if you play it right.

  • UnicornMedal
    UnicornMedal Member Posts: 1,564

    Honestly it could stand to be buffed on that front. That the bar charges regardless of who's around unless there is an active chase.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    If the Tool is entirely reliant on the Killer input, it's not really a Survivor tool, is it? Just a Killer Punishment.

  • KerJuice
    KerJuice Member Posts: 2,104
    edited July 2025

    Unfortunately it doesn’t stop face camping basement bubba with his full recharge after a hit add on and max charge add on.

    That guy wants you to self unhook.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Friend, being able to defend hooks is part of Killer gameplay, it's 100% intentional to have contests for unhooks. The real purpose of the anticamp wasn't to halt any and all forms of defending a hook, but to halt facecamping, which was the real issue. There was never any good reason to do this and it always felt bad to be on the receiving end of.

  • Rookie1978
    Rookie1978 Member Posts: 143

    I honestly feel like people discount the good decisions BHVR has made way too much. They stumble on some things but they've made a lot of decisions I thought were overwhelmingly positive; i've already had a few of my dreams checked off. I still remember when they added auto-buy bloodwebs, I thought to myself, holy #########, they really did it! Then I come back from a break, and suddenly I can spend all my bloodpoints at once and literally just skip massive amounts of levels altogether.

    That alone is great. Quality of life. I like it.

    I also remember when all the original characters and skins got turned into shard purchasable, with only the licensed stuff being paid only. I think that's a super discounted BHVR move that earned them a lot of good will, at least to people who remember it happening.

    Some finnicky systems they're still working out doesn't warrant posts that do nothing but spread negativity. Flaws get patched, fixed, whatever. Negativity bias is just insane.

  • Destaice
    Destaice Member Posts: 114

    I swear killers who camp/tunnel/slug think they'll burst into flames if they make good faith arguments.

    For very obvious reasons that I shouldn't have to state. If the killer isn't camping, then they're not camping. If my argument is "being camped isn't fun" then in what universe is "what if the killer isn't camping?" a counter argument? You might as well asked what the killer's favorite flower is for how relevant it is to this discussion.

    Secondly. People complain about these things because it's not fun. Entity forbid people want to have fun playing a video game.

    Third. I'm not a game developer and I don't need to have a plan to rework the core gameplay of Dead By Daylight to have a discussion about how the way certain people play makes the game a worse experience.

    Lastly. A Dev replied confirming that anti-face camp doesn't prevent camping and somehow killer mains still find a way to argue it does.

  • Mr_K
    Mr_K Member Posts: 10,350

    Are replying to the wrong message because I've never made that argument??

    Where am I saying camping is fun? I'm asking you what could be done of it. What could solve the issue that you have with this game element? How can we stop camping from even happening? How do you force the killer not only to leave but not return?

    As for making bad faith arguments. Why are we saying the system didn't work? The survivor in this example has the option to unhook themselves active. Thus the system is providing a means of self escape. Yes, the optimal time to unhook is right before the next stage, but why does that matter here? Even if it did, the survivor clearly has that choice on the timing.

  • upsideinsanity
    upsideinsanity Member Posts: 166

    Except that there are so many killers with range that they dont have to face camp and it still forces a trade