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Six of the new perks encourage camping and/or tunneling.

Surge: downing a survivor near gens will make them explode and regress. This encourages gen camping, so just stay super close to the gens and don't chase anyone who runs in the opposite direction of them.

Cruel Confinement: windows are blocked if a nearby gen is repaired. Again, camp the generators and if one pops near you, get a very easy kill after that since the survivor will likely not have any means to escape the chase.

Mindbreaker: survivors are exhausted when working on a new gen. Go back and forth to a generator and survivors won't be able to use an exhaustion perk during the chase unless he or she walks for three seconds.

Babysitter: Unhooking a survivor will remove their scratch marks and reveal your position to the killer. Although this discourages tunneling, it encourages camping. The only way you have to avoid losing track of the unhooked survivor is to be close enough to see the survivor while the unhook is happening. This one isn't too bad, but it still needed to be mentioned.

Camaraderie: The struggle timer is paused for 14 seconds and the bar starts flashing if someone is going for the save. Since the killer can see that the timer has been paused, he or she will know that someone is going for the save and it's time to go back and tunnel the unhooked survivor or kill the rescuer.

Second Wind: after getting off the hook, you will heal yourself unless you get tunneled. The killer will know you have this perk, too. Enough said.


Disclaimer: I'm not saying any of these perks are too weak or too strong. I'm merely saying that they encourage a playstyle that isn't very enjoyable. I understand that some of these can be used in ways that aren't bad, but they can also be abused, which worries me. What do you guys think?

Comments

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    You can't camp generators or you will lose the match. If you camp a gen, the survivors will simply go work on another one.

    Mindbreaker only has a lasting effect of 3 seconds. If you don't get totally surprised, you will even be able to still use Sprintburst.

    Babysitter won't encourage camping. If the killer camps, BT and DS are your friends. Or you do gens if an unhook is not possible.

    Also similar with Camaraderie & Second Wind: If the killer patrols hooks and wants to tunnel, he will do that anyway. If the killer chases somebody else, he won't suddenly go back to the hook just because of Camaraderie or Second Wind.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570
    edited August 2019

    On another note: Perks that really encourage hook patroling and tunneling are Remember Me & Dying Light.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Babysitter is pushing it. Doesn't encourage camping any more than BT and DS do.

    Mindbreaker doesn't involve camping or tunneling even in the situation you named. What you described is patrolling and it isn't problematic.

    Cruel Confinement doesn't involve gen camping. Whatever gen you camp isn't the one that is about to pop. The Survivors won't do a gen if you are right there (if they aren't dumb)

    Surge will still proc if they run away because 32 meters is enough that unless it's the endgame and you have a 3 gen strat they will nearly always be within 32 meters of a gen no matter which direction they run.

    Camaraderie in theory makes camping worse (tactically), the value is too low to actually do that but in theory it works. In any case it doesn't encourage tunneling any more than unhooking in general does.

    That just leaves Second Wind

  • michaelrandom27
    michaelrandom27 Member Posts: 100

    @NuclearBurrito The Second Wind perk is the one that worries me the most. The killer knows that if he doesn't tunnel you, you will get a free heal. Therefore, it is better for the killer's game to tunnel you. I don't think anybody is going to get much use out of a perk like that. We've seen similar examples of this, too. Whenever someone brings No Mither as a joke build, the killer never slugs that survivor, making the one major benefit of that perk useless. That's why this worries me. Second Wind seems like it could be a really good perk if the killer didn't know the survivor had it.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    I mean getting away from the Hook before the Killer can find you happens all the time. Yes in terms of making the Killer want to tunnel it sucks, but it's not going to invalidate the perk.

  • kamisen
    kamisen Member Posts: 794

    Can we not muddle the waters by calling it “gen-camping”? It’s called patrolling.

    Also, I think your arguments are kind of far-fetched. Going by your standards, self-care would also be a camp-inducing feature:

    Self Care: after getting off the hook, you will heal yourself unless you get tunneled.

  • IMhereRUN
    IMhereRUN Member Posts: 606

    This ^^^ guy very on point. He was nice than I’ll be...all of your theories are insanely absurd. Tunneling is tactical at high ranks, but camping will never get anywhere and you’ll rarely see a killer rank 10 or higher doing it...

    Lower ranks, specifically 16-20 will be hardcore campers much of the time. Rank your character up, you’ll face more skilled opponent(s), but I assure you that you’ll find games have much better FairPlay.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410
    edited August 2019

    I don't think these perks are going to be abused in the way you're suggesting. They're not going to change the meta.

    And if we're talking about encouraging tunneling, that's Dying Light. If we're talking about encouraging camping the hook, that's Insidious.

    Surge may help a killer if they have a three-gen strat, but the perk still has a cooldown, and survivors should always try to avoid getting three-genned. Also, most survivors will immediately run away from the gens once the killer gets a hit in, meaning the gens would probably be out of range when the survivor gets downed. More importantly, if the killer is sticking to gens rather than chasing, they probably already play that way; it's much easier to choose perks that fit your playstyle than to change your playstyle to suit a perk.

    Babysitter, like Borrowed Time, encourages the killer to go after the unhooker instead of the unhookee. Babysitter even shows the unhooker's aura, going "Hey, look at me, chase me!" If the killer camps the hook and goes after the survivor who just came off it, they were going to do that, anyway; Babysitter had no bearing on that decision and at least gives the unhooked a bit of a chance to lose the killer in that situation.

  • Might_Oakk
    Might_Oakk Member Posts: 1,243

    I stopped reading at "gen camping"

    W...T...F...

  • Zanely89
    Zanely89 Member Posts: 134
    edited August 2019

    It seems that a lot of the scenario you come up with are all in your head and won't be happening that often. Go by your standard, almost every single perk is encouraging either camping or tunnelling.

    Head on will encourage tunnelling since you can get into a locker and simply stun the killer. So the killer better camp you and tunnel you to make sure they don't get head on.

    Spine chill will make the killer camp you because you will know to hide before he reach you. To avoid wasting time looking for you, killer camp you and tunnel you so you can't hide with spine chill.

    See the example above, similar to your concern but we all know both head on and spine chill won't get you camped and tunnelled.

    Camper gonna camp and tunneller gonna tunnel. Nothing will encourage and discourage them to do what they do. It is more like a playstyle rather than something you encourage/discourage. Otherwise, camp and tunnel already gone for so long with all the punishment to emblem and what not.