Can we talk seriously about effective real anti-facecamping mechanisms?

No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

Every time the killer is near X metres from a hooked surv:

  • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
  • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
  • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
  • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
  • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

Mechanism x.... yours?

Comments

  • Non of these are a good idea for a multitude of reasons..camping sucks but thanks to the games design there are situations where the killer has to do it to get any results

  • @Joelwino said:

    Otzdarva's camping experiment concluded with him saying camping was too strong. His suggestion was that as long as the killer is within x meters of a survivor and is not in a chase for x amount of time, all the other survivors would get a massive boost to generator repair speeds. I like this idea because it keeps camping during the endgame as a valid strategy. I also think that you shouldn't lose emblem progress for camping once all of the gens are finished, since there are no other objectives left to defend except for the hooked survivor.

    Otznoed expirement showed camping was strong against overly altruistic survivors. Why would someone try to unhook a face camping bubba with his chain saw revving?

  • You know, camping really isnt the problem people think it is, its more the feeling that unsafe hooks shouldnt exist. I think certain people just want to be able to walk up to the hook with no opposition and save their friend. Its almost like survivors want bots rather than an actual human player to play against.

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    Sometimes face camping is necessary. Played a game last night. Rotten fields, deathslinger. Gens were done at 4:20 and there wasn't a toolbox or prove thyself in sight. Took me 50 seconds to find a survivor. Got two kills thanks to camping, 7k points everyone depips.

    Getting camped sucks, but getting gen rushed sucks too. Can't fix one without fixing both.

  • How about we implement a system where hook progress speeds up if both like and survivor are running around the hook?


    Survivors do realize the entity wants them to suffer and for right? Went would the entity make it easier for you too survive?

  • @FFirebrandd said:

    Literally all of those mechanisms are abuseable.

    Now... Why do killers camp and tunnel? Well, its simple. The game heavily rewards them for doing so.

    Consider this cycle. Killer hooks someone. Finds someone and starts chasing. Someone goes for the unhook and gets it. Killer downs the person they're chasing. Downed person goes up on the hook. Repeat. At most points in that cycle, the Killer is occupying 3 survivors with things that aren't generators. Where's the 4th guy? Well, outside of certain killer power shenanigans, he's doing Gens. Which means the Killer has to race through that cycle as quickly as possible before all the gens get done. The killer may have to go through that cycle 8 times before any of the Survivors are out of the game.

    Now, what happens to that cycle if the killer stacks their first 3 hooks on one Survivor? Well that guy's out of the game and then the Killer can do the Cycle with the 4th gen guy... just straight up gone. So now instead of having to outrace someone concentrating on Gens, he just has to outrace the Unhooked and Hook Rescuer's occasional brief time on gens. Which is way easier.

    So how do we get Killers to spread the love? Two mechanics. First, a Skewered debuff on survivors. For each hook state the survivor has progressed, they repair X% slower. Second, a Desperation Bonus. For each dead Survivor, the remaining Survivors repair X% faster.

    This means that a death hook survivor is less of a threat than a fresh one. He also represents potentially giving the remaining survivors a fairly substantial buff. Currently, a death hook survivor is merely a juicy target because one more hook on them means ~25% of your opponent's strength is just straight up gone. If X was 10% and all 3 other survivors are fresh... then that former juicy target is now ~20% of the survivors' strength and killing them will give the survivors a ~30% buff.

    I proposed a similar idea, but without the desperation buff. Instead, i proposed that the debuff for a hooked survivor isnt the same, but that the first debuff is bigger than the second, so it encorages going after a new survivor instead of tunneling. If all debuffs are the same, tunneling the injured survivor might be the better idea, if the first debuff is stronger, it might be worth going after an uninjured survivor.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264296#Comment_1264296

    I proposed a similar idea, but without the desperation buff. Instead, i proposed that the debuff for a hooked survivor isnt the same, but that the first debuff is bigger than the second, so it encorages going after a new survivor instead of tunneling. If all debuffs are the same, tunneling the injured survivor might be the better idea, if the first debuff is stronger, it might be worth going after an uninjured survivor.

    Not a bad modification. So like the first hook gives them a -10% debuff and the second hook gives them a -5% for a cumulative -15%? Or something like that? (numbers are spitballed obviously). Though that's part of why the Desperation buff is in there too. Its there to make ejecting a survivor from the match asap much less appealing.

  • yes, thats what i thought. i even like it in addition to the desperatioin buff. So spreading the hooks leads to a big slowdown, but killing players reverse the effect (at least in parts). Tunneling one out of the game outright might even lead to a buff with genspeed, because no hook debuffs have happend at that point.

  • What is the difference between keeping the game hostage (bannable) and Facecamping with Bubba breathing to your face charging at 1st hook until die?

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    Normally I would disregard a post like this is utter nonsense but let's poke each of your mechanics and see how they work.

    1) This in fact on a level could work however it will promote hook swarming. This is when one or more survivors run up to the hook to try to cheese the same as quickly as possible.

    If you've ever played killer you know those times where you could barely turn your back and walk two steps before the person who was hooked has been saved yeah that's because of hook swarming.

    This also surprisingly enough leads to tunneling

    2 and 3) I'm lumping them together because these are just as bad as each hook swarming you shouldn't be rewarded for rushing the hook.

    Your idea would invite a bunch of people to be able to freely and without a risk and unhook someone with no danger in fact.

    In fact there is such little thought to your actual idea that a survivor can genuinely just chill in the hook zone and not be touched by the killer because the killer can't go too close. Like literally just wait until their other survivor on the hook is about to hit a stage and then go for the save.

    4 and 5) if these punishment can be lumped on the killer like this what's to stop survivors from just looping around the hook.

    If you want me to be frank these have to be the worst suggestions I have ever heard for an anti camping mechanism and easily the most highly abusable mechanisms I've heard honestly I question if you have even played the game if you are suggesting these.



    Now let's talk about endgame camping.

    Unless you are playing a one shot killer or unless you have that dreaded perk no one escapes death that everyone seems to love getting their panties in a twist about.

    Once the last gen has been completed if there is more than just one survivor as you are currently in a chase or or looking for a survivor by the time you've found and then down to one of the survivors exits are usually at 99%.

    You are now left with two options

    Option 1. Abandoned the hook for the sake of being fair and go look at an exit gate only for whatever survivor is there to open the gate then butt dance you before leaving or people just go save the person on hook heal them up and then open the exit and proceed to butt dance you.

    Option 2. You accept that it's a lost game and at least try to secure one extra kill now with your little mechanics this becomes practically impossible.

    How is this fair for the killer on any level now I guess you could also argue that the killer lost the game so they should just accept the loss and not camp if the survivors leave they shouldn't complain.

    Then if you're ever going to use that logic please tell me how many times after the killer has wiped out your team and left you as the only survivor and closed the hatch have you alerted the killer to your presence then pointed at hook because you know accept your the defeat move on and you shouldn't complain.

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    The problem with all these suggestions are that they are easily exploitable by survivors. Take your barrier idea for example say you hook someone then when you're leaving hook you spot someone and start chase, you get a hit they damage sprint away and into this barrier and start self caring in your face and theres nothing you can do about it. All of these suggestions will incentivize players to loop close to hook which in a sense defeats the point of them which is to move the killer away from the hook but by making it so survs will try to use these gimmicks to their advantage and thus make it more beneficial to loop close to hook you make it so the killer will be more likely to be closer to the hook even with the restrictions. Or you make it so difficult to chase around hooks that you essentially make a complete safe zone for survs which would just be insanely op.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263670#Comment_1263670

    No different to the plethora of ones about DS, swf, gen speeds etc.

    Complaints about game mechanics or swf groups having perks for free isnt the same as complaints about a strategy

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264061#Comment_1264061

    Complaints about game mechanics or swf groups having perks for free isnt the same as complaints about a strategy

    Why not? They all fall under the same heading as being a legitimate and acceptable part of the game.

    Being a perk or a strategy doesn't matter. They are all still condoned by Bhvr. If they wanted to they could make camping punishable like they do to other strategies like holding the game hostage.

  • Heres one you should be great at since you have 1k hours.


    GO DO THE GENS. DONT FEED THE CAMPING.

    Easy.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264028#Comment_1264028

    The issue isn't being eliminated from the game first. The issue is having a game ruined by a killer who is ######### at the game. Standing still isn't playing a game. It is done to ruin the game for someone. I don't care if I have died first when a killer has played properly. It is ######### when you have got hooked and had to stay there for a couple of minutes waiting to die because the killer doesn't move. It isn't a strategy it is an attempt to ruin a game for someone. It is boring. Then those same players cry for longer gen times.

    The game isn't to eliminate someone from the game as soon as possible in a way that isn't even playing a game. You are stood still.

    I've never camped and never tunnelled and I won't ever do it either. It is for ######### players who get off on ruining an experience for someone else.

    It's also for when the situation calls for it, or if stupid...I mean over altruistic survivors throw themselves at the hooked.


    If its EGC and you have one on struggle hook with two doors open, why the ######### would you leave?

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265509#Comment_1265509

    The difference is that the game can still end via your teammates doing generators while Bubba facecamps. Also, you will eventually die while facecamped. Therefor it's not holding the game hostage in any way.

    Also, devs have said camping is valid, so people need to just accept that sometimes Killers camp to get kills.

    devs said camping is valid so what? they gave up this issue? are they the ultimate unquestionable demigods? I wont buy this valid method of game hostage

    and no, there is no difference if you got sacrified hold in a corner hostage due to end game mechanism VS in the hook with bubba breathing to your face

    imma do a test right now facecamping til die on 1st hook a surv and ask in the end chat if that was keeping hostage or not

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266348#Comment_1266348

    devs said camping is valid so what? they gave up this issue? are they the ultimate unquestionable demigods? I wont buy this valid method of game hostage

    and no, there is no difference if you got sacrified hold in a corner hostage due to end game mechanism VS in the hook with bubba breathing to your face

    imma do a test right now facecamping til die on 1st hook a surv and ask in the end chat if that was keeping the him/her hostage or not

    Yes, the developers who created the game and decide on its rules are the ultimate unquestionable demigods. Do you actually believe your opinion on what the rules should be outranks the opinions of those who literally make the rules?

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266374#Comment_1266374

    Rofl. Yes, the devs are the demigods, because they make the game and the rules.

    And you can't expect some salty Survivor (or Killer) to know what's better than the devs who make the game.

    The devs have said: Taking the game hostage means the game cannot end in any way.

    The game cannot end, in any way.

    Someone dying on the hook will eventually leave the game via death. Same for bleeding on the ground, or being trapped in a corner after endgame collapse starts.

    So no, regardless of what your little test proves; facecamping is NOT taking the game hostage. Sorry.

    There you go buddy, the opinions of the gamers (the customers) is what worth, over the demigod devs that did not manage this top 1 issue

    1.png 2.png


  • @Entity_Hugs said:

    @5thPerkSlot

    Also, you asked if facecamping should be bannable. Not if it's taking the game hostage.

    And no, it should not. It's a legit strat. Some Salty Survivors will claim KILLING THEM should be bannable, so they can win with 0 effort. That does not mean the Killer's attacks should be removed because 'The customers matter more'.

    Summarizing, any terrible gaming experience as facecamping is, should be addressed by the devs, to keep the customers happy, call it with mechanisms or banable, I hope everyone agrees with that

    Failing at addressing a terrible game experience practice as facecamping is means unhappy customers and a reduced value of a bad product

    Sorry for using biz quotes

  • Killer Mains: Devs say face camping is a legit strategy, so its settled!

    Also Killer Mains: Devs are WRONG that gen times are fine! THEY NEED TO BE FIXED

    Weird how that works.

  • @KingFrost said:

    Killer Mains: Devs say face camping is a legit strategy, so its settled!

    Also Killer Mains: Devs are WRONG that gen times are fine! THEY NEED TO BE FIXED

    Weird how that works.

    One is their opinion of what is and isn't allowed (i.e.: the rules), the other is their opinion on what is or isn't balanced. Balance is independent of their opinions, the rules are literally predicated upon them.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266489#Comment_1266489

    Works in reverse, too, buddy.

    Survivors: You're a filthy camper/tunneler/using a crutch Killer/Perk! Get gud!

    Also Survivors: D.Strike, Dead Hard, Adren, insta-heal medkits, bodyblocking, genrushing. 'It's part of the game!'

    Yes, yes, we get it. You're a killer main who wants upvotes for saying "Survivors bad, Killers Good!"

  • Survivors have it in their hands to punish facecamping. I know that facecampers make for a boring game, either sitting on gens or on the hook, but it's ultimately boring for the killer too and punished by the ranking system - feed a camper enough boring games where 3 gens get done as they stare at the hooked survivor and then depip they'll either change their act or stop playing. If you want to see it less stop rewarding camping killers with easy wins.

    Oh, and run Kindred.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266489#Comment_1266489

    One is their opinion of what is and isn't allowed (i.e.: the rules), the other is their opinion on what is or isn't balanced. Balance is independent of their opinions, the rules are literally predicated upon them.

    Game Balance is a lot more complex than what is and isn't allowed. Keep in mind that the Devs have also said that Camping and Tunneling aren't good strategies. They aren't meant to be good strategies, and they're definitely better than they should be. Therefore making it easier to punish camping and tunneling would be completely in line with camping and tunneling still being strategies. They're not meant to be viable. And they're a large part of the reason gen times are what they are. Anyone who understands game balance, would understand that.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266520#Comment_1266520

    Oh look, you dodged @Orion 's post that had actual counter-arguments to attack me. Looks like I'm not the only one fishing for upvotes.

    Or maybe you had no counter-argument, so you tried to dodge their reply?

    Oh look, you didn't make a sound argument and now try to piggyback off of someone else. What a surprise!

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266543#Comment_1266543

    Oh look; gatekeeping and shaming. 'If you were SMART, you'd know these totally perfect fats I said! You want to be SMART, right?"

    Camping is already punished; it takes 2 minutes for a Survivor to die, it takes 80 seconds to do a gen.

    3 survivors can do 3 gens in the time it takes for one to die.

    Oh look: Camping is punished and does not need some BS mechanic to give Survivors another edge just so they have easier games.

    Oh look, killers can camp for two minutes and get a kill. They don't need faster gen times to give killers another edge just so they can have easier games.


  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266554#Comment_1266554

    You done being a smart-ass? Or are you just attacking people because you have 0 actual arguments as to why camping needs some new punishment? (Hint: It does not)

    Also, if camping is PUNISHING Killers for doing it (1 kill vs 3 gens done), then clearly it's not how Killers are supposed to secure kills, and therefor your entire attack of a statement is invalid.

    But continue to lash out at people like a child, since you have no real counter-arguments. It just shows how much of a child you are.

    If your feelings were hurt then I apologize.

    Camping is not supposed to be a viable strategy. Largely because it would be unhealthy for the game if it were. Survivors do not enjoy being camped, much like killers do not enjoy being gen rushed. Only in the case of being camped, survivors also can't do anything except mash a button. Killers being gen rushed at least are still free to roam about the map and engage in chases. A survivor being camped can only sit there and watch as his team either gets slaughtered, or manages to finish the gens and get out. And it's not very rewarding, either. Killers still have opportunities for bloodpoints when being gen rushed. I should also add that Gen Rushing and second-chance perks being meta -- things killer mains often complain about -- are largely a result of camping and tunneling. DS is meant to make tunneling less lucrative, and give survivors a chance to get away from the hook. The 1 minute timer could be shortened if survivors were given some other methods of staying alive once they are unhooked. (Especially since they have zero control over when they are unhooked by a fellow survivor. And Game Balance dictates that you can't deny an unhook, because doing so would leave solo players unable to unhook SWF who let their friends unhook them instead)

    With the reduction of map sizes and changed tiles in favor of the killer, camping has become more rewarding. Especially against Solo-play, which is the majority of players.

    If you think that gen times are bad, but think face camping is fine, then you're biased. The same is true if you think face camping is bad. It's incredibly hypocritical to say "How dare you make the game easier for survivors," when in the past you've made suggestions to make the game easier for killers.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266506#Comment_1266506

    Game Balance is a lot more complex than what is and isn't allowed. Keep in mind that the Devs have also said that Camping and Tunneling aren't good strategies. They aren't meant to be good strategies, and they're definitely better than they should be. Therefore making it easier to punish camping and tunneling would be completely in line with camping and tunneling still being strategies. They're not meant to be viable. And they're a large part of the reason gen times are what they are. Anyone who understands game balance, would understand that.

    What does that have to do with what I said? To reiterate, what I said is that game balance doesn't depend on the opinion of the developers, but the rules are literally their opinion on how the game should be played. This was a counter to you trying to draw a parallel between the developers saying that X is/isn't allowed and X is/isn't balanced.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266631#Comment_1266631

    There's a difference:

    People yelling camping needs a punishment are basically trying to invent rules, then shame and insult Killers into playing by those rules. They're also asking for their fakes little rules to be made legit, evne though it was tried in the past, and failed because Survivors abused it.

    Me asking for longer gen times was not to make my game easier. It in no way makes it easier to find Survivors. It was based on the thought that, if 1-2 gens pop before I even see a Survivor, and upwards of 3 pop before I get 1 hook; there's an imbalance.

    If Killers did not feel a huge time crunch the second the match starts; requiring, at worst, 24 hits in roughly 5 minutes (or, roughly 12.5 hits a minute), they would not feel they have to camp to secure a kill & slow down the Survivors.

    Have you noticed that camping usually tends to slow down mid-match? Because the Killer has secured a hook, or even a kill, and no longer feels the time crunch they felt at the start. A crunch brought on by gen speeds being a bit too fast to finish.

    So my suggestion was, as you can see, based on an idea of balance brought on by actual, concrete numbers.

    While people yelling that camping needs bans/punishments are simply saying 'I don't like it, so it should go away' or 'It's unfair to get eliminated'. Unfair to get killed..in a game where the Killer's goal is to kill.

    These guys are basically saying 'It's unfair that I died too fast' and then saying 'Gen speeds are fine. I want to hit sub-3 minutes a match. Let's speedrun this'.

    Making Gens take longer make games easier for killers. I'm not sure why you can't admit that.

    Survivors finishing one or two gens before you get your first hook is not imbalance. Just like you getting 3 hooks before anyone completes one generator wouldn't be imbalance. Its survivors playing well, or in the second case the killer playing well. Survivors getting one or two generators done isn't the end of the game. A killers objective is not, and never has been, to prevent any generators from getting done. Why is it that when a killer gets a 4K before any gens are done, it's not considered an 'imbalance' but when survivors complete just TWO generators before someone gets their first hook, it is considered an imbalance? That seems like an odd way to look at things, but then again I don't just play one side and try to see things from both sides, rather than one side.

  • If the killer is face camping, all 3 other survivors can gen rush and get out, providing the camped survivor isn't a spoil sport. Survivors make a rod for the own back when it comes to goading a camping killer.

    Only suggestion I have would be the entity progress stalls after x amount of time and remains stalled until the killer moves x amount of distance away. Rinse and repeat.

  • @SMitchell8 said:

    If the killer is face camping, all 3 other survivors can gen rush and get out, providing the camped survivor isn't a spoil sport. Survivors make a rod for the own back when it comes to goading a camping killer.

    Only suggestion I have would be the entity progress stalls after x amount of time and remains stalled until the killer moves x amount of distance away. Rinse and repeat.

    Something similar was already tried and abused by survivors. Trying to punish camping via a new mechanic will never work because it's rife for abuse. Better tell survivors to get on those gens.

  • I'm a rank 1 Solo survivor and let me tell you other survivors can be very dumb. For example if I plan to be altruistic and get unhooks I bring BT. Very nice vs. campers. Will I get downed, hooked and camped myself? Probably but that's what Kindred is for. So the other survivors can see that he is camping and go off to do gens....except they NEVER DO! Every time they all hover around looking for an opening to save and when they do, surprise, they DON'T have BT! Why are you standing around a camping killer to save when you don't have BT?! Go do a gen! Let me die! It's fine! This is a TEAM game and sometimes someone has to die so the team can survive. Does it bother me? Honestly not really. I choose this. I hang on so you can do gens then I move on to the next game. What bothers me are survivors, without BT, who know the killer is camping but try to make saves anyway. You are the problem. Not camping killers. You.

  • I also forgot to mention. The idea for the killer is too KILL the survivors HOWEVER they can. There is no obligation for killers to not face camp, as annoying and as frustrating as it is.

  • Rank 1 killer and Rank 1 survivor here.


    Face Camping is comparable to Pallet Looping. Both are strategies (thought face caping isnt as viable) that can be employed by either side to meet their objective and both strats are hated by the other side. If youre going against a lot of face campers get better at the game, you dont see them much in the Red Ranks.


    The devs can put stuff in to try and alleviate the issue (i.e. borrowed time, ds, killer powers) but outside of that any mechanic implemented is going to come with a way to abuse said mechanic. You can already see that today with how borrowed time and ds get abused.


    Beating a face camper is pretty simple. Eitger run with a swf group, or if youre solo dont die on hook right away and give your team tine to do gens. Chances are they can do the rest of the gens and leave before you die. The issue isnt the face camping, its that you see the game as a 1v1 instead of a 4v1, if 3 peopke escape, you won. Take the W and smile. Its no different than if a killer chased 1 person for 5 gens and everyone else escaped.


    Now what I do think is anyone on a hook for more than 20 secs should be recieving a percentage of everything else thats done, you are a distraction after all.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265620#Comment_1265620

    Why not? They all fall under the same heading as being a legitimate and acceptable part of the game.

    Being a perk or a strategy doesn't matter. They are all still condoned by Bhvr. If they wanted to they could make camping punishable like they do to other strategies like holding the game hostage.

    Changing a game mechanique is a lot easier than changing a strategy. Plus all the listed fixes for camping i've seen have been exploitable by survivors. As ######### as it might be for the guy on the hook, not much can really be done about camping

  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265620#Comment_1265620

    What I am reading here:

    "Complaints about game mechanics I don't like isn't the same as complaints about game mechanics you don't like."

    Repeated threads are repeated threads whether you like the complaint or not. Tone down the double standards please.

    Then you're really bad at reading. Decisive strike isn't a strategy and camping isn't a game mechanic.

  • It wasn't a 100% toxic match since let make some gens and didn't facecamp completely... but I bet the survs approved the valid facecamping strategy, not posting the aftermatch comments... way too hard

    https://www.youtube.com/watch?v=bfHy3ULFJt8


  • sorry for the bump, last post here, since wanted to show you an example of a surv sacrificed a 100% from 1st hook and reactions including a DC

    • Russian Twitch streamer got 100% facecamped on 1st hook with SWF from 2:53
    https://www.youtube.com/watch?v=Aqiiw44hpOU


  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266820#Comment_1266820

    Cool. I look forward to you being similarly annoyed by gen rush (strategy) complaints while enjoying repeated complaints about noed, spirit, freddy, cleansing time, killers seeing items/free information in lobby.

    You're either deliberately missing the point that @Dwight_Fairfield was making about popular repeated complaints on both sides, or just lack the reading comprehension to understand, in context, when he replied "no different than complaints about DS.." he was comparing the common reccuring complaints by killer and survivor, and not equating a strategy to a perk. You're being unnecessarily pedantic on distinguishing between strategy vs other game design elements, when the focus of that comment was on popular complaints.

    Genrush is not an issue for me anymore since the toolboxes run out quick and are worthless

    My only complain is facecamping and not having a 5th perk slot,

    so I will play killer facecamping only in order to concern more and more about addressing it

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    I know better

    1. Borroved time that meant for this but used for cocky ass unkooks and annoying body blocking
    2. Trading hooks
    3. Gang unhook so the killer gets nothing out of it
    4. Get forked because it’s a leatherface with a chainsaw and you can’t do nothing.
  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/151165/can-we-talk-seriously-about-effective-real-anti-facecamping-mechanisms

    I know better

    1. Borroved time that meant for this but used for cocky ass unkooks and annoying body blocking
    2. Trading hooks
    3. Gang unhook so the killer gets nothing out of it
    4. Get forked because it’s a leatherface with a chainsaw and you can’t do nothing.
    1. If I do my job seriously, no survivor with BT will be able to save you from Bubba charging and because of next point
    2. I will equip Agitation + Iron grasp + Mad Grit, most like not a problem
    3. Same as 2
    4. Wrong
  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269449#Comment_1269449

    1. If I do my job seriously, no survivor with BT will be able to save you from Bubba charging and because of next point
    2. I will equip Agitation + Iron grasp + Mad Grit, most like not a problem
    3. Same as 2
    4. Wrong

    What? Those perks doesn’t help you at all for camping Lmao. More like for getting ppl to the basement but if you’re camping it’s the same as any other hook. The only way you can stop trading is STBFL at 8 stacks.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269469#Comment_1269469

    What? Those perks doesn’t help you at all for camping Lmao. More like for getting ppl to the basement but if you’re camping it’s the same as any other hook. The only way you can stop trading is STBFL at 8 stacks.

    that perks help me with hooking, once im doing it I am just charging the chainsaw

    pretty much no perks needed to facecamp

  • I mean I personally don't agree with camping/tunneling but there are already anti-camping/tunneling perks such as borrowed time, DS, for the people, unbreakable. Like I know it sucks to be facecamped but you just have to move onto the next game. And if survivors are just going to camp and farm hooks, there's nothing a killer can do about it, but camp (at least proxy camp if they are always 5 feet away from the hook). I'm saying this as I play both killer and survivor equally but I think this game is also stupid in a sense that being really good at killer punishes you by getting DS (Like efficiently downing survivor one after another without tunneling but imagine getting DS'ed which is possible if you play hillbilly or spirit). I wonder if there can be any perk that punishes survivors from doing their objective too quickly (gen rushing), to match how stupid current DS is now.

  • @rabldong said:

    I mean I personally don't agree with camping/tunneling but there are already anti-camping/tunneling perks such as borrowed time, DS, for the people, unbreakable. Like I know it sucks to be facecamped but you just have to move onto the next game. And if survivors are just going to camp and farm hooks, there's nothing a killer can do about it, but camp (at least proxy camp if they are always 5 feet away from the hook). I'm saying this as I play both killer and survivor equally but I think this game is also stupid in a sense that being really good at killer punishes you from DS (Like efficiently downing survivor one after another without tunneling but imagine getting DS'ed which is possible if you play hillbilly or spirit)

    If done properly,  borrowed time, DS, for the people, unbreakable, etc are worthless against a charging Bubba. Not even synchronized SWF can save against a serious facecamper unless they do a great job with dbd Styptic Agent and MoM... but most likely they wont be even wounded to use them

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269486#Comment_1269486

    If done properly,  borrowed time, DS, for the people, unbreakable, etc are worthless against a charging Bubba. Not even synchronized SWF can save against a serious facecamper unless they do a great job with dbd Styptic Agent and MoM... but most likely they wont be even wounded to use them

    I'm talking about camping/tunneling in general. I mean I've played this game for more than 2k hours but I rarely see facecamping bubba.

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269486#Comment_1269486

    If done properly,  borrowed time, DS, for the people, unbreakable, etc are worthless against a charging Bubba. Not even synchronized SWF can save against a serious facecamper unless they do a great job with dbd Styptic Agent and MoM... but most likely they wont be even wounded to use them

    A charging Bubba and a regular facecamper is not the same animal. Noone can unhook if HE’S the one facecamping.

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269486#Comment_1269486

    If done properly,  borrowed time, DS, for the people, unbreakable, etc are worthless against a charging Bubba. Not even synchronized SWF can save against a serious facecamper unless they do a great job with dbd Styptic Agent and MoM... but most likely they wont be even wounded to use them

    I'm saying just move onto the next game if getting facecamped by bubba. Don't immediately die and give time for other mates to do gens tho. Like how often do you see a facecamping bubba? I've spent 2k hours on this game, like I rarely see a facecamping bubba especially in red rank.

  • @rabldong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269494#Comment_1269494

    I'm saying just move onto the next game if getting facecamped by bubba. Don't immediately die and give time for other mates to do gens tho. Like how often do you see a facecamping bubba? I've spent 2k hours on this game, like I rarely see a facecamping bubba especially in red rank.

    I have discovered that most of facecamped survs get desperated and give up committing suicide fast instead of hanging on letting others do gens, so in the end, this strategy works in order to accelerate the killer's goals and kills

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