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Endgame Anti-Camp

Again, not sure if this was removed a long time ago, but if the killer only has a 1 or potential 2k, then too bad. Standing directly in front of the hooked person in the endgame is weird and kind of annoying.

Open to polite discussion

Comments

  • runningguy
    runningguy Member Posts: 1,410

    what else is the killer supposed to do? no gens to patrol and protect. not enough time to "spread hooks" and go for someone else knowing they are probably at full health and knowing the one on hook will get unhooked and get a free escape thanks to basekit endurence. If the killer gets a down at end game then too bad for the survivor that got downed.

  • Artimenius1307
    Artimenius1307 Member Posts: 49
    edited January 25

    This was never a thing so no, it wasn't removed. And tbh while killers have gens to protect which prevent survivors from leaving via gates, it makes sense for them to leave the hook to delay gen progress, but once gens are done, then there is nothing preventing survivors leaving except killer themselves, but that only applies to 1 survivor instead of all 4.

    I know it usually feels bad for that 1 particular survivor who ends up downed in end game, but it's still not the end for them, many killers are incapable of one shotting survivors, so a skillful hit trade into save can still be performed by survivors if at least 2 more remain, adding anti camp to endgame will remove that very interesting aspect of the game.

    The other issue I see in this, is that this very question stems from a belief which I find harmful: Why do you think that the survivor that got downed in end game, and by extend every still living survivor together with them, absolutely MUST be able to escape still? Sometimes if you get caught you die on the hook, that's normal, there nothing wrong with killer securing the only kill they can at such stage

  • JPLongstreet
    JPLongstreet Member Posts: 7,135

    As others have said, once the gates are powered all the killer realistically has left to do is defend that hook.

    If there's multiple survs left alive in EGC then the killer should expect a rescue attempt. If the survs are smart about it (heal up and time it right) then ok, otherwise it can snowball and the killer may get another kill or two. And I have no problem with all that.

  • Hex_Persephone
    Hex_Persephone Unconfirmed, Member Posts: 2

    See the responses you're getting I don't understand. If a killer gets a 3k, the survivor is at a huge disadvantage. Especially against high mobility killers like Nurse, Blight, Ghoul, and soon to be ST Vecna, or teleporting killers Unknown, Sadako, Dredge. Trapper can trap the gates which would notify him if the survivor goes for that gate. Not to mention I'm seeing gates spawn closer together way more often. I'm not saying it's impossible to escape, but it's incredibly difficult in a 1v1.

    But if the killer didn't manage to get a kill before all the gens were done they get an advantage on one of the survivors if they're hooked in the endgame because they can just camp them. Which is great for insta-down killers: Bubba, Billy, Michael Myers (he gets his stalk so fast now, I've never been able to go in for save without him getting his power up as soon as the survivor is unhooked). I'd be okay with removing endurance in the endgame unless the player self-unhooks due to camping.

    Killers aren't owed a kill just like survivors aren't owed an escape.

    Camping is boring. I do not understand how killers find the match fun if they get a 1k because they had to camp to get it.

  • Royval
    Royval Member Posts: 1,296

    seeing post like this makes me miss dbd before 2021 such a different game lol

  • brewingtea
    brewingtea Member Posts: 780

    Camping is boring. I do not understand how killers find the match fun if they get a 1k because they had to camp to get it.

    3 players can easily mount a rescue. I've camped the hook and still had a fun race to the gate while the one person with full health tries to body block for the other 3.

    Besides, your suggestion (add anti-camp but remove endurance) is literally the exact same scenario except the killer has to stand a certain distance away. Do you seriously "not understand" how that 20m or so might not make a huge difference in some people's eyes????

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 281

    Because endgame mechanics are horrendous, need to be entirely thrown out, and reworked. That goes for both the survivor and the killer win conditions.

    When gens are finished, unless the killer has brought some kind of gate-stall perk (eg No Way Out) or slugging snowball perk (eg NOED), then there's zero reason to patrol gates instead of stay on the hook. There's literally nothing else for survivors to do except reset, gates, and rescue. But by the same token, unless you have at LEAST two other teammates, rescue is functionally impossible too, so the correct play is to always just let them die. Against certain killers, like Bubba, it's completely impossible to start. Even with multiple teammates, in certain maps (eg RPD) or situations (eg basement), even three survivors isn't enough. Neither side has any engaging decisions or gameplay to be had. And once the hooked survivor is dead, survivors get their two minutes of victory lap where they can sit in the gate and taunt the other side with zero risk and zero consequences.

    When too many survivors are dead to have any reasonable expectation to finish gens, their only choice is to either hide and hope for the hatch, or kill themselves. Both result in godawful gameplay, especially if the killer decides to slug for the 4k, forcing all three players to sit around and helplessly wait without being able to do jack, and why wouldn't they? They have their five minutes, if more, of victory lap where they can slug and taunt the other side with zero risk and zero consequences.

    Matches need to accelerate to their conclusion when they're over, and provide actual gameplay while minimizing the time players are able to forcibly waste the other side's time in foregone conclusions, but that will take an entire rework of the endgame, possibly the core mechanics. Absolutely doable, but BHVR can't even adjust the number of pallets on a single map without breaking 10 other maps. It's never happening.

  • Dinadin
    Dinadin Member Posts: 305
    edited January 25

    So why is the killer supposed to be able to secure their kill, but the survivor on hook isnt supposed to be able to still be saved? Double standards.

  • Artimenius1307
    Artimenius1307 Member Posts: 49

    "why is the killer supposed to be able to secure 25% of their victory but the survivor on hook isn't supposed to be able to secure 100% of theirs" It's assym game it can't be absolutely equal everywhere

  • Artimenius1307
    Artimenius1307 Member Posts: 49
    edited January 26

    "Why can a killer secure a kill (Not always can, unless he has oneshot ability or fast damaging killer like huntress, which is entirely different argument to discuss), but survivor on hook is not supposed to still be saved (Very much still can, unless oneshot or fast damaging killer like huntress)"

    I didn't really get what you meant by faking math, but I am not sure why you think 1 survivor dying at the very end of the game is something that must be always preventable when it's 4 total survivors

  • Emeal
    Emeal Member Posts: 6,865

    A Survivor in the endgame can be saved by a combined team-work effort and then how far away from the exit gate they are.

    No double standard here.

  • Elan
    Elan Member Posts: 1,746

    While ago they made EGC purely into killer's favor. Then partially removed it by removing hook grabs. I think current endgame is decent. I would defienetly like to see more endgame perks as I think that endgame builds are still pretty underrated. No way out with terminus, blood warden and rememeber me grant you so much extra time.