An Anti Camping Idea inspired by the Lacklust suggestion

Currently, camping causes you to lose progress on your chaser emblem, being within 8 meters (face camping), causes this penalty to MUCH higher. You are not penalized if there is another survivor near the hook. I do not think this system is enough of a deterrent against campers. As I will take about later, this is somewhat effective against Reason 1 campers, but Reason 3 campers do not care. Reason 2 campers are justified in their camping and thus are not effected by the system.

A good solution would be to make it to where hook progression slows more and more the longer the killer camps with no survivor nearby. So to camp a first hook survivor to death without ever leaving the hook would not be possible. If you camp for long enough, eventually the hook progression bar will pause completely until the survivor is unhooked, however this would require 2 minutes of cumulative camping against that survivor. (the amount of time normally needed to kill a survivor with 1 hook.) Once again, further slowdown will not apply if there is a survivor near the hook, but any existing slowdown is cumulative stays for the hooked survivor.

Typically a killer camps for 1 of 3 reasons. A killer may use this as their primary strategy, while easily countered, its still unfun for the camped survivor as well as the survivors who just have to gen rush and leave to counter it and is an unhealthy play style for the game. Another is that the killer is defending the hook from a nearby survivor, since my system is based off the existing hook penalty system and is justified, this situation is not affected by my idea. The third is that the killer is rage camping, wherein, they camp a survivor to death as a "punishment" for some perceived offense. This is not only unhealthy for the game like camping reason #1 but is also toxic. (before someone argues that its okay becuase you do it toxic people, two wrongs dont make a right.)

Much like the implemented system, face camping would cause the cumulative slowdown to occur MUCH faster. With face camping. 2 minutes of camping would not go through even one stage and would cause the hook progress pause to occur, with about 10-15% of their first hook stage left.

Standard Camping would cause the pause occur during the struggle stage with about 40-50% of the struggle time left. The small amounts of breathing room are to make it to where if the slowdown appliances pause from a survivor showing for a few seconds then leaving or the killer walking away for just a few seconds before returning could still cause the pause to occur without the survivor staging or dying first.

Patrol Camping would vary greatly depending on how much time the killer spends within the penalty range. One could likely pull it off without triggering the pause, but the slowdown penalty would still serve to make this less lucrative to a killer.

Dying survivors will not count for the purposes of pausing the slowdown. (So no abusing a slug to camp people to death.)

A common argument against this is that camping is easily countered, and while 100% true for an SWF, it is not always the case if you are playing alone. Minor inefficiencies can cause the amount of time required to finish all the gens and escape to be longer than the hook time of the hooked survivor. This means by running NOED a camper can often get 2 kills since there is never time to cleanse dull totems while countering a camper. People also argue that abusability is an issue. With this system a nearby survivor prevents the slowdown from accumulating on the hooked survivor, so this is not an issue.

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