Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Hook states feel too short, and camping still isn’t meaningfully addressed.

Snazzy
Snazzy Member Posts: 12

I’m actually at the point where I don’t understand what the anti camp system is supposed to be doing anymore.

Just had a match where I get hooked, killer “leaves” for like 5 seconds, realizes no one is immediately there, and then just hovers the area the entire time. Not close enough to fully trigger anything meaningful, but close enough that nobody can realistically get a safe save without trading. And of course, hook timer is ticking like normal the whole time.

So what exactly changed?

Because from a survivor perspective, nothing. If anything, it feels worse. Killers don’t have to hard face camp anymore, they just soft camp and get the exact same result with less risk. You still burn through first stage before your team can do anything meaningful, especially on maps where line of sight is trash.

And then you’ve got killers like Bubba or Hillbilly who don’t even need to play mind games around it. They just exist near the hook and it’s basically a guaranteed down if anyone tries to unhook. Anti camp meter filling? Cool, doesn’t matter when the trade is instant.

That’s the part that makes no sense to me. The system seems designed around the idea that survivors can just “wait it out” and get value, but in reality, waiting just means the hooked person loses a full stage while the killer holds position with zero pressure elsewhere.

And before someone says “just do gens,” yeah, sure, in theory. In practice, you’re watching your teammate hit second stage because the killer is proxy camping and the game is basically forcing you to choose between throwing them or throwing the match. Great design.

This is where hook timers come back into it too. Even if the anti camp system worked perfectly (which it doesn’t), the timer is still way too punishing for how the game is actually played now. There’s no buffer to deal with these situations just constant urgency with zero room to outplay it. Hook timers should be a lot longer in return, survivors are already in an extremely weak state and killers simply have no consequences for playing such a boring and non punishing playstyle which ultimately earns them free kills. It needs heavy nerfing.

They need to make the systems actually work together. Right now it feels like anti camp exists on paper, but in game it’s just killers adapting slightly and getting the same outcome before anti camp was added, they can simply move a little further and no progress to the bar for the survivors go up, it's problematic for the overall balance and health of DBD overall.

Comments

  • MDRSan
    MDRSan Member Posts: 788

    If you're just going off what things are called, AFK crows would like a word.

  • Starrseed
    Starrseed Member Posts: 1,846

    I think overall that hook timers are in a good spot. It's not too short so you can slam gens against a camper and you don't have to drop everything and run the second someone gets hooked. But they are not too short either so the killer still gets pressure from hooking and that's an important part too.

    The hook should call for some urgency, at least to a certain degree. It's important to remember that bhvr never tried to get rid of camping as a whole and only wanted to crack down on Facecamping. Because the killer should be able to defend his hook, the hook is a point of pressure especially the longer the game goes because a hook in a position that lets the killer have an eye on the last gens and the hook can win the game.

    Now you could argue that the changes did nothing cause now the killer is standing outside the camp range. But honest question, what should they do?

    I mean hell they could obviously get rid of camping tomorrow if they want to, all they need to do is make every hook stage last 90 seconds and just like that camping is dead on the spot. But if we look back at what I just wrote this would lead to the hook losing his pressure and his urgency.

    And the anti Facecamping feature is pretty much at its limits, there is not much to enhance with that. The bar can't fill to fast and the radius can't be to big or the hooked survivor, which is the objective of the killer becomes a zoning tool against that killer and that's pretty stupid. And let's not even start with the programming of this game and different floors.

    In the end there is not much more bhvr can do against camping without taking away pressure the killer can generate.

    I mean they could obviously do that but that would need to come with big basekit buffs to make up for that lost pressure

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 102

    As others have said, it’s not supposed to eliminate camping. It’s supposed to eliminate (and does eliminate” facecamping which is not the same thing. Camping has always been a valid strategy, but as others have also said it doesn’t work very well most of the time. If you’re getting camped, two or three other survivors can easily pound out gens uninterrupted. If they’re not doing this, that’s a problem with teammates and not understanding how to play the game and not using the UI information to know who is working on gens and who should be going for the save.

    If this camping strategy was as oppressive you claim, there would be way more Bubba/Hillbilly players. But there’s a good reason do don’t see many of them. Bubba is super easy to loop (he’s actually probably my favorite killer to go against) and Hillbilly requires a lot of skill and practice to be good. Camping with Bubba or Hillbilly usually means 1K for the killer as long as the other survivors have even a little bit of game sense and are getting gens done.

  • Brimp
    Brimp Member Posts: 3,675

    Another 10 seconds to hook stages so we have 2/3 of Reassurance base kit!

  • Anti051
    Anti051 Member Posts: 955

    You have perks at your disposal if you tend to find yourself in a bind on the hook. Just because you can be hooked 3 separate times before death does not mean you are entitled to it, considering how fast a match can end (and especially considering the pallet density increase, game-breaking second chances and an already bloated survivor base-kit). You needn't have more.

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,163

    Absolutely not.

  • sonata93
    sonata93 Member Posts: 432
    edited April 28

    Respectfully, what is “bloated” about the current survivor basekit? The addition of basekit Borrowed Time was one of the healthiest choices for the game. Being able to grab off hooks and down survivors straight off hooks was ridiculous. Completely un interactive and frustrating gameplay. The survivor hud only gives basic information; solo queue still struggle with team coordination.

    You also need to remember that around the time when these “bloated” base kit things were introduced, killers received multiple buffs. Gen regression was buffed and the broken second chance perks (DH/DS) were heavily nerfed. So much so, DH is essentially a completely different perk compared to its old version. I’m still not sure which second chance perks are “game breaking” because I’d argue DS is much weaker nowadays (hence the lower pick rate) and DH is powerful, yes, but no longer “press E to win”… it now requires skill and timing.

    Telling survivor to use “perks at their disposal” to counter gameplay issues is exactly the same as telling killers to run gen slow-down to counter gen rushing. Perks are just bandaid fixes for core gameplay issues. Look at BT…. Literally nobody runs this perk now because, at its core, the perk should’ve been a core gameplay mechanic from day one.